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alexpete
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#ifndef CRYINCLUDE_CRYCOMMON_IMESHBAKING_H
#define CRYINCLUDE_CRYCOMMON_IMESHBAKING_H
#pragma once
struct SMeshBakingMaterialParams
{
float rayLength;
float rayIndent;
bool bAlphaCutout;
bool bIgnore;
};
struct SMeshBakingInputParams
{
IStatObj* pCageMesh;
IStatObj* pInputMesh;
const SMeshBakingMaterialParams* pMaterialParams;
ColorF defaultBackgroundColour;
ColorF dilateMagicColour;
int outputTextureWidth;
int outputTextureHeight;
int numMaterialParams;
int nLodId;
bool bDoDilationPass;
bool bSmoothNormals;
bool bSaveSpecular;
_smart_ptr<IMaterial> pMaterial;
};
struct SMeshBakingOutput
{
ITexture* ppOuputTexture[3];
ITexture* ppIntermediateTexture[3];
};
#endif // CRYINCLUDE_CRYCOMMON_IMESHBAKING_H