solstice-solver

Solver library of the solstice app
git clone git://git.meso-star.com/solstice-solver.git
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commit 10bd1d16ae57264b91c719ab050adfdf00bd5fd7
parent 31b87035da15cdb2f8bc0e0be8763d7e22d335b1
Author: Vincent Forest <vincent.forest@meso-star.com>
Date:   Mon, 18 Jul 2016 14:16:16 +0200

Rm the diffuse_specular ratio attrib of the mirror material

Diffstat:
Msrc/ssol.h | 1-
Msrc/ssol_material.c | 1-
Msrc/test_ssol_material.c | 20--------------------
3 files changed, 0 insertions(+), 22 deletions(-)

diff --git a/src/ssol.h b/src/ssol.h @@ -187,7 +187,6 @@ typedef void struct ssol_mirror_shader { ssol_shader_getter_T normal; ssol_shader_getter_T reflectivity; - ssol_shader_getter_T diffuse_specular_ratio; ssol_shader_getter_T roughness; }; diff --git a/src/ssol_material.c b/src/ssol_material.c @@ -87,7 +87,6 @@ shader_ok(const struct ssol_mirror_shader* shader) if(!shader || !shader->normal || !shader->reflectivity - || !shader->diffuse_specular_ratio || !shader->roughness) return RES_BAD_ARG; return RES_OK; diff --git a/src/test_ssol_material.c b/src/test_ssol_material.c @@ -50,21 +50,6 @@ get_reflectivity } static void -get_diffuse_specular_ratio - (struct ssol_device* dev, - const double wavelength, - const double P[3], - const double Ng[3], - const double Ns[3], - const double uv[2], - const double w[3], - double* val) -{ - (void)dev, (void)wavelength, (void)P, (void)Ng, (void)Ns, (void)uv, (void)w; - *val = 0; -} - -static void get_roughness (struct ssol_device* dev, const double wavelength, @@ -113,7 +98,6 @@ main(int argc, char** argv) shader.normal = get_normal; shader.reflectivity = get_reflectivity; - shader.diffuse_specular_ratio = get_diffuse_specular_ratio; shader.roughness = get_roughness; CHECK(ssol_mirror_set_shader(NULL, &shader), RES_BAD_ARG); @@ -128,10 +112,6 @@ main(int argc, char** argv) CHECK(ssol_mirror_set_shader(material, &shader), RES_BAD_ARG); shader.reflectivity = get_reflectivity; - shader.diffuse_specular_ratio = NULL; - CHECK(ssol_mirror_set_shader(material, &shader), RES_BAD_ARG); - shader.diffuse_specular_ratio = get_diffuse_specular_ratio; - shader.roughness = NULL; CHECK(ssol_mirror_set_shader(material, &shader), RES_BAD_ARG); shader.roughness = get_roughness;