module BABYLON { // Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html export class VolumetricLightScatteringPostProcess extends PostProcess { // Members private _volumetricLightScatteringPass: Effect; private _volumetricLightScatteringRTT: RenderTargetTexture; private _viewPort: Viewport; private _screenCoordinates: Vector2 = Vector2.Zero(); private _cachedDefines: string; private _customMeshPosition: Vector3; /** * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false) * @type {boolean} */ public useCustomMeshPosition: boolean = false; /** * If the post-process should inverse the light scattering direction * @type {boolean} */ public invert: boolean = true; /** * The internal mesh used by the post-process * @type {boolean} */ public mesh: Mesh; /** * Array containing the excluded meshes not rendered in the internal pass */ public excludedMeshes = new Array(); public exposure = 0.3; public decay = 0.96815; public weight = 0.58767; public density = 0.926; /** * @constructor * @param {string} name - The post-process name * @param {any} ratio - The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5) * @param {BABYLON.Camera} camera - The camera that the post-process will be attached to * @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering * @param {number} samples - The post-process quality, default 100 * @param {number} samplingMode - The post-process filtering mode * @param {BABYLON.Engine} engine - The babylon engine * @param {boolean} reusable - If the post-process is reusable */ constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples: number = 100, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean) { super(name, "volumetricLightScattering", ["decay", "exposure", "weight", "meshPositionOnScreen", "density"], ["lightScatteringSampler"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, "#define NUM_SAMPLES " + samples); var scene = camera.getScene(); this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(scene.getEngine()); // Configure mesh this.mesh = (mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene); // Configure this._createPass(scene, ratio.passRatio || ratio); this.onApply = (effect: Effect) => { this._updateMeshScreenCoordinates(scene); effect.setTexture("lightScatteringSampler", this._volumetricLightScatteringRTT); effect.setFloat("exposure", this.exposure); effect.setFloat("decay", this.decay); effect.setFloat("weight", this.weight); effect.setFloat("density", this.density); effect.setVector2("meshPositionOnScreen", this._screenCoordinates); }; } public isReady(subMesh: SubMesh, useInstances: boolean): boolean { var mesh = subMesh.getMesh(); var defines = []; var attribs = [VertexBuffer.PositionKind]; var material: any = subMesh.getMaterial(); // Render this.mesh as default if (mesh === this.mesh) { defines.push("#define BASIC_RENDER"); } // Alpha test if (material) { if (material.needAlphaTesting() || mesh === this.mesh) defines.push("#define ALPHATEST"); if (material.opacityTexture !== undefined) defines.push("#define OPACITY"); if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) { attribs.push(VertexBuffer.UVKind); defines.push("#define UV1"); } if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) { attribs.push(VertexBuffer.UV2Kind); defines.push("#define UV2"); } } // Bones if (mesh.useBones) { attribs.push(VertexBuffer.MatricesIndicesKind); attribs.push(VertexBuffer.MatricesWeightsKind); defines.push("#define BONES"); defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1)); } // Instances if (useInstances) { defines.push("#define INSTANCES"); attribs.push("world0"); attribs.push("world1"); attribs.push("world2"); attribs.push("world3"); } // Get correct effect var join = defines.join("\n"); if (this._cachedDefines !== join) { this._cachedDefines = join; this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect( { vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "far"], ["diffuseSampler", "opacitySampler"], join); } return this._volumetricLightScatteringPass.isReady(); } /** * Sets the new light position for light scattering effect * @param {BABYLON.Vector3} The new custom light position */ public setCustomMeshPosition(position: Vector3): void { this._customMeshPosition = position; } /** * Returns the light position for light scattering effect * @return {BABYLON.Vector3} The custom light position */ public getCustomMeshPosition(): Vector3 { return this._customMeshPosition; } /** * Disposes the internal assets and detaches the post-process from the camera */ public dispose(camera: Camera): void { var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT); if (rttIndex !