|
@@ -0,0 +1,373 @@
|
|
|
+module BABYLON {
|
|
|
+ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
|
|
|
+ // Members
|
|
|
+
|
|
|
+ /**
|
|
|
+ * The PassPostProcess id in the pipeline that contains the original scene color
|
|
|
+ * @type {string}
|
|
|
+ */
|
|
|
+ public SSAOOriginalSceneColorEffect: string = "SSAOOriginalSceneColorEffect";
|
|
|
+ /**
|
|
|
+ * The SSAO PostProcess id in the pipeline
|
|
|
+ * @type {string}
|
|
|
+ */
|
|
|
+ public SSAORenderEffect: string = "SSAORenderEffect";
|
|
|
+ /**
|
|
|
+ * The horizontal blur PostProcess id in the pipeline
|
|
|
+ * @type {string}
|
|
|
+ */
|
|
|
+ public SSAOBlurHRenderEffect: string = "SSAOBlurHRenderEffect";
|
|
|
+ /**
|
|
|
+ * The vertical blur PostProcess id in the pipeline
|
|
|
+ * @type {string}
|
|
|
+ */
|
|
|
+ public SSAOBlurVRenderEffect: string = "SSAOBlurVRenderEffect";
|
|
|
+ /**
|
|
|
+ * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
|
|
|
+ * @type {string}
|
|
|
+ */
|
|
|
+ public SSAOCombineRenderEffect: string = "SSAOCombineRenderEffect";
|
|
|
+
|
|
|
+ /**
|
|
|
+ * The output strength of the SSAO post-process. Default value is 1.0.
|
|
|
+ * @type {number}
|
|
|
+ */
|
|
|
+ @serialize()
|
|
|
+ public totalStrength: number = 1.0;
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
|
|
|
+ * @type {number}
|
|
|
+ */
|
|
|
+ @serialize()
|
|
|
+ public maxZ: number = 100.0;
|
|
|
+
|
|
|
+ /**
|
|
|
+ * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
|
|
|
+ * @type {number}
|
|
|
+ */
|
|
|
+ @serialize()
|
|
|
+ public minZAspect: number = 0.2;
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Number of samples used for the SSAO calculations. Default value is 8
|
|
|
+ * @type {number}
|
|
|
+ */
|
|
|
+ @serialize("samples")
|
|
|
+ private _samples: number = 8;
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Dynamically generated sphere sampler.
|
|
|
+ * @type {number[]}
|
|
|
+ */
|
|
|
+ private _sampleSphere: number[];
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Blur filter offsets
|
|
|
+ * @type {number[]}
|
|
|
+ */
|
|
|
+ private _samplerOffsets: number[];
|
|
|
+
|
|
|
+ public set samples(n: number) {
|
|
|
+ this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
|
|
|
+ this._samples = n;
|
|
|
+ this._sampleSphere = this._generateHemisphere();
|
|
|
+
|
|
|
+ this._firstUpdate = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ public get samples(): number {
|
|
|
+ return this._samples;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Are we using bilateral blur ?
|
|
|
+ * @type {boolean}
|
|
|
+ */
|
|
|
+ @serialize("expensiveBlur")
|
|
|
+ private _expensiveBlur: boolean = true;
|
|
|
+ public set expensiveBlur(b: boolean) {
|
|
|
+ this._blurHPostProcess.updateEffect("#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n",
|
|
|
+ null, ["textureSampler", "depthSampler"]);
|
|
|
+ this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n",
|
|
|
+ null, ["textureSampler", "depthSampler"]);
|
|
|
+ this._expensiveBlur = b;
|
|
|
+ this._firstUpdate = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ public get expensiveBlur(): boolean {
|
|
|
+ return this._expensiveBlur;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
|
|
|
+ * @type {number}
|
|
|
+ */
|
|
|
+ @serialize()
|
|
|
+ public radius: number = 2.0;
|
|
|
+
|
|
|
+ /**
|
|
|
+ * The base color of the SSAO post-process
|
|
|
+ * The final result is "base + ssao" between [0, 1]
|
|
|
+ * @type {number}
|
|
|
+ */
|
|
|
+ @serialize()
|
|
|
+ public base: number = 0.1;
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Support test.
