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Open-source WebGL/WebGPU 3D engine for the web

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// The implementation is based on the code in Filament Engine: https://github.com/google/filament // specifically, shaders here: https://github.com/google/filament/tree/24b88219fa6148b8004f230b377f163e6f184d65/filament/src/materials/ssao // --------------- POST EFFECT DEFINITION --------------- // /** * @class * @name SSAOEffect * @classdesc Implements the SSAOEffect post processing effect. * @description Creates new instance of the post effect. * @augments PostEffect * @param {GraphicsDevice} graphicsDevice - The graphics device of the application. * @param {any} ssaoScript - The script using the effect. */ class SSAOEffect extends pc.PostEffect { constructor(graphicsDevice, ssaoScript) { super(graphicsDevice); this.ssaoScript = ssaoScript; this.needsDepthBuffer = true; const fSsao = `${pc.ShaderChunks.get(graphicsDevice, pc.SHADERLANGUAGE_GLSL).get('screenDepthPS') /* glsl */} varying vec2 vUv0; //uniform sampler2D uColorBuffer; uniform vec4 uResolution; uniform float uAspect; #define saturate(x) clamp(x,0.0,1.0) // Largely based on 'Dominant Light Shadowing' // 'Lighting Technology of The Last of Us Part II' by Hawar Doghramachi, Naughty Dog, LLC const float kSSCTLog2LodRate = 3.0; highp float getWFromProjectionMatrix(const mat4 p, const vec3 v) { // this essentially returns (p * vec4(v, 1.0)).w, but we make some assumptions // this assumes a perspective projection return -v.z; // this assumes a perspective or ortho projection // return p[2][3] * v.z + p[3][3]; } highp float getViewSpaceZFromW(const mat4 p, const float w) { // this assumes a perspective projection return -w; // this assumes a perspective or ortho projection // return (w - p[3][3]) / p[2][3]; } const float kLog2LodRate = 3.0; vec2 sq(const vec2 a) { return a * a; } uniform float uInvFarPlane; vec2 pack(highp float depth) { // we need 16-bits of precision highp float z = clamp(depth * uInvFarPlane, 0.0, 1.0); highp float t = floor(256.0 * z); mediump float hi = t * (1.0 / 256.0); // we only need 8-bits of precision mediump float lo = (256.0 * z) - t; // we only need 8-bits of precision return vec2(hi, lo); } // random number between 0 and 1, using interleaved gradient noise float random(const highp vec2 w) { const vec3 m = vec3(0.06711056, 0.00583715, 52.9829189); return fract(m.z * fract(dot(w, m.xy))); } // returns the frag coord in the GL convention with (0, 0) at the bottom-left highp vec2 getFragCoord() { return gl_FragCoord.xy; } highp vec3 computeViewSpacePositionFromDepth(highp vec2 uv, highp float linearDepth) { return vec3((0.5 - uv) * vec2(uAspect, 1.0) * linearDepth, linearDepth); } highp vec3 faceNormal(highp vec3 dpdx, highp vec3 dpdy) { return normalize(cross(dpdx, dpdy)); } // Compute normals using derivatives, which essentially results in half-resolution normals // this creates arifacts around geometry edges. // Note: when using the spirv optimizer, this results in much slower execution time because // this whole expression is inlined in the AO loop below. highp vec3 computeViewSpaceNormal(const highp vec3 position) { return faceNormal(dFdx(position), dFdy(position)); } // Compute normals directly from the depth texture, resulting in full resolution normals // Note: This is actually as cheap as using derivatives because the texture fetches // are essentially equivalent to textureGather (which we don't have on ES3.0), // and this is executed just once. highp vec3 computeViewSpaceNormal(const highp vec3 position, const highp vec2 uv) { highp vec2 uvdx = uv + vec2(uResolution.z, 0.0); highp vec2 uvdy = uv + vec2(0.0, uResolution.w); highp vec3 px = computeViewSpacePositionFromDepth(uvdx, -getLinearScreenDepth(uvdx)); highp vec3 py = computeViewSpacePositionFromDepth(uvdy, -getLinearScreenDepth(uvdy)); highp vec3 dpdx = px - position; highp vec3 dpdy = py - position; return faceNormal(dpdx, dpdy); } // Ambient Occlusion, largely inspired from: // 'The Alchemy Screen-Space Ambient Obscurance Algorithm' by Morgan McGuire // 'Scalable Ambient Obscurance' by Morgan McGuire, Michael Mara and David Luebke uniform vec2 uSampleCount; uniform float uSpiralTurns; #define PI (3.14159) vec3 tapLocation(float i, const float noise) { float offset = ((2.0 * PI) * 2.4) * noise; float angle = ((i * uSampleCount.y) * uSpiralTurns) * (2.0 * PI) + offset; float radius = (i + noise + 0.5) * uSampleCount.y; return vec3(cos(angle), sin(angle), radius * radius); } highp vec2 startPosition(const float noise) { float angle = ((2.0 * PI) * 2.4) * noise; return vec2(cos(angle), sin(angle)); } uniform vec2 uAngleIncCosSin; highp mat2 tapAngleStep() { highp vec2 t = uAngleIncCosSin; return mat2(t.x, t.y, -t.y, t.x); } vec3 tapLocationFast(float i, vec2 p, const float noise) { float radius = (i + noise + 0.5) * uSampleCount.y; return vec3(p, radius * radius); } uniform float uMaxLevel; uniform float uInvRadiusSquared; uniform float uMinHorizonAngleSineSquared; uniform float uBias; uniform float uPeak2; void computeAmbientOcclusionSAO(inout float occlusion, float i, float ssDiskRadius, const highp vec2 uv, const highp vec3 origin, const vec3 normal, const vec2 tapPosition, const float noise) { vec3 tap = tapLocationFast(i, tapPosition, noise); float ssRadius = max(1.0, tap.z * ssDiskRadius); // at least 1 pixel screen-space radius vec2 uvSamplePos = uv + vec2(ssRadius * tap.xy) * uResolution.zw; float level = clamp(floor(log2(ssRadius)) - kLog2LodRate, 0.0, float(uMaxLevel)); highp float occlusionDepth = -getLinearScreenDepth(uvSamplePos); highp vec3 p = computeViewSpacePositionFromDepth(uvSamplePos, occlusionDepth); // now we have the sample, compute AO vec3 v = p - origin; // sample vector float vv = dot(v, v); // squared distance float vn = dot(v, normal); // distance * cos(v, normal) // discard samples that are outside of the radius, preventing distant geometry to // cast shadows -- there are many functions that work and choosing one is an artistic // decision. float w = max(0.0, 1.0 - vv * uInvRadiusSquared); w = w*w; // discard samples that are too close to the horizon to reduce shadows cast by geometry // not sufficiently tessellated. The goal is to discard samples that form an angle 'beta' // smaller than 'epsilon' with the horizon. We already have dot(v,n) which is equal to the // sin(beta) * |v|. So the test simplifies to vn^2 < vv * sin(epsilon)^2. w *= step(vv * uMinHorizonAngleSineSquared, vn * vn); occlusion += w * max(0.0, vn + origin.z * uBias) / (vv + uPeak2); } uniform float uProjectionScaleRadius; uniform float uIntensity; float scalableAmbientObscurance(highp vec2 uv, highp vec3 origin, vec3 normal) { float noise = random(getFragCoord()); highp vec2 tapPosition = startPosition(noise); highp mat2 angleStep = tapAngleStep(); // Choose the screen-space sample radius // proportional to the projected area of the sphere float ssDiskRadius = -(uProjectionScaleRadius / origin.z); float occlusion = 0.0; for (float i = 0.0; i < uSampleCount.x; i += 1.0) { computeAmbientOcclusionSAO(occlusion, i, ssDiskRadius, uv, origin, normal, tapPosition, noise); tapPosition = angleStep * tapPosition; } return sqrt(occlusion * uIntensity); } uniform float uPower; void main() { highp vec2 uv = vUv0; //variable_vertex.xy; // interpolated to pixel center highp float depth = -getLinearScreenDepth(vUv0); highp vec3 origin = computeViewSpacePositionFromDepth(uv, depth); vec3 normal = computeViewSpaceNormal(origin, uv); float occlusion = 0.0; if (uIntensity > 0.0) { occlusion = scalableAmbientObscurance(uv, origin, normal); } // occlusion to visibility float aoVisibility = pow(saturate(1.0 - occlusion), uPower); vec4 inCol = vec4(1.0, 1.0, 1.0, 1.0); //texture2D( uColorBuffer, uv ); gl_FragColor.r = aoVisibility; //postProcess.color.rgb = vec3(aoVisibility, pack(origin.z)); } void main_old() { vec2 aspectCorrect = vec2( 1.0, uAspect ); float depth = getLinearScreenDepth(vUv0); gl_FragColor.r = fract(floor(depth*256.0*256.0)),fract(floor(depth*256.0)),fract(depth); } `; const fblur = `${pc.ShaderChunks.get(graphicsDevice, pc.SHADERLANGUAGE_GLSL).get('screenDepthPS') /* glsl */} varying vec2 vUv0; uniform sampler2D uSSAOBuffer; uniform vec4 uResolution; uniform float uAspect; uniform int uBilatSampleCount; uniform float uFarPlaneOverEdgeDistance; uniform float uBrightness; float random(const highp vec2 w) { const vec3 m = vec3(0.06711056, 0.00583715, 52.9829189); return fract(m.z * fract(dot(w, m.xy))); } float bilateralWeight(in float depth, in float sampleDepth) { float diff = (sampleDepth - depth) * uFarPlaneOverEdgeDistance; return max(0.0, 1.0 - diff * diff); } void tap(inout float sum, inout float totalWeight, float weight, float depth, vec2 position) { // ambient occlusion sample float ssao = texture2D( uSSAOBuffer, position ).r; float tdepth = -getLinearScreenDepth( position ); // bilateral sample float bilateral = bilateralWeight(depth, tdepth); bilateral *= weight; sum += ssao * bilateral; totalWeight += bilateral; } void main() { highp vec2 uv = vUv0; // variable_vertex.xy; // interpolated at pixel's center // we handle the center pixel separately because it doesn't participate in bilateral filtering float depth = -getLinearScreenDepth(vUv0); // unpack(data.gb); float totalWeight = 0.0; // float(uBilatSampleCount*2+1)*float(uBilatSampleCount*2+1); float ssao = texture2D( uSSAOBuffer, vUv0 ).r; float sum = ssao * totalWeight; for (int x = -uBilatSampleCount; x <= uBilatSampleCount; x++) { for (int y = -uBilatSampleCount; y < uBilatSampleCount; y++) { float weight = 1.0; vec2 offset = vec2(x,y)*uResolution.zw; tap(sum, totalWeight, weight, depth, uv + offset); } } float ao = sum / totalWeight; // simple dithering helps a lot (assumes 8 bits target) // this is most useful with high quality/large blurs // ao += ((random(gl_FragCoord.xy) - 0.5) / 255.0); ao = mix(ao, 1.0, uBrightness); gl_FragColor.a = ao; } `; const foutput = /* glsl */` varying vec2 vUv0; uniform sampler2D uColorBuffer; uniform sampler2D uSSAOBuffer; void main(void) { vec4 inCol = texture2D( uColorBuffer, vUv0 ); float ssao = texture2D( uSSAOBuffer, vUv0 ).a; gl_FragColor.rgb = inCol.rgb * ssao; gl_FragColor.a = inCol.a; } `; const attributes = { aPosition: pc.SEMANTIC_POSITION }; this.ssaoShader = pc.ShaderUtils.createShader(graphicsDevice, { uniqueName: 'SsaoShader', attributes: attributes, vertexGLSL: pc.PostEffect.quadVertexShader, fragmentGLSL: fSsao }); this.blurShader = pc.ShaderUtils.createShader(graphicsDevice, { uniqueName: 'SsaoBlurShader', attributes: attributes, vertexGLSL: pc.PostEffect.quadVertexShader, fragmentGLSL: fblur }); this.outputShader = pc.ShaderUtils.createShader(graphicsDevice, { uniqueName: 'SsaoOutputShader', attributes: attributes, vertexGLSL: pc.PostEffect.quadVertexShader, fragmentGLSL: foutput }); // Uniforms this.radius = 4; this.brightness = 0; this.samples = 20; this.downscale = 1.0; } _destroy() { if (this.target) { this.target.destroyTextureBuffers(); this.target.destroy(); this.target = null; } if (this.blurTarget) { this.blurTarget.destroyTextureBuffers(); this.blurTarget.destroy(); this.blurTarget = null; } } _resize(target) { const width = Math.ceil(target.colorBuffer.width / this.downscale); const height = Math.ceil(target.colorBuffer.height / this.downscale); // If no change, skip resize if (width === this.width && height === this.height) { return; } // Render targets this.width = width; this.height = height; this._destroy(); const ssaoResultBuffer = new pc.Texture(this.device, { format: