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/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
</copyright> */
/**
* Implements SSAO.
* See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753
* @param v2ScreenSize - size of the viewport in window coordinates
*/
function fxSSAO(enHRDepth)
{
function renderInitSSAO(quad)
{
quad.shader = createShader(gl, 'ssao_vshader', enHRDepth ? 'ssaohr_fshader' : 'ssao_fshader', [ "vert", "texcoord"]);
quad.renderObj = new RenderObject(quad.shader);
var quadBuf = getScreenAlignedQuad();
quad.vertBuffer = quadBuf.vertexObject;
quad.uvBuffer = quadBuf.texCoordObject;
quad.renderObj.addTexture("sColMap", 0, UNIFORMTYPE.TEXTURE2D);
quad.renderObj.addTexture("sNormDepthMap", 1, UNIFORMTYPE.TEXTURE2D);
quad.renderObj.addTexture("sRandMap", 2, UNIFORMTYPE.TEXTURE2D);
if (enHRDepth)
quad.renderObj.addTexture("sHRDepthMap", 3, UNIFORMTYPE.TEXTURE2D);
quad.renderObj.addBuffers(quad.vertBuffer, gl.ARRAY_BUFFER, 3, 0, gl.FLOAT);
quad.renderObj.addBuffers(quad.uvBuffer, gl.ARRAY_BUFFER, 2, 2, gl.FLOAT);
}
// Load random normal texture
this.randTexture = createTexture(gl, g_Engine._assetPath+"images/random_normal.png");
gl.bindTexture(gl.TEXTURE_2D, this.randTexture);
gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_MIN_FILTER,gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_S,gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D,gl.TEXTURE_WRAP_T,gl.REPEAT);
// Whether or not to use a high res depth texture
this.enHRDepth = enHRDepth;
// Quad for full screen pass
this.ssaoQuad = new ScreenQuad(null);
this.ssaoQuad.initialize(renderInitSSAO);
// Set up uniforms
var activeCam = g_cameraManager.getActiveCamera();
this.v3FrustumFLT = activeCam.getFTR();
this.ssaoQuad.renderObj.addUniform("u_frustumFLT", this.v3FrustumFLT, UNIFORMTYPE.FLOAT3);
this.v4ArtVals = [1.0, 1.0, 1.0, 1.0];
this.ssaoQuad.renderObj.addUniform("u_artVals", this.v4ArtVals, UNIFORMTYPE.FLOAT4);
this.fRandMapSize = 64.0;
this.ssaoQuad.renderObj.addUniform("u_randMapSize", this.fRandMapSize, UNIFORMTYPE.FLOAT);
this.v2ScreenSize = [1024, 1024];
this.ssaoQuad.renderObj.addUniform("u_screenSize", this.v2ScreenSize, UNIFORMTYPE.FLOAT2);
}
/**
* Contributes SSAO to the passed offscreen surface, rendering to another surface.
* See http://www.gamedev.net/page/resources/_/reference/programming/140/lighting-and-shading/a-simple-and-practical-approach-to-ssao-r2753
* @param srcTexColor - color surface of rendered scene
* @param srcTexNormDepth - screenspace normal+depth surface for scene; {nx, ny, nz, depth}
* @param dstRenderTarget - where to put the result of SSAO
* @param sampleRadius -
* @param intensity -
* @param distScale -
* @param bias -
*/
fxSSAO.prototype.doSSAO = function(srcTexColor, srcTexNormDepth, srcTexHRDepth, dstRenderTarget, sampleRadius, intensity, distScale, bias)
{
// Set art params and other uniforms
this.v4ArtVals[0] = sampleRadius;
this.v4ArtVals[1] = intensity;
this.v4ArtVals[2] = distScale;
this.v4ArtVals[3] = bias;
this.v2ScreenSize[0] = dstRenderTarget ? dstRenderTarget.frameBuffer.width : g_width;
this.v2ScreenSize[1] = dstRenderTarget ? dstRenderTarget.frameBuffer.height : g_height;
// Do ssao
gl.bindFramebuffer(gl.FRAMEBUFFER, dstRenderTarget ? dstRenderTarget.frameBuffer : null);
// gl.viewport(0, 0, 99999, 99999);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.disable(gl.DEPTH_TEST);
gl.useProgram(this.ssaoQuad.shader);
this.ssaoQuad.renderObj.bindBuffers();
this.ssaoQuad.renderObj.bindTextures();
this.ssaoQuad.renderObj.bindUniforms();
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, srcTexColor);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, srcTexNormDepth);
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, this.randTexture);
if (this.enHRDepth) {
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, srcTexHRDepth);
}
gl.activeTexture(gl.TEXTURE0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.enable(gl.DEPTH_TEST);
gl.useProgram(null);
return dstRenderTarget;
}
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