Raven Engine v0.1
A modern 3D Game Engine
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Raven::HBAOSettings Struct Reference

Configuration for the Horizon-Based Ambient Occlusion (HBAO) pass. More...

#include <AmbientOcclusionPass.h>

Public Member Functions

template<typename Visitor>
void Reflect (Visitor &&v)
auto operator<=> (const HBAOSettings &) const =default

Public Attributes

float Radius = 1.0f
 World-space hemisphere sampling radius (metres).
float Bias = 0.1f
 Minimum angle bias to suppress self-occlusion artefacts (radians).
float Power = 1.5f
 Occlusion exponent; higher values increase contrast.
float Strength = 1.0f
 Global occlusion multiplier applied after exponentiation.
int NumDirections = 4
 Number of azimuthal directions sampled per pixel.
int NumSteps = 4
 Number of steps taken per direction.
float MaxRadiusPixels = 64.0f
 Screen-space radius clamp (pixels) to avoid over-sampling at close range.
float _Pad = 0.0f

Detailed Description

Configuration for the Horizon-Based Ambient Occlusion (HBAO) pass.

Member Function Documentation

◆ operator<=>()

auto Raven::HBAOSettings::operator<=> ( const HBAOSettings & ) const
default

◆ Reflect()

template<typename Visitor>
void Raven::HBAOSettings::Reflect ( Visitor && v)
inline

Member Data Documentation

◆ _Pad

float Raven::HBAOSettings::_Pad = 0.0f

◆ Bias

float Raven::HBAOSettings::Bias = 0.1f

Minimum angle bias to suppress self-occlusion artefacts (radians).

◆ MaxRadiusPixels

float Raven::HBAOSettings::MaxRadiusPixels = 64.0f

Screen-space radius clamp (pixels) to avoid over-sampling at close range.

◆ NumDirections

int Raven::HBAOSettings::NumDirections = 4

Number of azimuthal directions sampled per pixel.

◆ NumSteps

int Raven::HBAOSettings::NumSteps = 4

Number of steps taken per direction.

◆ Power

float Raven::HBAOSettings::Power = 1.5f

Occlusion exponent; higher values increase contrast.

◆ Radius

float Raven::HBAOSettings::Radius = 1.0f

World-space hemisphere sampling radius (metres).

◆ Strength

float Raven::HBAOSettings::Strength = 1.0f

Global occlusion multiplier applied after exponentiation.


The documentation for this struct was generated from the following file: