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Cleanup.
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@@ -1468,11 +1468,10 @@ namespace bimg
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// BC6H, BC7
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// BC6H, BC7
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//
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//
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// Reference:
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// Reference(s):
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// - https://web.archive.org/web/20181126035446/https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_texture_compression_bptc.txt
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// - https://web.archive.org/web/20181126035538/https://docs.microsoft.com/en-us/windows/desktop/direct3d11/bc6h-format
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//
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//
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// https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_texture_compression_bptc.txt
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// https://msdn.microsoft.com/en-us/library/windows/desktop/hh308952(v=vs.85).aspx
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static const uint16_t s_bptcP2[] =
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static const uint16_t s_bptcP2[] =
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{ // 3210 0000000000 1111111111 2222222222 3333333333
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{ // 3210 0000000000 1111111111 2222222222 3333333333
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0xcccc, // 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1
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0xcccc, // 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1
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@@ -352,9 +352,9 @@ namespace bimg
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float texelSolidAngle(float _u, float _v, float _invFaceSize)
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float texelSolidAngle(float _u, float _v, float _invFaceSize)
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{
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{
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// Reference:
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// Reference(s):
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// - https://web.archive.org/web/20180614195754/http://www.mpia.de/~mathar/public/mathar20051002.pdf
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// - https://web.archive.org/web/20180614195754/http://www.mpia.de/~mathar/public/mathar20051002.pdf
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// - https://web.archive.org/web/20180614195725/http://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/
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// - https://web.archive.org/web/20180614195725/http://www.rorydriscoll.com/2012/01/15/cubemap-texel-solid-angle/
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//
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//
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const float x0 = _u - _invFaceSize;
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const float x0 = _u - _invFaceSize;
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const float x1 = _u + _invFaceSize;
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const float x1 = _u + _invFaceSize;
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@@ -1085,9 +1085,9 @@ namespace bimg
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float applyLightingModel(float _specularPower, LightingModel::Enum _lightingModel)
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float applyLightingModel(float _specularPower, LightingModel::Enum _lightingModel)
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{
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{
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// Reference:
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// Reference(s):
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// - https://web.archive.org/web/20180622232018/https://seblagarde.wordpress.com/2012/06/10/amd-cubemapgen-for-physically-based-rendering/
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// - https://web.archive.org/web/20180622232018/https://seblagarde.wordpress.com/2012/06/10/amd-cubemapgen-for-physically-based-rendering/
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// - https://web.archive.org/web/20180622232041/https://seblagarde.wordpress.com/2012/03/29/relationship-between-phong-and-blinn-lighting-model/
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// - https://web.archive.org/web/20180622232041/https://seblagarde.wordpress.com/2012/03/29/relationship-between-phong-and-blinn-lighting-model/
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//
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//
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switch (_lightingModel)
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switch (_lightingModel)
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{
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{
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