EEVEE Next: Ambient Occlusion #108398
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@ -5,6 +5,10 @@
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*
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* Ground Truth Ambient Occlusion
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*
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* Based on Practical Realtime Strategies for Accurate Indirect Occlusion
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* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
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* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx
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*
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*/
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#pragma once
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@ -30,10 +34,10 @@ class AmbientOcclusion {
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Texture dummy_horizons_tx_;
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Texture horizons_tx_;
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Framebuffer fb_ = {"GTAO"};
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Framebuffer fb_ = {"AO"};
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PassSimple horizons_search_ps_ = {"GTAO Horizons Search"};
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PassSimple render_pass_ps_ = {"GTAO Render Pass"};
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PassSimple horizons_search_ps_ = {"AO Horizons Search"};
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PassSimple render_pass_ps_ = {"AO Render Pass"};
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/* Used as pointers for texture views in the AO Render Pass. */
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GPUTexture *rp_normal_tx_ = nullptr;
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@ -352,8 +352,8 @@ float diffuse_occlusion(
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/**
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* Approximate the area of intersection of two spherical caps
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* radius1 : First cap’s radius (arc length in radians)
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* radius2 : Second caps’ radius (in radians)
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* radius1 : First cap radius (arc length in radians)
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* radius2 : Second cap radius (in radians)
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* dist : Distance between caps (radians between centers of caps)
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* NOTE: Result is divided by pi to save one multiply.
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*/
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