import { BaseRenderer } from "./BaseRenderer";
import { BlendMode } from "../data/BlendMode";
import { Utils } from "../utils/Utils";
/**
* @typedef {Object} AmbientOcclusionMapRendererConfig
* @extends {RendererConfig}
* @property {TextureInfo} sourceTexture
* @property {TextureInfo} heightMap
* @property {number} radius
* @property {number} samples
* @property {number} multiplier
* @property {number} depthMultiplier
*/
/**
* <pre>
* Ambient occlusion map renderer
* - Creates an ambient occlusion texture from a height map texture
* </pre>
* @extends {BaseRenderer}
*/
export class AmbientOcclusionMapRenderer extends BaseRenderer {
/**
* Creates an instance of AmbientOcclusionMapRenderer.
* @constructor
* @param {AmbientOcclusionMapRendererConfig} config
*/
constructor(config = {}) {
config = Utils.initRendererConfig(config);
// prettier-ignore
config.locations = [
"uSTTx",
"uP",
"uUSTT",
"uOs",
];
super(config);
this.sourceTexture = config.sourceTexture;
this.heightMap = config.heightMap;
this.radius = config.radius ?? 4;
this.samples = config.samples ?? 4;
this.multiplier = config.multiplier ?? 1;
this.depthMultiplier = config.depthMultiplier ?? 1;
this._offset = config.offset ?? new Float32Array(2);
}
/**
* Gets the x offset for the ambient occlusion map.
* @returns {number}
*/
get offsetX() {
return this._offset[0];
}
/**
* Sets the x offset for the ambient occlusion map.
* @param {number} value
*/
set offsetX(value) {
this._offset[0] = value;
}
/**
* Gets the y offset for the ambient occlusion map.
* @returns {number}
*/
get offsetY() {
return this._offset[1];
}
/**
* Sets the y offset for the ambient occlusion map.
* @param {number} value
*/
set offsetY(value) {
this._offset[1] = value;
}
/**
* Sets the offset for the ambient occlusion map.
* @param {number} x - The x offset.
* @param {number} y - The y offset.
*/
setOffset(x, y) {
this._offset[0] = x;
this._offset[1] = y;
}
/**
* @ignore
*/
$render() {
const gl = this.$gl,
locations = this.$locations,
sourceTextureBoolean = !!this.sourceTexture;
this.context.setBlendMode(BlendMode.NORMAL);
this.$useTextureAt(this.heightMap, locations.uTx, 0);
sourceTextureBoolean &&
this.$useTextureAt(this.sourceTexture, locations.uSTTx, 1);
gl.uniform1f(locations.uUSTT, sourceTextureBoolean);
gl.uniform4f(
locations.uP,
this.radius,
this.samples,
this.multiplier,
this.depthMultiplier
);
gl.uniform2fv(locations.uOs, this._offset);
this.$uploadBuffers();
this.$drawInstanced(1);
}
// prettier-ignore
/**
* @returns {string}
* @ignore
*/
$createVertexShader() {
return "" +
Utils.GLSL.DEFINE.RADIANS_360 +
"in vec2 " +
"aPs;" +
"uniform float " +
"uFlpY;" +
"uniform vec2 " +
"uOs;" +
"uniform vec4 " +
"uP;" +
"uniform sampler2D " +
"uTx;" +
"out vec2 " +
"vOs," +
"vTUv," +
"vTs," +
"vT;" +
"void main(void){" +
"gl_Position=vec4(aPs*2.-1.,1,1);" +
"gl_Position.y*=uFlpY;" +
"vTUv=vec2(aPs.x,1.-aPs.y);" +
"vec2 ts=1./vec2(textureSize(uTx,0));" +
"vTs=uP.x*ts;" +
"vOs=(vTUv+uOs*ts)*100.;" +
"float " +
"r=RADIANS_360/uP.y;" +
"vT=vec2(cos(r),sin(r));" +
"}";
}
// prettier-ignore
/**
* @returns {string}
* @ignore
*/
$createFragmentShader() {
return "" +
Utils.GLSL.DEFINE.Z +
Utils.GLSL.DEFINE.RADIANS_360 +
"in vec2 " +
"vOs," +
"vTUv," +
"vTs," +
"vT;" +
"uniform sampler2D " +
"uSTTx," +
"uTx;" +
"uniform float " +
"uUSTT;" +
"uniform vec4 " +
"uP;" +
"out vec4 " +
"oCl;" +
Utils.GLSL.RANDOM +
"void main(void){" +
"float " +
"tx=texture(uTx,vTUv).g," +
"v=0.;" +
"if(uP.y>0.&&uP.x>0.){" +
"vec2 " +
"n," +
"rg;" +
"float " +
"l=min(uP.y,1024.)," +
"ln;" +
"vec2 " +
"dr=Z.yx;" +
"mat2 " +
"rot=mat2(vT.x,-vT.y,vT.y,vT.x);" +
"for(float i=0.;i<l;i++){" +
"n=vTs*rand(vOs+i,i);" +
"ln=length(n);" +
"rg=max(texture(uTx,vTUv+dr*n).rg-tx,Z.xx);" +
"v+=(rg.y*(1.-rg.y))/(1.+ln*uP.x);" +
"dr*=rot;" +
"}" +
"v/=l;" +
"}" +
"vec3 " +
"stCl=uUSTT>0.?texture(uSTTx,vTUv).rgb:Z.yyy;" +
"oCl=vec4(stCl*(mix(1.,tx,uP.w)-v*uP.z),1);" +
"}";
}
}