diff options
| author | lbavoil <[email protected]> | 2016-05-10 09:57:51 +0200 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2016-05-10 09:57:51 +0200 |
| commit | 346c07bc1e5d255b7873dae59da296113dfbed0c (patch) | |
| tree | 8df6085210cea0e79bb40003af4e178dc17fcb5b | |
| parent | HBAO+ 3.0.0.20735892 (diff) | |
| download | hbaoplus-346c07bc1e5d255b7873dae59da296113dfbed0c.tar.xz hbaoplus-346c07bc1e5d255b7873dae59da296113dfbed0c.zip | |
HBAO+ 3.0.0.20735892
| -rw-r--r-- | README.md | 21 |
1 files changed, 13 insertions, 8 deletions
@@ -1,4 +1,4 @@ -# HBAOPlus +# HBAOPlus Welcome to NVIDIA's HBAO+ source code repository. To begin, clone this repository onto your local drive. @@ -19,7 +19,7 @@ To minimize flickering, the HBAO+ is always rendered in full resolution, from fu Package -------- -doc/—this documentation page. +doc/—HTML documentation lib/—header file, import libraries and DLLs, for Win32, Win64, Mac OS X and Linux. @@ -27,7 +27,8 @@ samples/—source for sample applications demonstrating NVIDIA HBAO+. Getting Started --------------- -INITIALIZE THE LIBRARY: + +### INITIALIZE THE LIBRARY: GFSDK_SSAO_CustomHeap CustomHeap; CustomHeap.new_ = ::operator new; @@ -37,7 +38,8 @@ GFSDK_SSAO_Status status; GFSDK_SSAO_Context_D3D11* pAOContext; status = GFSDK_SSAO_CreateContext_D3D11(pD3D11Device, &pAOContext, &CustomHeap); assert(status == GFSDK_SSAO_OK); // HBAO+ requires feature level 11_0 or above -SET INPUT DEPTHS: + +### SET INPUT DEPTHS: GFSDK_SSAO_InputData_D3D11 Input; Input.DepthData.DepthTextureType = GFSDK_SSAO_HARDWARE_DEPTHS; @@ -45,21 +47,24 @@ Input.DepthData.pFullResDepthTextureSRV = pDepthStencilTextureSRV; Input.DepthData.ProjectionMatrix.Data = GFSDK_SSAO_Float4x4(pProjectionMatrix); Input.DepthData.ProjectionMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER; Input.DepthData.MetersToViewSpaceUnits = SceneScale; -SET AO PARAMETERS: -GFSDK_SSAO_Parameters_D3D11 Params; +### SET AO PARAMETERS: + +GFSDK_SSAO_Parameters Params; Params.Radius = 2.f; Params.Bias = 0.1f; Params.PowerExponent = 2.f; Params.Blur.Enable = true; Params.Blur.Radius = GFSDK_SSAO_BLUR_RADIUS_4; Params.Blur.Sharpness = 16.f; -SET RENDER TARGET: + +### SET RENDER TARGET: GFSDK_SSAO_Output_D3D11 Output; Output.pRenderTargetView = pOutputColorRTV; Output.Blend.Mode = GFSDK_SSAO_OVERWRITE_RGB; -RENDER AO: + +### RENDER AO: status = pAOContext->RenderAO(pD3D11Context, Input, Params, Output); assert(status == GFSDK_SSAO_OK); |