EEVEE Next: Ambient Occlusion #108398

Merged
Miguel Pozo merged 29 commits from pragma37/blender:pull-eevee-next-ao into main 2023-06-30 19:37:37 +02:00
3 changed files with 11 additions and 7 deletions
Showing only changes of commit 24a6622681 - Show all commits

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@ -35,9 +35,6 @@ namespace blender::eevee {
void AmbientOcclusion::init()
{
dummy_horizons_tx_.ensure_2d(
GPU_RGBA8, int2(1), GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_SHADER_READ, float4(0));
debug_ = G.debug_value == 6;
const Scene *scene = inst_.scene;

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@ -26,20 +26,25 @@ class AmbientOcclusion {
bool debug_;
/* TODO: Move somewhere else. */
UniformBuffer<RayTracingData> rt_data_;
RayTracingDataBuf rt_data_;
UniformBuffer<AOData> data_;
AODataBuf data_;
Texture dummy_horizons_tx_;
Texture horizons_tx_;
Texture horizons_debug_tx_;
Framebuffer fb_ = {"GTAO"};
PassSimple horizons_search_ps_ = {"GTAO Horizons Search"};
public:
AmbientOcclusion(Instance &inst) : inst_(inst){};
AmbientOcclusion(Instance &inst) : inst_(inst)
{
dummy_horizons_tx_.ensure_2d(GPU_RGBA8,
int2(1),
GPU_TEXTURE_USAGE_ATTACHMENT | GPU_TEXTURE_USAGE_SHADER_READ,
float4(0));
};
~AmbientOcclusion(){};
void init();

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@ -1014,6 +1014,8 @@ using VelocityGeometryBuf = draw::StorageArrayBuffer<float4, 16, true>;
using VelocityIndexBuf = draw::StorageArrayBuffer<VelocityIndex, 16>;
using VelocityObjectBuf = draw::StorageArrayBuffer<float4x4, 16>;
using CryptomatteObjectBuf = draw::StorageArrayBuffer<float2, 16>;
using AODataBuf = draw::UniformBuffer<AOData>;
using RayTracingDataBuf = draw::UniformBuffer<RayTracingData>;
} // namespace blender::eevee
#endif