Basic fast filtering implementation

This commit is contained in:
clayjohn 2020-02-20 15:27:34 -08:00
parent e0cc5209ff
commit 3e299aa225
12 changed files with 831 additions and 66 deletions

View file

@ -12,6 +12,7 @@
</methods>
<members>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Sky.ProcessMode" default="0">
Sets the method for generating the radiance map from the sky. The radiance map is a cubemap with increasingly blurry versions of the sky corresponding to different levels of roughness. Radiance maps can be expensive to calculate. See [enum ProcessMode] for options.
</member>
<member name="radiance_size" type="int" setter="set_radiance_size" getter="get_radiance_size" enum="Sky.RadianceSize" default="2">
The [Sky]'s radiance map size. The higher the radiance map size, the more detailed the lighting from the [Sky] will be.
@ -45,8 +46,11 @@
Represents the size of the [enum RadianceSize] enum.
</constant>
<constant name="PROCESS_MODE_QUALITY" value="0" enum="ProcessMode">
Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime.
</constant>
<constant name="PROCESS_MODE_REALTIME" value="1" enum="ProcessMode">
Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times.
[b]Note:[/b] The fast filtering algorithm is limited to 128x128 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_128].
</constant>
</constants>
</class>