Square vector lengths to bunch them up towards the center, add a minimum

length, include the URL of the SSAO tutorial.
This commit is contained in:
Andrzej Kapolka 2013-08-19 10:32:56 -07:00
parent b41fa1e03c
commit e7dab88d69
2 changed files with 8 additions and 2 deletions

View file

@ -45,7 +45,12 @@ void AmbientOcclusionEffect::init() {
const int SAMPLE_KERNEL_SIZE = 16;
QVector3D sampleKernel[SAMPLE_KERNEL_SIZE];
for (int i = 0; i < SAMPLE_KERNEL_SIZE; i++) {
glm::vec3 vector = glm::ballRand(1.0f);
// square the length in order to increase density towards the center
glm::vec3 vector = glm::sphericalRand(1.0f);
float scale = randFloat();
const float MIN_VECTOR_LENGTH = 0.01f;
const float MAX_VECTOR_LENGTH = 1.0f;
vector *= glm::mix(MIN_VECTOR_LENGTH, MAX_VECTOR_LENGTH, scale * scale);
sampleKernel[i] = QVector3D(vector.x, vector.y, vector.z);
}

View file

@ -13,7 +13,8 @@
class ProgramObject;
/// A screen space ambient occlusion effect.
/// A screen space ambient occlusion effect. See John Chapman's tutorial at
/// http://john-chapman-graphics.blogspot.co.uk/2013/01/ssao-tutorial.html for reference.
class AmbientOcclusionEffect {
public: