babylon.ssaoRenderingPipeline.ts 10.0 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. public totalStrength: number = 1.0;
  34. /**
  35. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0002
  36. * @type {number}
  37. */
  38. public radius: number = 0.0002;
  39. /**
  40. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  41. * Must not be equal to fallOff and superior to fallOff.
  42. * Default value is 0.0075
  43. * @type {number}
  44. */
  45. public area: number = 0.0075;
  46. /**
  47. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  48. * Must not be equal to area and inferior to area.
  49. * Default value is 0.0002
  50. * @type {number}
  51. */
  52. public fallOff: number = 0.0002;
  53. private _scene: Scene;
  54. private _depthTexture: RenderTargetTexture;
  55. private _randomTexture: DynamicTexture;
  56. private _originalColorPostProcess: PassPostProcess;
  57. private _ssaoPostProcess: PostProcess;
  58. private _blurHPostProcess: BlurPostProcess;
  59. private _blurVPostProcess: BlurPostProcess;
  60. private _ssaoCombinePostProcess: PostProcess;
  61. private _firstUpdate: boolean = true;
  62. /**
  63. * @constructor
  64. * @param {string} name - The rendering pipeline name
  65. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  66. * @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 }
  67. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  68. */
  69. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]) {
  70. super(scene.getEngine(), name);
  71. this._scene = scene;
  72. // Set up assets
  73. this._createRandomTexture();
  74. this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  75. var ssaoRatio = ratio.ssaoRatio || ratio;
  76. var combineRatio = ratio.combineRatio || ratio;
  77. this._originalColorPostProcess = new PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  78. this._createSSAOPostProcess(ssaoRatio);
  79. this._blurHPostProcess = new BlurPostProcess("SSAOBlurH", new Vector2(2.0, 0.0), 2.0, ssaoRatio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  80. this._blurVPostProcess = new BlurPostProcess("SSAOBlurV", new Vector2(0.0, 2.0), 2.0, ssaoRatio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  81. this._createSSAOCombinePostProcess(combineRatio);
  82. // Set up pipeline
  83. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, () => { return this._originalColorPostProcess; }, true));
  84. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, () => { return this._ssaoPostProcess; }, true));
  85. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, () => { return this._blurHPostProcess; }, true));
  86. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, () => { return this._blurVPostProcess; }, true));
  87. this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, () => { return this._ssaoCombinePostProcess; }, true));
  88. // Finish
  89. scene.postProcessRenderPipelineManager.addPipeline(this);
  90. if (cameras)
  91. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  92. }
  93. // Public Methods
  94. /**
  95. * Returns the horizontal blur PostProcess
  96. * @return {BABYLON.BlurPostProcess} The horizontal blur post-process
  97. */
  98. public getBlurHPostProcess(): BlurPostProcess {
  99. return this._blurHPostProcess;
  100. }
  101. /**
  102. * Returns the vertical blur PostProcess
  103. * @return {BABYLON.BlurPostProcess} The vertical blur post-process
  104. */
  105. public getBlurVPostProcess(): BlurPostProcess {
  106. return this._blurVPostProcess;
  107. }
  108. /**
  109. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  110. */
  111. public dispose(disableDepthRender: boolean = false): void {
  112. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  113. this._originalColorPostProcess = undefined;
  114. this._ssaoPostProcess = undefined;
  115. this._blurHPostProcess = undefined;
  116. this._blurVPostProcess = undefined;
  117. this._ssaoCombinePostProcess = undefined;
  118. this._randomTexture.dispose();
  119. if (disableDepthRender)
  120. this._scene.disableDepthRenderer();
  121. }
  122. // Private Methods
  123. private _createSSAOPostProcess(ratio: number): void {
  124. var sampleSphere = [
  125. 0.5381, 0.1856, -0.4319,
  126. 0.1379, 0.2486, 0.4430,
  127. 0.3371, 0.5679, -0.0057,
  128. -0.6999, -0.0451, -0.0019,
  129. 0.0689, -0.1598, -0.8547,
  130. 0.0560, 0.0069, -0.1843,
  131. -0.0146, 0.1402, 0.0762,
  132. 0.0100, -0.1924, -0.0344,
  133. -0.3577, -0.5301, -0.4358,
  134. -0.3169, 0.1063, 0.0158,
  135. 0.0103, -0.5869, 0.0046,
  136. -0.0897, -0.4940, 0.3287,
  137. 0.7119, -0.0154, -0.0918,
  138. -0.0533, 0.0596, -0.5411,
  139. 0.0352, -0.0631, 0.5460,
  140. -0.4776, 0.2847, -0.0271
  141. ];
  142. var samplesFactor = 1.0 / 16.0;
  143. this._ssaoPostProcess = new PostProcess("ssao", "ssao", ["sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius", "area", "fallOff"],
  144. ["randomSampler"],
  145. ratio, null, Texture.BILINEAR_SAMPLINGMODE,
  146. this._scene.getEngine(), false);
  147. this._ssaoPostProcess.onApply = (effect: Effect) => {
  148. if (this._firstUpdate) {
  149. effect.setArray3("sampleSphere", sampleSphere);
  150. effect.setFloat("samplesFactor", samplesFactor);
  151. effect.setFloat("randTextureTiles", 4.0 / ratio);
  152. this._firstUpdate = false;
  153. }
  154. effect.setFloat("totalStrength", this.totalStrength);
  155. effect.setFloat("radius", this.radius);
  156. effect.setFloat("area", this.area);
  157. effect.setFloat("fallOff", this.fallOff);
  158. effect.setTexture("textureSampler", this._depthTexture);
  159. effect.setTexture("randomSampler", this._randomTexture);
  160. };
  161. }
  162. private _createSSAOCombinePostProcess(ratio: number): void {
  163. this._ssaoCombinePostProcess = new PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"],
  164. ratio, null, Texture.BILINEAR_SAMPLINGMODE,
  165. this._scene.getEngine(), false);
  166. this._ssaoCombinePostProcess.onApply = (effect: Effect) => {
  167. effect.setTextureFromPostProcess("originalColor", this._originalColorPostProcess);
  168. };
  169. }
  170. private _createRandomTexture(): void {
  171. var size = 512;
  172. this._randomTexture = new DynamicTexture("SSAORandomTexture", size, this._scene, false, Texture.BILINEAR_SAMPLINGMODE);
  173. this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;
  174. this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;
  175. var context = this._randomTexture.getContext();
  176. var rand = (min, max) => {
  177. return Math.random() * (max - min) + min;
  178. }
  179. for (var x = 0; x < size; x++) {
  180. for (var y = 0; y < size; y++) {
  181. var randVector = Vector3.Zero();
  182. randVector.x = Math.floor(rand(0.0, 1.0) * 255);
  183. randVector.y = Math.floor(rand(0.0, 1.0) * 255);
  184. randVector.z = Math.floor(rand(0.0, 1.0) * 255);
  185. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  186. context.fillRect(x, y, 1, 1);
  187. }
  188. }
  189. this._randomTexture.update(false);
  190. }
  191. }
  192. }