mirror of https://github.com/bkaradzic/bgfx
Cleanup.
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@ -3,6 +3,13 @@
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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/*
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* Reference(s):
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* - ASSAO is a SSAO implementation tuned for scalability and flexibility.
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* https://web.archive.org/web/20181214222937/https://software.intel.com/en-us/articles/adaptive-screen-space-ambient-occlusion
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* https://github.com/GameTechDev/ASSAO
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*/
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#include <common.h>
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#include <camera.h>
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#include <bgfx_utils.h>
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@ -10,26 +17,21 @@
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#include <bx/rng.h>
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#include <bx/os.h>
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#define USE_ASSAO 0
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namespace
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{
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/*
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* ASSAO is a SSAO implementation tuned for scalability and flexibility.
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* https://software.intel.com/en-us/articles/adaptive-screen-space-ambient-occlusion
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* https://github.com/GameTechDev/ASSAO
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*/
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// Render passes
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// Render passes
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#define RENDER_PASS_GBUFFER 0 // GBuffer for normals and albedo
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#define RENDER_PASS_COMBINE 1 // Directional light and final result
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// Gbuffer has multiple render targets
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// Gbuffer has multiple render targets
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#define GBUFFER_RT_NORMAL 0
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#define GBUFFER_RT_COLOR 1
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#define GBUFFER_RT_DEPTH 2
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// Random meshes we draw
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// Random meshes we draw
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#define MODEL_COUNT 120 // In this demo, a model is a mesh plus a transform
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#define SAMPLER_POINT_CLAMP (BGFX_SAMPLER_MIN_POINT|BGFX_SAMPLER_MAG_POINT|BGFX_SAMPLER_MIP_POINT|BGFX_SAMPLER_U_CLAMP| BGFX_SAMPLER_V_CLAMP | BGFX_SAMPLER_W_CLAMP)
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@ -229,9 +231,9 @@ namespace
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ExampleASSAO(const char* _name, const char* _description)
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: entry::AppI(_name, _description)
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, m_currFrame(UINT32_MAX)
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, m_texelHalf(0.0f)
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, m_enableSSAO(true)
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, m_enableTexturing(true)
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, m_texelHalf(0.0f)
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, m_framebufferGutter(true)
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{
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}
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