Removed falloff distance as we're directly using the radius

This commit is contained in:
Olivier Prat 2018-09-18 11:45:58 +02:00
parent acc6d0b79e
commit a2abf33669
4 changed files with 7 additions and 17 deletions

View file

@ -176,18 +176,17 @@ public:
AmbientOcclusionEffectConfig::AmbientOcclusionEffectConfig() :
render::GPUJobConfig::Persistent(QStringList() << "Render" << "Engine" << "Ambient Occlusion", false),
#if SSAO_USE_HORIZON_BASED
radius{ 0.1f },
radius{ 0.3f },
#else
radius{ 0.5f },
#endif
perspectiveScale{ 1.0f },
obscuranceLevel{ 0.5f },
#if SSAO_USE_HORIZON_BASED
falloffAngle{ 0.1f },
falloffAngle{ 0.2f },
#else
falloffAngle{ 0.01f },
#endif
falloffDistance{ 0.3f },
edgeSharpness{ 1.0f },
blurDeviation{ 2.5f },
numSpiralTurns{ 7.0f },
@ -242,6 +241,7 @@ void AmbientOcclusionEffect::configure(const Config& config) {
if (config.falloffAngle != _aoParametersBuffer->getFalloffAngle()) {
auto& current = _aoParametersBuffer.edit().ditheringInfo;
current.z = config.falloffAngle;
current.y = 1.0f / (1.0f - config.falloffAngle);
}
if (config.edgeSharpness != _aoParametersBuffer->getEdgeSharpness()) {
@ -302,11 +302,6 @@ void AmbientOcclusionEffect::configure(const Config& config) {
current.w = (float)config.borderingEnabled;
}
if (config.falloffDistance != _aoParametersBuffer->getFalloffDistance()) {
auto& current = _aoParametersBuffer.edit().ditheringInfo;
current.y = (float)config.falloffDistance;
}
if (shouldUpdateGaussian) {
updateGaussianDistribution();
}

View file

@ -63,7 +63,6 @@ class AmbientOcclusionEffectConfig : public render::GPUJobConfig::Persistent {
Q_PROPERTY(float radius MEMBER radius WRITE setRadius)
Q_PROPERTY(float obscuranceLevel MEMBER obscuranceLevel WRITE setObscuranceLevel)
Q_PROPERTY(float falloffAngle MEMBER falloffAngle WRITE setFalloffAngle)
Q_PROPERTY(float falloffDistance MEMBER falloffDistance WRITE setFalloffDistance)
Q_PROPERTY(float edgeSharpness MEMBER edgeSharpness WRITE setEdgeSharpness)
Q_PROPERTY(float blurDeviation MEMBER blurDeviation WRITE setBlurDeviation)
Q_PROPERTY(float numSpiralTurns MEMBER numSpiralTurns WRITE setNumSpiralTurns)
@ -80,7 +79,6 @@ public:
void setRadius(float newRadius) { radius = std::max(0.01f, newRadius); emit dirty(); }
void setObscuranceLevel(float level) { obscuranceLevel = std::max(0.01f, level); emit dirty(); }
void setFalloffAngle(float bias) { falloffAngle = std::max(0.0f, std::min(bias, 1.0f)); emit dirty(); }
void setFalloffDistance(float value) { falloffDistance = std::max(0.0f, value); emit dirty(); }
void setEdgeSharpness(float sharpness) { edgeSharpness = std::max(0.0f, (float)sharpness); emit dirty(); }
void setBlurDeviation(float deviation) { blurDeviation = std::max(0.0f, deviation); emit dirty(); }
void setNumSpiralTurns(float turns) { numSpiralTurns = std::max(0.0f, (float)turns); emit dirty(); }
@ -92,7 +90,6 @@ public:
float perspectiveScale;
float obscuranceLevel; // intensify or dim down the obscurance effect
float falloffAngle;
float falloffDistance;
float edgeSharpness;
float blurDeviation;
float numSpiralTurns; // defining an angle span to distribute the samples ray directions
@ -144,7 +141,6 @@ public:
float getPerspectiveScale() const { return resolutionInfo.z; }
float getObscuranceLevel() const { return radiusInfo.w; }
float getFalloffAngle() const { return (float)ditheringInfo.z; }
float getFalloffDistance() const { return ditheringInfo.y; }
float getEdgeSharpness() const { return (float)blurInfo.x; }
float getBlurDeviation() const { return blurInfo.z; }

View file

@ -75,9 +75,6 @@ float getObscuranceScaling() {
float isDitheringEnabled() {
return params._ditheringInfo.x;
}
float getFalloffDistance() {
return params._ditheringInfo.y;
}
float isBorderingEnabled() {
return params._ditheringInfo.w;
}
@ -85,6 +82,9 @@ float isBorderingEnabled() {
float getFalloffAngle() {
return params._ditheringInfo.z;
}
float getFalloffAngleScale() {
return params._ditheringInfo.y;
}
float getNumSamples() {
return params._sampleInfo.x;
@ -296,7 +296,7 @@ float computeHorizonFromTap(vec3 tapPositionES, vec3 fragPositionES, vec3 fragNo
float cosHorizonAngle = dot(deltaVec, fragNormalES) / (distance + epsilon);
float radiusFalloff = max(0.0, 1.0 - (distance*distance / getRadius2()));
cosHorizonAngle = max(0.0, (cosHorizonAngle - getFalloffAngle()) / (1.0 - getFalloffAngle()));
cosHorizonAngle = max(0.0, (cosHorizonAngle - getFalloffAngle()) * getFalloffAngleScale());
cosHorizonAngle *= radiusFalloff;
return cosHorizonAngle;

View file

@ -38,7 +38,6 @@ Rectangle {
"Num Taps:numSamples:32:true",
"Taps Spiral:numSpiralTurns:10.0:false",
"Falloff Angle:falloffAngle:0.5:false",
"Falloff Distance:falloffDistance:2.0:false",
"Blur Edge Sharpness:edgeSharpness:1.0:false",
"Blur Radius:blurRadius:15.0:false",
]