== -1) { camera.getScene().customRenderTargets.splice(rttIndex, 1); } this._volumetricLightScatteringRTT.dispose(); super.dispose(camera); } /** * Returns the render target texture used by the post-process * @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process */ public getPass(): RenderTargetTexture { return this._volumetricLightScatteringRTT; } // Private methods private _meshExcluded(mesh: AbstractMesh) { if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) { return true; } return false; } private _createPass(scene: Scene, ratio: number): void { var engine = scene.getEngine(); this._volumetricLightScatteringRTT = new RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, Engine.TEXTURETYPE_UNSIGNED_INT); this._volumetricLightScatteringRTT.wrapU = Texture.CLAMP_ADDRESSMODE; this._volumetricLightScatteringRTT.wrapV = Texture.CLAMP_ADDRESSMODE; this._volumetricLightScatteringRTT.renderList = null; this._volumetricLightScatteringRTT.renderParticles = false; scene.customRenderTargets.push(this._volumetricLightScatteringRTT); // Custom render function for submeshes var renderSubMesh = (subMesh: SubMesh): void => { var mesh = subMesh.getRenderingMesh(); if (this._meshExcluded(mesh)) { return; } var scene = mesh.getScene(); var engine = scene.getEngine(); // Culling engine.setState(subMesh.getMaterial().backFaceCulling); // Managing instances var batch = mesh._getInstancesRenderList(subMesh._id); if (batch.mustReturn) { return; } var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null); if (this.isReady(subMesh, hardwareInstancedRendering)) { engine.enableEffect(this._volumetricLightScatteringPass); mesh._bind(subMesh, this._volumetricLightScatteringPass, Material.TriangleFillMode); var material: any = subMesh.getMaterial(); this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix()); // Alpha test if (material && (mesh === this.mesh || material.needAlphaTesting() || material.opacityTexture !== undefined)) { var alphaTexture = material.getAlphaTestTexture(); this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture); if (this.mesh.material && alphaTexture) this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix()); if (material.opacityTexture !== undefined) this._volumetricLightScatteringPass.setTexture("opacitySampler", material.opacityTexture); } // Bones if (mesh.useBones) { this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices()); } // Draw mesh._processRendering(subMesh, this._volumetricLightScatteringPass, Material.TriangleFillMode, batch, hardwareInstancedRendering, (isInstance, world) => this._volumetricLightScatteringPass.setMatrix("world", world)); } }; // Render target texture callbacks var savedSceneClearColor: Color3; var sceneClearColor = new Color3(0.0, 0.0, 0.0); this._volumetricLightScatteringRTT.onBeforeRender = (): void => { savedSceneClearColor = scene.clearColor; scene.clearColor = sceneClearColor; }; this._volumetricLightScatteringRTT.onAfterRender = (): void => { scene.clearColor = savedSceneClearColor; }; this._volumetricLightScatteringRTT.customRenderFunction = (opaqueSubMeshes: SmartArray, alphaTestSubMeshes: SmartArray, transparentSubMeshes: SmartArray): void => { var index; for (index = 0; index < opaqueSubMeshes.length; index++) { renderSubMesh(opaqueSubMeshes.data[index]); } for (index = 0; index < alphaTestSubMeshes.length; index++) { renderSubMesh(alphaTestSubMeshes.data[index]); } for (index = 0; index < transparentSubMeshes.length; index++) { renderSubMesh(transparentSubMeshes.data[index]); } }; } private _updateMeshScreenCoordinates(scene: Scene): void { var transform = scene.getTransformMatrix(); var pos = Vector3.Project(this.useCustomMeshPosition ? this._customMeshPosition : this.mesh.position, Matrix.Identity(), transform, this._viewPort); this._screenCoordinates.x = pos.x / this._viewPort.width; this._screenCoordinates.y = pos.y / this._viewPort.height; if (this.invert) this._screenCoordinates.y = 1.0 - this._screenCoordinates.y; } // Static methods /** * Creates a default mesh for the Volumeric Light Scattering post-process * @param {string} The mesh name * @param {BABYLON.Scene} The scene where to create the mesh * @return {BABYLON.Mesh} the default mesh */ public static CreateDefaultMesh(name: string, scene: Scene): Mesh { var mesh = Mesh.CreatePlane(name, 1, scene); mesh.billboardMode = AbstractMesh.BILLBOARDMODE_ALL; mesh.material = new StandardMaterial(name + "Material", scene); return mesh; } } }