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FIxing coding standards
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2 changed files with 13 additions and 12 deletions
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@ -210,7 +210,8 @@ void AmbientOcclusionEffect::setDepthInfo(float nearZ, float farZ) {
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}
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void AmbientOcclusionEffect::setResolutionLevel(int level) {
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level = std::max(0, std::min(level, 4));
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const int MAX_RESOLUTION_LEVEL = 4;
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level = std::max(0, std::min(level, MAX_RESOLUTION_LEVEL));
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if (level != getResolutionLevel()) {
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auto& current = _parametersBuffer.edit<Parameters>().resolutionInfo;
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current.x = (float)level;
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@ -74,18 +74,18 @@ public:
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class AmbientOcclusion {
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public:
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int resolutionLevel = 1;
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float radius = 0.5f; // radius in meters of the AO effect
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float level = 0.5f; // Level of the obscrance value
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int numSamples = 11; // Num Samples per pixel
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float numSpiralTurns = 7.0f;
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bool ditheringEnabled = true;
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float falloffBias = 0.01f;
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float edgeSharpness = 1.0f;
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int blurRadius = 4;
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float blurDeviation = 2.5f;
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int resolutionLevel { 1 };
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float radius { 0.5f }; // radius in meters of the AO effect
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float level { 0.5f }; // Level of the obscrance value
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int numSamples { 11 }; // Num Samples per pixel
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float numSpiralTurns { 7.0f };
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bool ditheringEnabled { true };
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float falloffBias { 0.01f };
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float edgeSharpness { 1.0f };
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int blurRadius { 4 };
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float blurDeviation { 2.5f};
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double gpuTime = 0.0;
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double gpuTime { 0.0 };
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};
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RenderContext(ItemsConfig items, Tone tone, AmbientOcclusion ao, int drawStatus, bool drawHitEffect, glm::vec4 deferredDebugSize, int deferredDebugMode);
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