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timmy merge work
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29 changed files with 295 additions and 925 deletions
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@ -1,4 +1,40 @@
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#pragma once
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef IBL_UTILS_H_
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#define IBL_UTILS_H_
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#ifndef _GFXTARGET_H_
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#include "gfx/gfxTarget.h"
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#endif
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#ifndef _GFXCUBEMAP_H_
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#include "gfx/gfxCubemap.h"
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#endif
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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namespace IBLUtilities
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{
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@ -10,9 +46,6 @@ namespace IBLUtilities
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void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap);
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GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution);
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void GenerateBRDFTexture(GFXTexHandle &textureOut);
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void bakeReflection(String outputPath, S32 resolution);
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LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5]);
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@ -32,4 +65,6 @@ namespace IBLUtilities
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F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height);
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F32 areaElement(F32 x, F32 y);
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};
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};
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#endif
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