pc.PIXELFORMAT_RGBA8, minFilter: pc.FILTER_LINEAR, magFilter: pc.FILTER_LINEAR, addressU: pc.ADDRESS_CLAMP_TO_EDGE, addressV: pc.ADDRESS_CLAMP_TO_EDGE, width: this.width, height: this.height, mipmaps: false }); ssaoResultBuffer.name = 'SSAO Result'; this.target = new pc.RenderTarget({ name: 'SSAO Result Render Target', colorBuffer: ssaoResultBuffer, depth: false }); const ssaoBlurBuffer = new pc.Texture(this.device, { format: pc.PIXELFORMAT_RGBA8, minFilter: pc.FILTER_LINEAR, magFilter: pc.FILTER_LINEAR, addressU: pc.ADDRESS_CLAMP_TO_EDGE, addressV: pc.ADDRESS_CLAMP_TO_EDGE, width: this.width, height: this.height, mipmaps: false }); ssaoBlurBuffer.name = 'SSAO Blur'; this.blurTarget = new pc.RenderTarget({ name: 'SSAO Blur Render Target', colorBuffer: ssaoBlurBuffer, depth: false }); } render(inputTarget, outputTarget, rect) { this._resize(inputTarget); const device = this.device; const scope = device.scope; const sampleCount = this.samples; const spiralTurns = 10.0; const step = (1.0 / (sampleCount - 0.5)) * spiralTurns * 2.0 * 3.141; const radius = this.radius; const bias = 0.001; const peak = 0.1 * radius; const intensity = (peak * 2.0 * 3.141) * 0.125; const projectionScale = 0.5 * device.height; const cameraFarClip = this.ssaoScript.entity.camera.farClip; scope.resolve('uAspect').setValue(this.width / this.height); scope.resolve('uResolution').setValue([this.width, this.height, 1.0 / this.width, 1.0 / this.height]); scope.resolve('uBrightness').setValue(this.brightness); scope.resolve('uInvFarPlane').setValue(1.0 / cameraFarClip); scope.resolve('uSampleCount').setValue([sampleCount, 1.0 / sampleCount]); scope.resolve('uSpiralTurns').setValue(spiralTurns); scope.resolve('uAngleIncCosSin').setValue([Math.cos(step), Math.sin(step)]); scope.resolve('uMaxLevel').setValue(0.0); scope.resolve('uInvRadiusSquared').setValue(1.0 / (radius * radius)); scope.resolve('uMinHorizonAngleSineSquared').setValue(0.0); scope.resolve('uBias').setValue(bias); scope.resolve('uPeak2').setValue(peak * peak); scope.resolve('uIntensity').setValue(intensity); scope.resolve('uPower').setValue(1.0); scope.resolve('uProjectionScaleRadius').setValue(projectionScale * radius); // Render SSAO this.drawQuad(this.target, this.ssaoShader, rect); scope.resolve('uSSAOBuffer').setValue(this.target.colorBuffer); scope.resolve('uFarPlaneOverEdgeDistance').setValue(1); scope.resolve('uBilatSampleCount').setValue(4); // Perform the blur this.drawQuad(this.blurTarget, this.blurShader, rect); // Finally output to screen scope.resolve('uSSAOBuffer').setValue(this.blurTarget.colorBuffer); scope.resolve('uColorBuffer').setValue(inputTarget.colorBuffer); this.drawQuad(outputTarget, this.outputShader, rect); } } // ----------------- SCRIPT DEFINITION ------------------ // var SSAO = pc.createScript('ssao'); SSAO.attributes.add('radius', { type: 'number', default: 4, min: 0, max: 20, title: 'Radius' }); SSAO.attributes.add('brightness', { type: 'number', default: 0, min: 0, max: 1, title: 'Brightness' }); SSAO.attributes.add('samples', { type: 'number', default: 16, min: 1, max: 256, title: 'Samples' }); SSAO.attributes.add('downscale', { type: 'number', default: 1, min: 1, max: 4, title: 'Downscale' }); SSAO.prototype.initialize = function () { this.effect = new SSAOEffect(this.app.graphicsDevice, this); this.effect.radius = this.radius; this.effect.brightness = this.brightness; this.effect.samples = this.samples; this.effect.downscale = this.downscale; this.on('attr', function (name, value) { this.effect[name] = value; }, this); var queue = this.entity.camera.postEffects; queue.addEffect(this.effect); this.on('state', function (enabled) { if (enabled) { queue.addEffect(this.effect); } else { queue.removeEffect(this.effect); } }); this.on('destroy', function () { queue.removeEffect(this.effect); this.effect._destroy(); }); };