|
|
|
+ * @type {boolean}
|
|
|
+ */
|
|
|
+ public get isSupported(): boolean {
|
|
|
+ var engine = this._scene.getEngine();
|
|
|
+ return engine.webGLVersion > 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ private _scene: Scene;
|
|
|
+ private _depthTexture: Texture;
|
|
|
+ private _normalTexture: Texture;
|
|
|
+ private _randomTexture: DynamicTexture;
|
|
|
+
|
|
|
+ private _originalColorPostProcess: PassPostProcess;
|
|
|
+ private _ssaoPostProcess: PostProcess;
|
|
|
+ private _blurHPostProcess: PostProcess;
|
|
|
+ private _blurVPostProcess: PostProcess;
|
|
|
+ private _ssaoCombinePostProcess: PostProcess;
|
|
|
+
|
|
|
+ private _firstUpdate: boolean = true;
|
|
|
+
|
|
|
+ @serialize()
|
|
|
+ private _ratio: any;
|
|
|
+
|
|
|
+ /**
|
|
|
+ * @constructor
|
|
|
+ * @param {string} name - The rendering pipeline name
|
|
|
+ * @param {BABYLON.Scene} scene - The scene linked to this pipeline
|
|
|
+ * @param {any} ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
|
|
|
+ * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
|
|
|
+ */
|
|
|
+ constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]) {
|
|
|
+ super(scene.getEngine(), name);
|
|
|
+
|
|
|
+ this._scene = scene;
|
|
|
+
|
|
|
+ if (!this.isSupported) {
|
|
|
+ Tools.Error("SSAO 2 needs WebGL 2 support.");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ var ssaoRatio = ratio.ssaoRatio || ratio;
|
|
|
+ var blurRatio = ratio.blurRatio || ratio;
|
|
|
+ this._ratio = {
|
|
|
+ ssaoRatio: ssaoRatio,
|
|
|
+ blurRatio: blurRatio
|
|
|
+ };
|
|
|
+
|
|
|
+ // Set up assets
|
|
|
+ this._createRandomTexture();
|
|
|
+ this._depthTexture = scene.enableGeometryBufferRenderer().getGBuffer().textures[0];
|
|
|
+ this._normalTexture = scene.enableGeometryBufferRenderer().getGBuffer().textures[1];
|
|
|
+
|
|
|
+ this._originalColorPostProcess = new PassPostProcess("SSAOOriginalSceneColor", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
|
|
|
+ this._createSSAOPostProcess(1.0);
|
|
|
+ this._createBlurPostProcess(ssaoRatio, blurRatio);
|
|
|
+ this._createSSAOCombinePostProcess(blurRatio);
|
|
|
+
|
|
|
+ // Set up pipeline
|
|
|
+ this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, () => { return this._originalColorPostProcess; }, true));
|
|
|
+ this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, () => { return this._ssaoPostProcess; }, true));
|
|
|
+ this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, () => { return this._blurHPostProcess; }, true));
|
|
|
+ this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, () => { return this._blurVPostProcess; }, true));
|
|
|
+ this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, () => { return this._ssaoCombinePostProcess; }, true));
|
|
|
+
|
|
|
+ // Finish
|
|
|
+ scene.postProcessRenderPipelineManager.addPipeline(this);
|
|
|
+ if (cameras)
|
|
|
+ scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Public Methods
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
|
|
|
+ */
|
|
|
+ public dispose(disableGeometryBufferRenderer: boolean = false): void {
|
|
|
+ for (var i = 0; i < this._scene.cameras.length; i++) {
|
|
|
+ var camera = this._scene.cameras[i];
|
|
|
+
|
|
|
+ this._originalColorPostProcess.dispose(camera);
|
|
|
+ this._ssaoPostProcess.dispose(camera);
|
|
|
+ this._blurHPostProcess.dispose(camera);
|
|
|
+ this._blurVPostProcess.dispose(camera);
|
|
|
