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Diffstat (limited to 'js/helper-classes/RDGE/src/core/script/fx/ssao.js')
-rw-r--r-- | js/helper-classes/RDGE/src/core/script/fx/ssao.js | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/fx/ssao.js b/js/helper-classes/RDGE/src/core/script/fx/ssao.js new file mode 100644 index 00000000..05793594 --- /dev/null +++ b/js/helper-classes/RDGE/src/core/script/fx/ssao.js | |||
@@ -0,0 +1,116 @@ | |||
1 | /* <copyright> | ||
2 | This file contains proprietary software owned by Motorola Mobility, Inc.<br/> | ||
3 | No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> | ||
4 | (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. | ||
5 | </copyright> */ | ||
6 | |||
7 | |||
8 | /** | ||
9 | * Implements SSAO. | ||
10 | * See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753 | ||
11 | * @param v2ScreenSize - size of the viewport in window coordinates | ||
12 | */ | ||
13 | function fxSSAO(enHRDepth) | ||
14 | { | ||
15 | function renderInitSSAO(quad) | ||
16 | { | ||
17 | quad.shader = createShader(gl, 'ssao_vshader', enHRDepth ? 'ssaohr_fshader' : 'ssao_fshader', [ "vert", "texcoord"]); | ||
18 | quad.renderObj = new RenderObject(quad.shader); | ||
19 | |||
20 | var quadBuf = getScreenAlignedQuad(); | ||
21 | quad.vertBuffer = quadBuf.vertexObject; | ||
22 | quad.uvBuffer = quadBuf.texCoordObject; | ||
23 | |||
24 | quad.renderObj.addTexture("sColMap", 0, UNIFORMTYPE.TEXTURE2D); | ||
25 | quad.renderObj.addTexture("sNormDepthMap", 1, UNIFORMTYPE.TEXTURE2D); | ||
26 | quad.renderObj.addTexture("sRandMap", 2, UNIFORMTYPE.TEXTURE2D); | ||
27 | if (enHRDepth) | ||
28 | quad.renderObj.addTexture("sHRDepthMap", 3, UNIFORMTYPE.TEXTURE2D); | ||
29 | |||
30 | quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT); | ||
31 | quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT); | ||
32 | } | ||
33 | |||
34 | // Load random normal texture | ||
35 | this.randTexture = createTexture(gl, "assets/images/random_normal.png"); | ||
36 | gl.bindTexture(gl.TEXTURE_2D, this.randTexture); | ||
37 | gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR); | ||
38 | gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.REPEAT); | ||
39 | gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.REPEAT); | ||
40 | |||
41 | // Whether or not to use a high res depth texture | ||
42 | this.enHRDepth = enHRDepth; | ||
43 | |||
44 | // Quad for full screen pass | ||
45 | this.ssaoQuad = new ScreenQuad(null); | ||
46 | this.ssaoQuad.initialize(renderInitSSAO); | ||
47 | |||
48 | // Set up uniforms | ||
49 | var activeCam = g_cameraManager.getActiveCamera(); | ||
50 | this.v3FrustumFLT = activeCam.getFTR(); | ||
51 | this.ssaoQuad.renderObj.addUniform("u_frustumFLT", this.v3FrustumFLT, UNIFORMTYPE.FLOAT3); | ||
52 | |||
53 | this.v4ArtVals = [1.0, 1.0, 1.0, 1.0]; | ||
54 | this.ssaoQuad.renderObj.addUniform("u_artVals", this.v4ArtVals, UNIFORMTYPE.FLOAT4); | ||
55 | |||
56 | this.fRandMapSize = 64.0; | ||
57 | this.ssaoQuad.renderObj.addUniform("u_randMapSize", this.fRandMapSize, UNIFORMTYPE.FLOAT); | ||
58 | |||
59 | this.v2ScreenSize = [1024, 1024]; | ||
60 | this.ssaoQuad.renderObj.addUniform("u_screenSize", this.v2ScreenSize, UNIFORMTYPE.FLOAT2); | ||
61 | } | ||
62 | |||
63 | /** | ||
64 | * Contributes SSAO to the passed offscreen surface, rendering to another surface. | ||
65 | * See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753 | ||
66 | * @param srcTexColor - color surface of rendered scene | ||
67 | * @param srcTexNormDepth - screenspace normal+depth surface for scene; {nx, ny, nz, depth} | ||
68 | * @param dstRenderTarget - where to put the result of SSAO | ||
69 | * @param sampleRadius - | ||
70 | * @param intensity - | ||
71 | * @param distScale - | ||
72 | * @param bias - | ||
73 | */ | ||
74 | fxSSAO.prototype.doSSAO = function(srcTexColor, srcTexNormDepth, srcTexHRDepth, dstRenderTarget, sampleRadius, intensity, distScale, bias) | ||
75 | { | ||
76 | // Set art params and other uniforms | ||
77 | this.v4ArtVals[0] = sampleRadius; | ||
78 | this.v4ArtVals[1] = intensity; | ||
79 | this.v4ArtVals[2] = distScale; | ||
80 | this.v4ArtVals[3] = bias; | ||
81 | |||
82 | this.v2ScreenSize[0] = dstRenderTarget ? dstRenderTarget.frameBuffer.width : g_width; | ||
83 | this.v2ScreenSize[1] = dstRenderTarget ? dstRenderTarget.frameBuffer.height : g_height; | ||
84 | |||
85 | // Do ssao | ||
86 | gl.bindFramebuffer(gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null); | ||
87 | // gl.viewport(0, 0, 99999, 99999); | ||
88 | gl.clear(gl.COLOR_BUFFER_BIT); | ||
89 | |||
90 | gl.disable(gl.DEPTH_TEST); | ||
91 | |||
92 | gl.useProgram(this.ssaoQuad.shader); | ||
93 | |||
94 | this.ssaoQuad.renderObj.bindBuffers(); | ||
95 | this.ssaoQuad.renderObj.bindTextures(); | ||
96 | this.ssaoQuad.renderObj.bindUniforms(); | ||
97 | |||
98 | gl.activeTexture(gl.TEXTURE0); | ||
99 | gl.bindTexture(gl.TEXTURE_2D, srcTexColor); | ||
100 | gl.activeTexture(gl.TEXTURE1); | ||
101 | gl.bindTexture(gl.TEXTURE_2D, srcTexNormDepth); | ||
102 | gl.activeTexture(gl.TEXTURE2); | ||
103 | gl.bindTexture(gl.TEXTURE_2D, this.randTexture); | ||
104 | if (this.enHRDepth) { | ||
105 | gl.activeTexture(gl.TEXTURE3); | ||
106 | gl.bindTexture(gl.TEXTURE_2D, srcTexHRDepth); | ||
107 | } | ||
108 | gl.activeTexture(gl.TEXTURE0); | ||
109 | |||
110 | gl.drawArrays(gl.TRIANGLES, 0, 6); | ||
111 | |||
112 | gl.enable(gl.DEPTH_TEST); | ||
113 | gl.useProgram(null); | ||
114 | |||
115 | return dstRenderTarget; | ||
116 | } | ||