/** * Copyright (c) 2019 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose <alexander.rose@weirdbyte.de> */ import { QuadSchema, QuadValues } from 'mol-gl/compute/util'; import { TextureSpec, Values, UniformSpec } from 'mol-gl/renderable/schema'; import { ShaderCode } from 'mol-gl/shader-code'; import { WebGLContext } from 'mol-gl/webgl/context'; import { Texture } from 'mol-gl/webgl/texture'; import { ValueCell } from 'mol-util'; import { createComputeRenderItem } from 'mol-gl/webgl/render-item'; import { createComputeRenderable } from 'mol-gl/renderable'; import { Vec2 } from 'mol-math/linear-algebra'; import { ParamDefinition as PD } from 'mol-util/param-definition'; const SSAOPassSchema = { ...QuadSchema, tColor: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), tDepth: TextureSpec('texture', 'rgba', 'ubyte', 'nearest'), uTexSize: UniformSpec('v2'), uEnable: UniformSpec('i'), uKernelSize: UniformSpec('i'), uBias: UniformSpec('f'), uRadius: UniformSpec('f'), } export const SSAOPassParams = { enable: PD.Boolean(true), kernelSize: PD.Numeric(4, { min: 1, max: 100, step: 1 }), bias: PD.Numeric(0.5, { min: 0, max: 1, step: 0.01 }), radius: PD.Numeric(128, { min: 0, max: 256, step: 1 }), } export type SSAOPassProps = PD.Values<typeof SSAOPassParams> export function getSSAOPassRenderable(ctx: WebGLContext, colorTexture: Texture, depthTexture: Texture, props: Partial<SSAOPassProps>) { const p = { ...PD.getDefaultValues(SSAOPassParams), props } const values: Values<typeof SSAOPassSchema> = { ...QuadValues, tColor: ValueCell.create(colorTexture), tDepth: ValueCell.create(depthTexture), uTexSize: ValueCell.create(Vec2.create(colorTexture.width, colorTexture.height)), uEnable: ValueCell.create(p.enable ? 1 : 0), uKernelSize: ValueCell.create(p.kernelSize), uBias: ValueCell.create(p.bias), uRadius: ValueCell.create(p.radius), } const schema = { ...SSAOPassSchema } const shaderCode = ShaderCode( require('mol-gl/shader/quad.vert').default, require('mol-gl/shader/passes/ssao.frag').default ) const renderItem = createComputeRenderItem(ctx, 'triangles', shaderCode, schema, values) return createComputeRenderable(renderItem, values) }