Deleted SSAO sliders except Quality

This commit is contained in:
Teejoon
2016-02-26 13:25:19 +01:00
parent f56705d921
commit 0805375483
2 changed files with 3 additions and 24 deletions
-11
View File
@@ -60,17 +60,6 @@ private:
Model* m_UnitQuad;
Model* m_UnitSphere;
int m_DebugTextureToDraw = 0;
int m_CubeMapTexture = 0;
bool m_ResizeWindow = false;
float m_SSAO_Radius = 1.0f;
float m_SSAO_Bias = 0.05f;
float m_SSAO_Contrast = 1.5f;
float m_SSAO_IntensityScale = 1.0f;
int m_SSAO_NumOfSamples = 24;
int m_SSAO_NumOfTurns = 7;
int m_SSAO_iterations = 9;
int m_SSAO_TextureQuality = 0;
int m_SSAO_Quality = 0;
PickingPass* m_PickingPass;
+3 -13
View File
@@ -115,23 +115,13 @@ void Renderer::Draw(RenderFrame& frame)
m_CubeMapPass->LoadTextures("Sky");
}
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
ImGui::SliderInt("SSAO Blur Iterations", &m_SSAO_iterations, 0, 20);
ImGui::SliderInt("SSAO TextureQuality", &m_SSAO_TextureQuality, 0, 4);
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
//m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns, m_SSAO_iterations, m_SSAO_TextureQuality);
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
GLERROR("SSAO Settings");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Clear other buffers
//Clear other buffers
PerformanceTimer::StartTimer("Renderer-ClearBuffers");
m_PickingPass->ClearPicking();
m_DrawFinalPass->ClearBuffer();
@@ -145,10 +135,10 @@ void Renderer::Draw(RenderFrame& frame)
GLERROR("Drawing pickingpass");
PerformanceTimer::StopTimer("Renderer-Depth");
}
PerformanceTimer::StartTimer("AO generation");
PerformanceTimer::StartTimer("Renderer-AO generation");
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
GLuint ao = m_SSAOPass->SSAOTexture();
PerformanceTimer::StopTimer("AO generation");
PerformanceTimer::StopTimer("Renderer-AO generation");
for (auto scene : frame.RenderScenes){
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");