+ this._ssaoCombinePostProcess.dispose(camera);
|
|
|
+ }
|
|
|
+
|
|
|
+ this._randomTexture.dispose();
|
|
|
+
|
|
|
+ if (disableGeometryBufferRenderer)
|
|
|
+ this._scene.disableGeometryBufferRenderer();
|
|
|
+
|
|
|
+ this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
|
|
|
+
|
|
|
+ super.dispose();
|
|
|
+ }
|
|
|
+
|
|
|
+ // Private Methods
|
|
|
+ private _createBlurPostProcess(ssaoRatio: number, blurRatio: number): void {
|
|
|
+ var samples = 16;
|
|
|
+ this._samplerOffsets = [];
|
|
|
+ var expensive = this.expensiveBlur;
|
|
|
+
|
|
|
+ for (var i = -8; i < 8; i++) {
|
|
|
+ this._samplerOffsets.push(i * 2 + 0.5);
|
|
|
+ }
|
|
|
+
|
|
|
+ this._blurHPostProcess = new PostProcess("BlurH", "ssao2", ["outSize", "samplerOffsets", "near", "far", "radius"], ["depthSampler"], ssaoRatio, null, Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n#define EXPENSIVE " + (expensive ? "1" : "0") + "\n");
|
|
|
+ this._blurHPostProcess.onApply = (effect: Effect) => {
|
|
|
+ effect.setFloat("outSize", this._ssaoCombinePostProcess.width);
|
|
|
+ effect.setFloat("near", this._scene.activeCamera.minZ);
|
|
|
+ effect.setFloat("far", this._scene.activeCamera.maxZ);
|
|
|
+ effect.setFloat("radius", this.radius);
|
|
|
+ effect.setTexture("depthSampler", this._depthTexture);
|
|
|
+
|
|
|
+ if (this._firstUpdate) {
|
|
|
+ effect.setArray("samplerOffsets", this._samplerOffsets);
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ this._blurVPostProcess = new PostProcess("BlurV", "ssao2", ["outSize", "samplerOffsets", "near", "far", "radius"], ["depthSampler"], blurRatio, null, Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define BILATERAL_BLUR_V\n#define SAMPLES 16\n#define EXPENSIVE " + (expensive ? "1" : "0") + "\n");
|
|
|
+ this._blurVPostProcess.onApply = (effect: Effect) => {
|
|
|
+ effect.setFloat("outSize", this._ssaoCombinePostProcess.height);
|
|
|
+ effect.setFloat("near", this._scene.activeCamera.minZ);
|
|
|
+ effect.setFloat("far", this._scene.activeCamera.maxZ);
|
|
|
+ effect.setFloat("radius", this.radius);
|
|
|
+ effect.setTexture("depthSampler", this._depthTexture);
|
|
|
+
|
|
|
+ if (this._firstUpdate) {
|
|
|
+ effect.setArray("samplerOffsets", this._samplerOffsets);
|
|
|
+ this._firstUpdate = false;
|
|
|
+ }
|
|
|
+ };
|
|
|
+ }
|
|
|
+
|
|
|
+ private _generateHemisphere(): number[] {
|
|
|
+ var numSamples = this.samples;
|
|
|
+ var result = [];
|
|
|
+ var vector, scale;
|
|
|
+
|
|
|
+ var rand = (min, max) => {
|
|
|
+ return Math.random() * (max - min) + min;
|
|
|
+ }
|
|
|
+
|
|
|
+ var lerp = (start, end, percent) => {
|
|
|
+ return (start + percent*(end - start));
|
|
|
+ }
|
|
|
+
|
|
|
+ var i = 0;
|
|
|
+ var normal = new BABYLON.Vector3(0, 0, 1);
|
|
|
+ while (i < numSamples) {
|
|
|
+ vector = new BABYLON.Vector3(
|
|
|
+ rand(-1.0, 1.0),
|
|
|
+ rand(-1.0, 1.0),
|
|
|
+ rand(0.30, 1.0));
|
|
|
+ vector.normalize();
|
|
|
+ scale = i / numSamples;
|
|
|
+ scale = lerp(0.1, 1.0, scale*scale);
|
|
|
+ vector.scaleInPlace(scale);
|
|
|
+
|
|
|
+
|
|
|
+ result.push(vector.x, vector.y, vector.z);
|
|
|
+ i++;
|
|
|
+ }
|
|
|
+
|
|
|
+ return result;
|
|
|
+ }
|
|
|
+
|
|
|
+ private _createSSAOPostProcess(ratio: number): void {
|
|
|
+ var numSamples = this.samples;
|
|
|
+
|
|
|
+ this._sampleSphere = this._generateHemisphere();
|
|
|
+
|
|
|
+ this._ssaoPostProcess = new PostProcess("ssao2", "ssao2",
