babylon.ssaoRenderingPipeline.ts 12 KB

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  1. module BABYLON {
  2. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  3. // Members
  4. /**
  5. * The PassPostProcess id in the pipeline that contains the original scene color
  6. * @type {string}
  7. */
  8. public SSAOOriginalSceneColorEffect: string = "SSAOOriginalSceneColorEffect";
  9. /**
  10. * The SSAO PostProcess id in the pipeline
  11. * @type {string}
  12. */
  13. public SSAORenderEffect: string = "SSAORenderEffect";
  14. /**
  15. * The horizontal blur PostProcess id in the pipeline
  16. * @type {string}
  17. */
  18. public SSAOBlurHRenderEffect: string = "SSAOBlurHRenderEffect";
  19. /**
  20. * The vertical blur PostProcess id in the pipeline
  21. * @type {string}
  22. */
  23. public SSAOBlurVRenderEffect: string = "SSAOBlurVRenderEffect";
  24. /**
  25. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  26. * @type {string}
  27. */
  28. public SSAOCombineRenderEffect: string = "SSAOCombineRenderEffect";
  29. /**
  30. * The output strength of the SSAO post-process. Default value is 1.0.
  31. * @type {number}
  32. */
  33. @serialize()
  34. public totalStrength: number = 1.0;
  35. /**
  36. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  37. * @type {number}
  38. */
  39. @serialize()
  40. public radius: number = 0.0001;
  41. /**
  42. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  43. * Must not be equal to fallOff and superior to fallOff.
  44. * Default value is 0.975
  45. * @type {number}
  46. */
  47. @serialize()
  48. public area: number = 0.0075;
  49. /**
  50. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  51. * Must not be equal to area and inferior to area.
  52. * Default value is 0.0
  53. * @type {number}
  54. */
  55. @serialize()
  56. public fallOff: number = 0.000001;
  57. /**
  58. * The base color of the SSAO post-process
  59. * The final result is "base + ssao" between [0, 1]
  60. * @type {number}
  61. */
  62. @serialize()
  63. public base: number = 0.5;
  64. private _scene: Scene;
  65. private _depthTexture: RenderTargetTexture;
  66. private _randomTexture: DynamicTexture;
  67. private _originalColorPostProcess: PassPostProcess;
  68. private _ssaoPostProcess: PostProcess;
  69. private _blurHPostProcess: PostProcess;
  70. private _blurVPostProcess: PostProcess;
  71. private _ssaoCombinePostProcess: PostProcess;
  72. private _firstUpdate: boolean = true;
  73. @serialize()
  74. private _ratio: any;
  75. /**
  76. * @constructor
  77. * @param {string} name - The rendering pipeline name
  78. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  79. * @param {any} ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  80. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  81. */
  82. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]) {
  83. super(scene.getEngine(), name);
  84. this._scene = scene;
  85. // Set up assets
  86. this._createRandomTexture();
  87. this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  88. var ssaoRatio = ratio.ssaoRatio || ratio;
  89. var combineRatio = ratio.combineRatio || ratio;
  90. this._ratio = {
  91. ssaoRatio: ssaoRatio,
  92. combineRatio: combineRatio
  93. };
  94. this._originalColorPostProcess = new PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  95. this._createSSAOPostProcess(ssaoRatio);
  96. this._createBlurPostProcess(ssaoRatio);
  97. this._createSSAOCombinePostProcess(combineRatio);
  98. // Set up pipeline
  99. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, () => { return this._originalColorPostProcess; }, true));
  100. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, () => { return this._ssaoPostProcess; }, true));
  101. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, () => { return this._blurHPostProcess; }, true));
  102. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, () => { return this._blurVPostProcess; }, true));
  103. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, () => { return this._ssaoCombinePostProcess; }, true));
  104. // Finish
  105. scene.postProcessRenderPipelineManager.addPipeline(this);
  106. if (cameras)
  107. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  108. }
  109. // Public Methods
  110. /**
  111. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  112. */
  113. public dispose(disableDepthRender: boolean = false): void {
  114. for (var i = 0; i < this._scene.cameras.length; i++) {
  115. var camera = this._scene.cameras[i];
  116. this._originalColorPostProcess.dispose(camera);
  117. this._ssaoPostProcess.dispose(camera);
  118. this._blurHPostProcess.dispose(camera);
  119. this._blurVPostProcess.dispose(camera);
