- Timestamp:
- 11/06/08 17:48:52 (16 years ago)
- Location:
- GTP/trunk/App/Demos/Vis/FriendlyCulling
- Files:
-
- 11 added
- 6 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/Converter.vcproj
r3012 r3107 98 98 <Configuration 99 99 Name="Release|Win32" 100 OutputDirectory="$(SolutionDir) $(ConfigurationName)"101 IntermediateDirectory="$(ConfigurationName) "100 OutputDirectory="$(SolutionDir)\Converter\$(ConfigurationName)" 101 IntermediateDirectory="$(ConfigurationName)\Converter" 102 102 ConfigurationType="1" 103 103 CharacterSet="1" -
GTP/trunk/App/Demos/Vis/FriendlyCulling/FriendlyCulling.sln
r3038 r3107 10 10 {03661866-4093-4B02-B26A-028EA91AF023} = {03661866-4093-4B02-B26A-028EA91AF023} 11 11 EndProjectSection 12 EndProject 13 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "VboFormatConverter", "VboFormatConverter.vcproj", "{93A522E1-76F0-4D46-9C97-30DC2DDB531B}" 12 14 EndProject 13 15 Global … … 29 31 {A564071F-D054-4556-883B-999D7F9CC58C}.Release|Win32.ActiveCfg = Release|Win32 30 32 {A564071F-D054-4556-883B-999D7F9CC58C}.Release|Win32.Build.0 = Release|Win32 33 {93A522E1-76F0-4D46-9C97-30DC2DDB531B}.Debug|Win32.ActiveCfg = Debug|Win32 34 {93A522E1-76F0-4D46-9C97-30DC2DDB531B}.Debug|Win32.Build.0 = Debug|Win32 35 {93A522E1-76F0-4D46-9C97-30DC2DDB531B}.Release|Win32.ActiveCfg = Release|Win32 36 {93A522E1-76F0-4D46-9C97-30DC2DDB531B}.Release|Win32.Build.0 = Release|Win32 31 37 EndGlobalSection 32 38 GlobalSection(SolutionProperties) = preSolution -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/DeferredRenderer.cpp
r3106 r3107 261 261 const int dsh = h / 2; 262 262 263 //const int dsw = w; 264 //const int dsh = h; 265 263 266 mIllumFbo = new FrameBufferObject(dsw, dsh, FrameBufferObject::DEPTH_NONE); 264 267 //mIllumFbo = new FrameBufferObject(w, h, FrameBufferObject::DEPTH_NONE); -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/chcdemo.cpp
r3106 r3107 50 50 #include "Light.h" 51 51 #include "SceneEntityConverter.h" 52 #include "ObjConverter.h"53 52 #include "SkyPreetham.h" 54 53 #include "Texture.h" -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaderenv.h
r3106 r3107 26 26 27 27 28 //////// 29 //-- reprojection 30 31 #define MIN_DEPTH_DIFF 1e-2f 32 #define PRECISION_SCALE 1e-1f 33 34 28 35 ///////// 29 36 //-- shadowing … … 42 49 43 50 #define MAX_LOD_LEVEL 10 44 45 //#define MIN_DEPTH_DIFF 5e-3f 46 #define MIN_DEPTH_DIFF 1e-2f 47 //#define MIN_DEPTH_DIFF 1e-3f 48 #define PRECISION_SCALE 1e-1f 49 50 // burnout 51 // burnout (really bright regions will be saturated to white) 51 52 #define WHITE_LUMINANCE 3e4f 52 53 -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/ssao.cg
r3106 r3107 362 362 363 363 float4 projPos = mul(modelViewProj, eyeSpacePos); 364 const float w = 1 / projPos.w;364 const float w = 1.0f / projPos.w; 365 365 projPos *= w; 366 366 float scaleFactor = SAMPLE_RADIUS * w; 367 367 368 const float2 ao = ssao(IN, colors, noiseTex, samples, normal, 369 eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir)); 368 float2 ao = float2(1.0f, 0); 369 // note: this should be done with the stencil buffer 370 if (eyeSpaceDepth < 1e10f) 371 ao = ssao(IN, colors, noiseTex, samples, normal, 372 eyeSpacePos.xyz, scaleFactor, bl, br, tl, tr, normalize(viewDir)); 370 373 371 374 … … 381 384 return OUT; 382 385 } 386 383 387 384 388 float Filter(float2 texCoord, … … 415 419 float4 ao = tex2Dlod(ssaoTex, float4(IN.texCoord, 0, 0)); 416 420 417 //if ((ao.y < 10.0f) && (col.w < 1e10f))418 //ao.x = Filter(IN.texCoord, ssaoTex, filterOffs, filterWeights, 1.0f / (1.0f + ao.y));//ao.z);421 if ((ao.y < 10.0f) && (col.w < 1e10f)) 422 ao.x = Filter(IN.texCoord, ssaoTex, filterOffs, filterWeights, 1.0f / (1.0f + ao.y));//ao.z); 419 423 420 424 OUT.illum_col = col * ao.x;
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