Commit 7a384a8b authored by Philip Trettner's avatar Philip Trettner

Applied clang format

parent de30e52e
......@@ -23,12 +23,11 @@ static glm::vec4 aiCast(aiColor4D const& v)
glow::assimp::Importer::Importer()
{
}
glow::SharedVertexArray glow::assimp::Importer::load(const std::string& filename)
{
GLOW_ACTION();
GLOW_ACTION();
using namespace assimp;
......
#include "Quad.hh"
using namespace glow::geometry;
void dummy_glow_extras_func() { }
void dummy_glow_extras_func()
{
}
......@@ -23,8 +23,8 @@ public:
* y: dot(N, V) in [0,1]
*
* Linear filtering, no mipmaps, clamp to edge
*
* NOTE: normally you don't need this function as initShaderGGX will use an internal version
*
* NOTE: normally you don't need this function as initShaderGGX will use an internal version
*/
static SharedTexture2D createEnvLutGGX(int width = 64, int height = 64);
......@@ -33,29 +33,29 @@ public:
*/
static SharedTextureCubeMap createEnvMapGGX(SharedTextureCubeMap const& envMap, int size = 512);
/**
* @brief prepates a shader for use with GGX-based IBL
*
* Must be called at least once for every shader that wants to use this type of IBL
*
* If no custom LUT is provided, an internal 64x64 one will be used.
*/
static void initShaderGGX(Program::UsedProgram& shader, SharedTexture2D const& customLUT = nullptr);
/**
* @brief prepates a shader for use with GGX-based IBL
*
* Must be called at least once for every shader that wants to use this type of IBL
*
* If no custom LUT is provided, an internal 64x64 one will be used.
*/
static void initShaderGGX(Program::UsedProgram& shader, SharedTexture2D const& customLUT = nullptr);
/**
* @brief prepares a shader for actual IBL use
*
* initShaderGGX must be called once per shader and is independent of environment map
* prepareShaderGGX must be called whenever the env map changes
*
* NOTE: don't use a normal environment map here. Use a prefiltered one using 'createEnvMapGGX'
*/
static void prepareShaderGGX(Program::UsedProgram& shader, SharedTextureCubeMap const& envMapGGX);
/**
* @brief prepares a shader for actual IBL use
*
* initShaderGGX must be called once per shader and is independent of environment map
* prepareShaderGGX must be called whenever the env map changes
*
* NOTE: don't use a normal environment map here. Use a prefiltered one using 'createEnvMapGGX'
*/
static void prepareShaderGGX(Program::UsedProgram& shader, SharedTextureCubeMap const& envMapGGX);
private:
IBL() = delete;
static SharedTexture2D sEnvLutGGX;
static SharedTexture2D sEnvLutGGX;
};
}
}
......@@ -4,5 +4,4 @@ using namespace glow::shader;
Output::Output()
{
}
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