  120. this._ssaoCombinePostProcess.dispose(camera);
  121. }
  122. this._randomTexture.dispose();
  123. if (disableDepthRender)
  124. this._scene.disableDepthRenderer();
  125. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  126. super.dispose();
  127. }
  128. // Private Methods
  129. private _createBlurPostProcess(ratio: number): void {
  130. /*
  131. var samplerOffsets = [
  132. -8.0, -6.0, -4.0, -2.0,
  133. 0.0,
  134. 2.0, 4.0, 6.0, 8.0
  135. ];
  136. */
  137. var samples = 16;
  138. var samplerOffsets = [];
  139. for (var i = -8; i < 8; i++) {
  140. samplerOffsets.push(i * 2);
  141. }
  142. this._blurHPostProcess = new PostProcess("BlurH", "ssao", ["outSize", "samplerOffsets"], ["depthSampler"], ratio, null, Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16");
  143. this._blurHPostProcess.onApply = (effect: Effect) => {
  144. effect.setFloat("outSize", this._ssaoCombinePostProcess.width);
  145. effect.setTexture("depthSampler", this._depthTexture);
  146. if (this._firstUpdate) {
  147. effect.setArray("samplerOffsets", samplerOffsets);
  148. }
  149. };
  150. this._blurVPostProcess = new PostProcess("BlurV", "ssao", ["outSize", "samplerOffsets"], ["depthSampler"], ratio, null, Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define SAMPLES 16");
  151. this._blurVPostProcess.onApply = (effect: Effect) => {
  152. effect.setFloat("outSize", this._ssaoCombinePostProcess.height);
  153. effect.setTexture("depthSampler", this._depthTexture);
  154. if (this._firstUpdate) {
  155. effect.setArray("samplerOffsets", samplerOffsets);
  156. this._firstUpdate = false;
  157. }
  158. };
  159. }
  160. private _createSSAOPostProcess(ratio: number): void {
  161. var numSamples = 16;
  162. var sampleSphere = [
  163. 0.5381, 0.1856, -0.4319,
  164. 0.1379, 0.2486, 0.4430,
  165. 0.3371, 0.5679, -0.0057,
  166. -0.6999, -0.0451, -0.0019,
  167. 0.0689, -0.1598, -0.8547,
  168. 0.0560, 0.0069, -0.1843,
  169. -0.0146, 0.1402, 0.0762,
  170. 0.0100, -0.1924, -0.0344,
  171. -0.3577, -0.5301, -0.4358,
  172. -0.3169, 0.1063, 0.0158,
  173. 0.0103, -0.5869, 0.0046,
  174. -0.0897, -0.4940, 0.3287,
  175. 0.7119, -0.0154, -0.0918,
  176. -0.0533, 0.0596, -0.5411,
  177. 0.0352, -0.0631, 0.5460,
  178. -0.4776, 0.2847, -0.0271
  179. ];
  180. var samplesFactor = 1.0 / numSamples;
  181. this._ssaoPostProcess = new PostProcess("ssao", "ssao",
  182. [
  183. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  184. "area", "fallOff", "base", "range", "viewport"
  185. ],
  186. ["randomSampler"],
  187. ratio, null, Texture.BILINEAR_SAMPLINGMODE,
  188. this._scene.getEngine(), false,
  189. "#define SAMPLES " + numSamples + "\n#define SSAO");
  190. var viewport = new Vector2(0, 0);
  191. this._ssaoPostProcess.onApply = (effect: Effect) => {
  192. if (this._firstUpdate) {
  193. effect.setArray3("sampleSphere", sampleSphere);
  194. effect.setFloat("samplesFactor", samplesFactor);
  195. effect.setFloat("randTextureTiles", 4.0);
  196. }
  197. effect.setFloat("totalStrength", this.totalStrength);
  198. effect.setFloat("radius", this.radius);
  199. effect.setFloat("area", this.area);
  200. effect.setFloat("fallOff", this.fallOff);
  201. effect.setFloat("base", this.base);
  202. effect.setTexture("textureSampler", this._depthTexture);
  203. effect.setTexture("randomSampler", this._randomTexture);
  204. };
  205. }
  206. private _createSSAOCombinePostProcess(ratio: number): void {
  207. this._ssaoCombinePostProcess = new PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"],
  208. ratio, null, Texture.BILINEAR_SAMPLINGMODE,
  209. this._scene.getEngine(), false);
  210. this._ssaoCombinePostProcess.onApply = (effect: Effect) => {
  211. effect.setTextureFromPostProcess("originalColor", this._originalColorPostProcess);
  212. };
  213. }
  214. private _createRandomTexture(): void {
  215. var size = 512;
  216. this._randomTexture = new DynamicTexture("SSAORandomTexture", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);
  217. this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;
  218. this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;
  219. var context = this._randomTexture.getContext();
  220. var rand = (min, max) => {
  221. return Math.random() * (max - min) + min;
  222. }
  223. var randVector = Vector3.Zero();
  224. for (var x = 0; x < size; x++) {
  225. for (var y = 0; y < size; y++) {
  226. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  227. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  228. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  229. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  230. context.fillRect(x, y, 1, 1);
  231. }
  232. }
  233. this._randomTexture.update(false);
  234. }
  235. }
  236. }