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
2 changed files with 9 additions and 5 deletions
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@ -5,6 +5,10 @@
*
* Ground Truth Ambient Occlusion
*
* Based on Practical Realtime Strategies for Accurate Indirect Occlusion
* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx
*
*/
#pragma once
@ -30,10 +34,10 @@ class AmbientOcclusion {
Texture dummy_horizons_tx_;
Texture horizons_tx_;
Framebuffer fb_ = {"GTAO"};
Framebuffer fb_ = {"AO"};
PassSimple horizons_search_ps_ = {"GTAO Horizons Search"};
PassSimple render_pass_ps_ = {"GTAO Render Pass"};
PassSimple horizons_search_ps_ = {"AO Horizons Search"};
PassSimple render_pass_ps_ = {"AO Render Pass"};
/* Used as pointers for texture views in the AO Render Pass. */
GPUTexture *rp_normal_tx_ = nullptr;

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@ -352,8 +352,8 @@ float diffuse_occlusion(
/**
* Approximate the area of intersection of two spherical caps
* radius1 : First caps radius (arc length in radians)
* radius2 : Second caps radius (in radians)
* radius1 : First cap radius (arc length in radians)
* radius2 : Second cap radius (in radians)
* dist : Distance between caps (radians between centers of caps)
* NOTE: Result is divided by pi to save one multiply.
*/