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- module BABYLON {
- export class SSAORenderingPipeline extends PostProcessRenderPipeline {
- // Members
- /**
- * The PassPostProcess id in the pipeline that contains the original scene color
- */
- public SSAOOriginalSceneColorEffect: string = "SSAOOriginalSceneColorEffect";
- /**
- * The SSAO PostProcess id in the pipeline
- */
- public SSAORenderEffect: string = "SSAORenderEffect";
- /**
- * The horizontal blur PostProcess id in the pipeline
- */
- public SSAOBlurHRenderEffect: string = "SSAOBlurHRenderEffect";
- /**
- * The vertical blur PostProcess id in the pipeline
- */
- public SSAOBlurVRenderEffect: string = "SSAOBlurVRenderEffect";
- /**
- * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
- */
- public SSAOCombineRenderEffect: string = "SSAOCombineRenderEffect";
- /**
- * The output strength of the SSAO post-process. Default value is 1.0.
- */
- @serialize()
- public totalStrength: number = 1.0;
- /**
- * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
- */
- @serialize()
- public radius: number = 0.0001;
- /**
- * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
- * Must not be equal to fallOff and superior to fallOff.
- * Default value is 0.975
- */
- @serialize()
- public area: number = 0.0075;
- /**
- * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
- * Must not be equal to area and inferior to area.
- * Default value is 0.0
- */
- @serialize()
- public fallOff: number = 0.000001;
- /**
- * The base color of the SSAO post-process
- * The final result is "base + ssao" between [0, 1]
- */
- @serialize()
- public base: number = 0.5;
- private _scene: Scene;
- private _depthTexture: RenderTargetTexture;
- private _randomTexture: DynamicTexture;
- private _originalColorPostProcess: PassPostProcess;
- private _ssaoPostProcess: PostProcess;
- private _blurHPostProcess: BlurPostProcess;
- private _blurVPostProcess: BlurPostProcess;
- private _ssaoCombinePostProcess: PostProcess;
- private _firstUpdate: boolean = true;
- /**
- * @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, combineRatio: 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;
- // Set up assets
- this._createRandomTexture();
- this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
- var ssaoRatio = ratio.ssaoRatio || ratio;
- var combineRatio = ratio.combineRatio || ratio;
- this._originalColorPostProcess = new PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
- this._createSSAOPostProcess(ssaoRatio);
- this._createBlurPostProcess(ssaoRatio);
- this._createSSAOCombinePostProcess(combineRatio);
- // 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(disableDepthRender: 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 (disableDepthRender)
- this._scene.disableDepthRenderer();
- this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
- super.dispose();
- }
- // Private Methods
- private _createBlurPostProcess(ratio: number): void {
- var size = 16;
- this._blurHPostProcess = new BlurPostProcess("BlurH", new Vector2(1, 0), size, ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, Engine.TEXTURETYPE_UNSIGNED_INT);
- this._blurVPostProcess = new BlurPostProcess("BlurV", new Vector2(0, 1), size, ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, Engine.TEXTURETYPE_UNSIGNED_INT);
- this._blurHPostProcess.onActivateObservable.add(() => {
- let dw = this._blurHPostProcess.width / this._scene.getEngine().getRenderWidth();
- this._blurHPostProcess.kernel = size * dw;
- });
- this._blurVPostProcess.onActivateObservable.add(() => {
- let dw = this._blurVPostProcess.height / this._scene.getEngine().getRenderHeight();
- this._blurVPostProcess.kernel = size * dw;
- });
- }
- public _rebuild() {
- this._firstUpdate = true;
- super._rebuild();
- }
- private _createSSAOPostProcess(ratio: number): void {
- var numSamples = 16;
- var sampleSphere = [
- 0.5381, 0.1856, -0.4319,
- 0.1379, 0.2486, 0.4430,
- 0.3371, 0.5679, -0.0057,
- -0.6999, -0.0451, -0.0019,
- 0.0689, -0.1598, -0.8547,
- 0.0560, 0.0069, -0.1843,
- -0.0146, 0.1402, 0.0762,
- 0.0100, -0.1924, -0.0344,
- -0.3577, -0.5301, -0.4358,
- -0.3169, 0.1063, 0.0158,
- 0.0103, -0.5869, 0.0046,
- -0.0897, -0.4940, 0.3287,
- 0.7119, -0.0154, -0.0918,
- -0.0533, 0.0596, -0.5411,
- 0.0352, -0.0631, 0.5460,
- -0.4776, 0.2847, -0.0271
- ];
- var samplesFactor = 1.0 / numSamples;
- this._ssaoPostProcess = new PostProcess("ssao", "ssao",
- [
- "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
- "area", "fallOff", "base", "range", "viewport"
- ],
- ["randomSampler"],
- 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", sampleSphere);
- effect.setFloat("samplesFactor", samplesFactor);
- effect.setFloat("randTextureTiles", 4.0);
- }
- effect.setFloat("totalStrength", this.totalStrength);
- effect.setFloat("radius", this.radius);
- effect.setFloat("area", this.area);
- effect.setFloat("fallOff", this.fallOff);
- effect.setFloat("base", this.base);
- effect.setTexture("textureSampler", this._depthTexture);
- effect.setTexture("randomSampler", this._randomTexture);
- };
- }
- private _createSSAOCombinePostProcess(ratio: number): void {
- this._ssaoCombinePostProcess = new PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"],
- ratio, null, Texture.BILINEAR_SAMPLINGMODE,
- this._scene.getEngine(), false);
- this._ssaoCombinePostProcess.onApply = (effect: Effect) => {
- effect.setVector4("viewport", Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
- 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: number, max: number) => {
- 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 = Math.floor(rand(-1.0, 1.0) * 255);
- randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
- randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
- context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
- context.fillRect(x, y, 1, 1);
- }
- }
- this._randomTexture.update(false);
- }
- }
- }
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