fixing the blurring issue

This commit is contained in:
sam 2016-08-21 00:27:43 -07:00
parent 557f898d95
commit 4097fcb0f6
2 changed files with 6 additions and 1 deletions

View file

@ -169,6 +169,7 @@ public:
const int AmbientOcclusionEffect_FrameTransformSlot = 0;
const int AmbientOcclusionEffect_ParamsSlot = 1;
const int AmbientOcclusionEffect_CameraCorrectionSlot = 2;
const int AmbientOcclusionEffect_LinearDepthMapSlot = 0;
const int AmbientOcclusionEffect_OcclusionMapSlot = 0;
@ -268,6 +269,8 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getOcclusionPipeline() {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("cameraCorrectionBuffer"), AmbientOcclusionEffect_CameraCorrectionSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("pyramidMap"), AmbientOcclusionEffect_LinearDepthMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
@ -290,6 +293,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getHBlurPipeline() {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("cameraCorrectionBuffer"), AmbientOcclusionEffect_CameraCorrectionSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("occlusionMap"), AmbientOcclusionEffect_OcclusionMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
@ -312,6 +316,7 @@ const gpu::PipelinePointer& AmbientOcclusionEffect::getVBlurPipeline() {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionFrameTransformBuffer"), AmbientOcclusionEffect_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("cameraCorrectionBuffer"), AmbientOcclusionEffect_CameraCorrectionSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("ambientOcclusionParamsBuffer"), AmbientOcclusionEffect_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("occlusionMap"), AmbientOcclusionEffect_OcclusionMapSlot));

View file

@ -93,7 +93,7 @@ public:
float edgeSharpness{ 1.0f };
float blurDeviation{ 2.5f };
float numSpiralTurns{ 7.0f }; // defining an angle span to distribute the samples ray directions
int numSamples{ 9 };
int numSamples{ 16 };
int resolutionLevel{ 1 };
int blurRadius{ 4 }; // 0 means no blurring
bool ditheringEnabled{ true }; // randomize the distribution of taps per pixel, should always be true