XLE
v0.02.0
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Generates ambient occlusion for terrain More...
#include <TerrainShadowOp.h>
Public Member Functions | |
void | Calculate (void *dst, Float2 coord, SceneEngine::TerrainUberHeightsSurface &heightsSurface, float xyScale) const |
ImpliedTyping::TypeDesc | GetOutputFormat () const |
void | FillDefault (void *dst, unsigned count) const |
const char * | GetName () const |
AOOperator (unsigned testRadius, float power) | |
Protected Types | |
using | AoSample = uint8 |
Protected Attributes | |
unsigned | _testRadius |
float | _power |
std::vector< Float3 > | _testPts |
Generates ambient occlusion for terrain
For each point on the terrain, calculates how much of the sky hemisphere is hidden by other parts of the terrain. This can be used to calculate the quantity of ambient light that effects the object.