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UnrealEngine/Engine/Source/Runtime/IESFile/Private/IESLoader.h
2025-05-18 13:04:45 +08:00

86 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
//class Error;
enum class EIESPhotometricType;
/**
* To load the IES file image format. IES files exist for many real world lights. The file stores how much light is emitted in a specific direction.
* The data is usually measured but tools to paint IES files exist.
*/
class FIESLoader
{
public:
/** is loading the file, can take some time, success can be checked with IsValid() */
FIESLoader(const uint8* Buffer, uint32 BufferLength);
// @return Multiplier as the texture is normalized
float ExtractInRGBA16F(TArray<uint8>& OutData);
bool IsValid() const;
uint32 GetWidth() const;
uint32 GetHeight() const;
/** @return in Lumens */
float GetBrightness() const;
const TCHAR* GetError() const
{
return Error.IsEmpty() ? nullptr : *Error;
}
private:
TArray<float> HAngles;
TArray<float> VAngles;
TArray<float> CandelaValues;
/** in Lumens, always >0 */
float Brightness;
/** used by ComputeFullIntegral(), integrated over the unit sphere, to avoid computing it twice, -1 if not computed yet */
float CachedIntegral;
/** The photometric type associated with the IES file being loaded */
EIESPhotometricType PhotometricType;
// will set Error to 0 on success
void Load(const uint8* Buffer);
// 0 if no error, otherwise points to an ASCII error string
FString Error;
float ComputeMax() const;
// integrate over the unit sphere
// @return in Candela
float ComputeFullIntegral();
static float ComputeFilterPos(float Value, const TArray<float>& SortedValues);
// low level code, only used by InterpolateBilinear
// @param X 0..HAngles.size()-1
// @param Y 0..VAngles.size()-1
float InterpolatePoint(int X, int Y) const;
// low level code, used by Interpolate2D() and Interpolate1D()
// @param fX 0..HAngles.size()-1
// @param fY 0..VAngles.size()-1
float InterpolateBilinear(float fX, float fY) const;
// high level code to compute the Candela value for a given direction
// @param HAngle n degrees e.g. 0..360
// @param VAngle n degrees e.g. 0..180
float Interpolate2D(float HAngle, float VAngle) const;
// like Interpolate2D but also integrates over HAngle
// @param VAngle n degrees e.g. 0..180
float Interpolate1D(float VAngle) const;
};