|
|
|
+ [
|
|
|
+ "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
|
|
|
+ "base", "range", "projection", "near", "far", "texelSize",
|
|
|
+ "xViewport", "yViewport", "maxZ", "minZAspect"
|
|
|
+ ],
|
|
|
+ ["randomSampler", "normalSampler"],
|
|
|
+ ratio, null, Texture.BILINEAR_SAMPLINGMODE,
|
|
|
+ this._scene.getEngine(), false,
|
|
|
+ "#define SAMPLES " + numSamples + "\n#define SSAO");
|
|
|
+
|
|
|
+ this._ssaoPostProcess.onApply = (effect: Effect) => {
|
|
|
+ if (this._firstUpdate) {
|
|
|
+ effect.setArray3("sampleSphere", this._sampleSphere);
|
|
|
+ effect.setFloat("randTextureTiles", 4.0);
|
|
|
+ }
|
|
|
+
|
|
|
+ effect.setFloat("samplesFactor", 1 / this.samples);
|
|
|
+ effect.setFloat("totalStrength", this.totalStrength);
|
|
|
+ effect.setFloat2("texelSize", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);
|
|
|
+ effect.setFloat("radius", this.radius);
|
|
|
+ effect.setFloat("maxZ", this.maxZ);
|
|
|
+ effect.setFloat("minZAspect", this.minZAspect);
|
|
|
+ effect.setFloat("base", this.base);
|
|
|
+ effect.setFloat("near", this._scene.activeCamera.minZ);
|
|
|
+ effect.setFloat("far", this._scene.activeCamera.maxZ);
|
|
|
+ effect.setFloat("xViewport", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.activeCamera.minZ * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));
|
|
|
+ effect.setFloat("yViewport", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.activeCamera.minZ );
|
|
|
+ effect.setMatrix("projection", this._scene.getProjectionMatrix());
|
|
|
+
|
|
|
+ effect.setTexture("textureSampler", this._depthTexture);
|
|
|
+ effect.setTexture("normalSampler", this._normalTexture);
|
|
|
+ effect.setTexture("randomSampler", this._randomTexture);
|
|
|
+ };
|
|
|
+ }
|
|
|
+
|
|
|
+ private _createSSAOCombinePostProcess(ratio: number): void {
|
|
|
+ this._ssaoCombinePostProcess = new PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"],
|
|
|
+ ratio, null, Texture.BILINEAR_SAMPLINGMODE,
|
|
|
+ this._scene.getEngine(), false);
|
|
|
+
|
|
|
+ this._ssaoCombinePostProcess.onApply = (effect: Effect) => {
|
|
|
+ effect.setTextureFromPostProcess("originalColor", this._originalColorPostProcess);
|
|
|
+ };
|
|
|
+ }
|
|
|
+
|
|
|
+ private _createRandomTexture(): void {
|
|
|
+ var size = 512;
|
|
|
+
|
|
|
+ this._randomTexture = new DynamicTexture("SSAORandomTexture", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);
|
|
|
+ this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;
|
|
|
+ this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;
|
|
|
+
|
|
|
+ var context = this._randomTexture.getContext();
|
|
|
+
|
|
|
+ var rand = (min, max) => {
|
|
|
+ return Math.random() * (max - min) + min;
|
|
|
+ }
|
|
|
+
|
|
|
+ var randVector = Vector3.Zero();
|
|
|
+
|
|
|
+ for (var x = 0; x < size; x++) {
|
|
|
+ for (var y = 0; y < size; y++) {
|
|
|
+ randVector.x = rand(0.0, 1.0);
|
|
|
+ randVector.y = rand(0.0, 1.0);
|
|
|
+ randVector.z = 0.0;
|
|
|
+
|
|
|
+ randVector.normalize();
|
|
|
+
|
|
|
+ randVector.scaleInPlace(255);
|
|
|
+ randVector.x = Math.floor(randVector.x);
|
|
|
+ randVector.y = Math.floor(randVector.y);
|
|
|
+
|
|
|
+ context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
|
|
|
+ context.fillRect(x, y, 1, 1);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ this._randomTexture.update(false);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|