babylon.ssaoRenderingPipeline.ts 11 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: BlurPostProcess;
  70. private _blurVPostProcess: BlurPostProcess;
  71. private _ssaoCombinePostProcess: PostProcess;
  72. private _firstUpdate: boolean = true;
  73. /**
  74. * @constructor
  75. * @param {string} name - The rendering pipeline name
  76. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  77. * @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 }
  78. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  79. */
  80. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]) {
  81. super(scene.getEngine(), name);
  82. this._scene = scene;
  83. // Set up assets
  84. this._createRandomTexture();
  85. this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86. var ssaoRatio = ratio.ssaoRatio || ratio;
  87. var combineRatio = ratio.combineRatio || ratio;
  88. this._originalColorPostProcess = new PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  89. this._createSSAOPostProcess(ssaoRatio);
  90. this._createBlurPostProcess(ssaoRatio);
  91. this._createSSAOCombinePostProcess(combineRatio);
  92. // Set up pipeline
  93. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, () => { return this._originalColorPostProcess; }, true));
  94. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, () => { return this._ssaoPostProcess; }, true));
  95. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, () => { return this._blurHPostProcess; }, true));
  96. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, () => { return this._blurVPostProcess; }, true));
  97. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, () => { return this._ssaoCombinePostProcess; }, true));
  98. // Finish
  99. scene.postProcessRenderPipelineManager.addPipeline(this);
  100. if (cameras)
  101. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  102. }
  103. // Public Methods
  104. /**
  105. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  106. */
  107. public dispose(disableDepthRender: boolean = false): void {
  108. for (var i = 0; i < this._scene.cameras.length; i++) {
  109. var camera = this._scene.cameras[i];
  110. this._originalColorPostProcess.dispose(camera);
  111. this._ssaoPostProcess.dispose(camera);
  112. this._blurHPostProcess.dispose(camera);
  113. this._blurVPostProcess.dispose(camera);
  114. this._ssaoCombinePostProcess.dispose(camera);
  115. }
  116. this._randomTexture.dispose();
  117. if (disableDepthRender)
  118. this._scene.disableDepthRenderer();
  119. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  120. super.dispose();
  121. }
  122. // Private Methods
  123. private _createBlurPostProcess(ratio: number): void {
  124. var size = 16;
  125. this._blurHPostProcess = new BlurPostProcess("BlurH", new Vector2(1, 0), size, ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, Engine.TEXTURETYPE_UNSIGNED_INT);
  126. this._blurVPostProcess = new BlurPostProcess("BlurV", new Vector2(0, 1), size, ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, Engine.TEXTURETYPE_UNSIGNED_INT);
  127. this._blurHPostProcess.onActivateObservable.add(() => {
  128. let dw = this._blurHPostProcess.width / this._scene.getEngine().getRenderWidth();
  129. this._blurHPostProcess.kernel = size * dw;
  130. });
  131. this._blurVPostProcess.onActivateObservable.add(() => {
  132. let dw = this._blurVPostProcess.height / this._scene.getEngine().getRenderHeight();
  133. this._blurVPostProcess.kernel = size * dw;
  134. });
  135. }
  136. public _rebuild() {
  137. this._firstUpdate = true;
  138. super._rebuild();
  139. }
  140. private _createSSAOPostProcess(ratio: number): void {
  141. var numSamples = 16;
  142. var sampleSphere = [
  143. 0.5381, 0.1856, -0.4319,
  144. 0.1379, 0.2486, 0.4430,
  145. 0.3371, 0.5679, -0.0057,
  146. -0.6999, -0.0451, -0.0019,
  147. 0.0689, -0.1598, -0.8547,
  148. 0.0560, 0.0069, -0.1843,
  149. -0.0146, 0.1402, 0.0762,
  150. 0.0100, -0.1924, -0.0344,
  151. -0.3577, -0.5301, -0.4358,
  152. -0.3169, 0.1063, 0.0158,
  153. 0.0103, -0.5869, 0.0046,
  154. -0.0897, -0.4940, 0.3287,
  155. 0.7119, -0.0154, -0.0918,
  156. -0.0533, 0.0596, -0.5411,
  157. 0.0352, -0.0631, 0.5460,
  158. -0.4776, 0.2847, -0.0271
  159. ];
  160. var samplesFactor = 1.0 / numSamples;
  161. this._ssaoPostProcess = new PostProcess("ssao", "ssao",
  162. [
  163. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  164. "area", "fallOff", "base", "range", "viewport"
  165. ],
  166. ["randomSampler"],
  167. ratio, null, Texture.BILINEAR_SAMPLINGMODE,
  168. this._scene.getEngine(), false,
  169. "#define SAMPLES " + numSamples + "\n#define SSAO");
  170. this._ssaoPostProcess.onApply = (effect: Effect) => {
  171. if (this._firstUpdate) {
  172. effect.setArray3("sampleSphere", sampleSphere);
  173. effect.setFloat("samplesFactor", samplesFactor);
  174. effect.setFloat("randTextureTiles", 4.0);
  175. }
  176. effect.setFloat("totalStrength", this.totalStrength);
  177. effect.setFloat("radius", this.radius);
  178. effect.setFloat("area", this.area);
  179. effect.setFloat("fallOff", this.fallOff);
  180. effect.setFloat("base", this.base);
  181. effect.setTexture("textureSampler", this._depthTexture);
  182. effect.setTexture("randomSampler", this._randomTexture);
  183. };
  184. }
  185. private _createSSAOCombinePostProcess(ratio: number): void {
  186. this._ssaoCombinePostProcess = new PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"],
  187. ratio, null, Texture.BILINEAR_SAMPLINGMODE,
  188. this._scene.getEngine(), false);
  189. this._ssaoCombinePostProcess.onApply = (effect: Effect) => {
  190. effect.setTextureFromPostProcess("originalColor", this._originalColorPostProcess);
  191. };
  192. }
  193. private _createRandomTexture(): void {
  194. var size = 512;
  195. this._randomTexture = new DynamicTexture("SSAORandomTexture", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);
  196. this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;
  197. this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;
  198. var context = this._randomTexture.getContext();
  199. var rand = (min: number, max: number) => {
  200. return Math.random() * (max - min) + min;
  201. }
  202. var randVector = Vector3.Zero();
  203. for (var x = 0; x < size; x++) {
  204. for (var y = 0; y < size; y++) {
  205. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  206. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  207. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  208. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  209. context.fillRect(x, y, 1, 1);
  210. }
  211. }
  212. this._randomTexture.update(false);
  213. }
  214. }
  215. }