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doc, SSAO works😎
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cryham committed Nov 17, 2024
1 parent f45c9b7 commit fe37106
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Showing 4 changed files with 12 additions and 13 deletions.
2 changes: 1 addition & 1 deletion config/tracks.ini
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Expand Up @@ -17,7 +17,7 @@
02,Test2-Asphalt v0.3 10/07/10 20/04/14 :Asphalt |o0 c0 w0 ~0 J0 L0 P0 /0 s0 u0 n0 l0 !0 *0 T=1 a:CH
03,Test3-Bumps v0.3 10/07/10 06/08/24 :ForestMntn |o0 c0 w0 ~5 J1 L0 P0 /0 s0 u0 n0 l0 !0 *2 T=1 a:CH

57,Test4-TerrainBig v1.3 27/08/11 20/04/14 :Desert |o0 c0 w0 ~0 J1 L0 P0 /0 s0 u0 n0 l0 !0 *2 T=1 a:CH
57,Test4-TerrainBig v1.3 27/08/11 20/04/14 :Desert |o0 c0 w0 ~0 J2 L0 P0 /0 s0 u0 n0 l0 !0 *2 T=1 a:CH
57,Test6-Fluids v1.3 27/08/11 20/04/14 :Savanna |o0 c0 w4 ~0 J2 L0 P0 /0 s0 u0 n0 l0 !0 *2 T=1 a:CH
60,Test7-FluidsSmall v1.4 31/10/11 06/08/24 :Savanna |o0 c0 w5 ~0 J0 L0 P0 /0 s0 u0 n0 l0 !0 *3 T=1 a:CH

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4 changes: 2 additions & 2 deletions docs/Changelog.md
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Expand Up @@ -7,8 +7,8 @@ WIP means work in progress, unfinished, still being developed.
- Compositor rewrite, created in code
- Apply buttons work for Shadows and Reflections
- SplitScreen uses RTTs, smaller Hud fonts
- WIP Refractions work, todo: fix depth, add Old no reflect
- WIP **SSAO** (ambient occlusion), not working with FSAA (antialiasing) yet
- Refractions work WIP, todo: fix depth, SSAO works too
- **SSAO** (ambient occlusion), needs Refractions
- WIP try, Global Illumination ([GI methods](https://ogrecave.github.io/ogre-next/api/latest/_gi_methods.html): IFD+VCT), no terrain
- new Gui tab Advanced after Effects, has also debug visuals

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15 changes: 7 additions & 8 deletions docs/Roadmap.md
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Expand Up @@ -10,16 +10,10 @@ Marked: `crucial`, **Next or Big**, _Important_.

#### Effects

**SSAO** fix FSAA, `rqg, depth`
HDR, bloom?

**Sounds**: cars, ambient, object hit, info below, new engine? or upd from RoR


new road particles
new **road** textures, detail mix, vert clr blend

new *Stats* tab, completed: tracks, challs, colls, etc
**HDR**, bloom
soft particles

#### Big

Expand All @@ -36,6 +30,11 @@ test, move to bullet3 ?

less poly, own collision *_p.mesh for veget/obj/bld, e.g. shrooms on Cloud etc

new road particles
new **road** textures, detail mix, vert clr blend

new *Stats* tab, completed: tracks, challs, colls, etc

hud new best time show, win particles-

**ed key** for obj random rot, yaw
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4 changes: 2 additions & 2 deletions src/common/AppGui_Compositor.cpp
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Expand Up @@ -365,8 +365,8 @@ TextureGpu* AppGui::CreateCompositor(int view, int splits, float width, float he
td->widthFactor = 0.5f; td->heightFactor = 0.5f; // half
td->format = PFG_R32_FLOAT; td->fsaa = "1"; // r

// AddRtv(nd, "rtt_ssao", "rtt_ssao", "depthHalf", "gNormals", "gFog");
AddRtv(nd, "rtt_ssao", "", "depthHalf", "gNormals", "gFog");
AddRtv(nd, "rtt_ssao", "rtt_ssao", "depthHalf", "gNormals", "gFog");
// AddRtv(nd, "rtt_ssao", "", "depthHalf", "gNormals", "gFog"); //bugs-
}
nd->mCustomIdentifier = "0-ssao-pre-"+si;

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