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Per frame randomized SSAO sampling & debug mode in composite pass #7139

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27 changes: 27 additions & 0 deletions examples/src/examples/graphics/ambient-occlusion.controls.mjs
Original file line number Diff line number Diff line change
Expand Up @@ -33,6 +33,15 @@ export const controls = ({ observer, ReactPCUI, React, jsx, fragment }) => {
link: { observer, path: 'data.ssao.blurEnabled' }
})
),
jsx(
LabelGroup,
{ text: 'randomize' },
jsx(BooleanInput, {
type: 'toggle',
binding: new BindingTwoWay(),
link: { observer, path: 'data.ssao.randomize' }
})
),
jsx(
LabelGroup,
{ text: 'radius' },
Expand Down Expand Up @@ -92,6 +101,24 @@ export const controls = ({ observer, ReactPCUI, React, jsx, fragment }) => {
binding: new BindingTwoWay(),
link: { observer, path: 'data.ssao.scale' }
})
),
jsx(
LabelGroup,
{ text: 'TAA' },
jsx(BooleanInput, {
type: 'toggle',
binding: new BindingTwoWay(),
link: { observer, path: 'data.ssao.taa' }
})
),
jsx(
LabelGroup,
{ text: 'debug' },
jsx(BooleanInput, {
type: 'toggle',
binding: new BindingTwoWay(),
link: { observer, path: 'data.ssao.debug' }
})
)
)
);
Expand Down
17 changes: 15 additions & 2 deletions examples/src/examples/graphics/ambient-occlusion.example.mjs
Original file line number Diff line number Diff line change
Expand Up @@ -168,9 +168,11 @@ assetListLoader.load(() => {
// ------ Custom render passes set up ------

const cameraFrame = new pc.CameraFrame(app, cameraEntity.camera);
cameraFrame.rendering.samples = 4;
cameraFrame.rendering.toneMapping = pc.TONEMAP_NEUTRAL;

// use 16but render target for better precision, improves quality with TAA and randomized SSAO
cameraFrame.rendering.renderFormats = [pc.PIXELFORMAT_RGBA16F];

const applySettings = () => {

cameraFrame.ssao.type = data.get('data.ssao.type');
Expand All @@ -181,6 +183,14 @@ assetListLoader.load(() => {
cameraFrame.ssao.samples = data.get('data.ssao.samples');
cameraFrame.ssao.minAngle = data.get('data.ssao.minAngle');
cameraFrame.ssao.scale = data.get('data.ssao.scale');
cameraFrame.ssao.randomize = data.get('data.ssao.randomize');
cameraFrame.debug = data.get('data.ssao.debug') ? 'ssao' : '';

// TAA or MSAA
const taa = data.get('data.ssao.taa');
cameraFrame.taa.enabled = taa;
cameraFrame.rendering.samples = taa ? 1 : 4; // disable MSAA when TAA is enabled
cameraFrame.rendering.sharpness = taa ? 1 : 0; // sharpen the image when TAA is enabled

cameraFrame.update();
};
Expand Down Expand Up @@ -213,7 +223,10 @@ assetListLoader.load(() => {
intensity: 0.4,
power: 6,
minAngle: 10,
scale: 1
scale: 1,
taa: false,
randomize: false,
debug: false
}
});
});
Expand Down
15 changes: 15 additions & 0 deletions examples/src/examples/graphics/post-processing.controls.mjs
Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,21 @@ export const controls = ({ observer, ReactPCUI, React, jsx, fragment }) => {
{ v: pc.TONEMAP_NEUTRAL, t: 'NEUTRAL' }
]
})
),
jsx(
LabelGroup,
{ text: 'Debug' },
jsx(SelectInput, {
binding: new BindingTwoWay(),
link: { observer, path: 'data.scene.debug' },
type: 'number',
options: [
{ v: 0, t: 'NONE' },
{ v: 1, t: 'BLOOM' },
{ v: 2, t: 'VIGNETTE' },
{ v: 3, t: 'SCENE' }
]
})
)
),
jsx(
Expand Down
11 changes: 10 additions & 1 deletion examples/src/examples/graphics/post-processing.example.mjs
Original file line number Diff line number Diff line change
Expand Up @@ -264,6 +264,14 @@ assetListLoader.load(() => {
// fringing
cameraFrame.fringing.intensity = data.get('data.fringing.enabled') ? data.get('data.fringing.intensity') : 0;

// debug
switch (data.get('data.scene.debug')) {
case 0: cameraFrame.debug = ''; break;
case 1: cameraFrame.debug = 'bloom'; break;
case 2: cameraFrame.debug = 'vignette'; break;
case 3: cameraFrame.debug = 'scene'; break;
}

// apply all settings
cameraFrame.update();
};
Expand All @@ -279,7 +287,8 @@ assetListLoader.load(() => {
scale: 1.8,
background: 6,
emissive: 200,
tonemapping: pc.TONEMAP_ACES
tonemapping: pc.TONEMAP_ACES,
debug: 0
},
bloom: {
enabled: true,
Expand Down
18 changes: 18 additions & 0 deletions scripts/utils/camera-frame.mjs
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,15 @@ const RenderFormat = {
RGBA32: 14 // PIXELFORMAT_RGBA32F
};

/** @enum {string} */
const DebugType = {
NONE: '',
SCENE: 'scene',
SSAO: 'ssao',
BLOOM: 'bloom',
VIGNETTE: 'vignette'
};

/** @interface */
class Rendering {
/**
Expand Down Expand Up @@ -79,6 +88,12 @@ class Rendering {
* @step 0.001
*/
sharpness = 0.0;

/**
* @attribute
* @type {DebugType}
*/
debug = DebugType.NONE;
}

/** @interface */
Expand Down Expand Up @@ -369,6 +384,9 @@ class CameraFrame extends Script {
const dstFringing = cf.fringing;
dstFringing.intensity = fringing.enabled ? fringing.intensity : 0;

// debugging
cf.debug = rendering.debug;

cf.update();
}
}
Expand Down
16 changes: 16 additions & 0 deletions src/extras/render-passes/camera-frame.js
Original file line number Diff line number Diff line change
Expand Up @@ -65,6 +65,8 @@ import { CameraFrameOptions, RenderPassCameraFrame } from './render-pass-camera-
* - {@link SSAOTYPE_COMBINE}
*
* @property {boolean} blurEnabled - Whether the SSAO effect is blurred. Defaults to true.
* @property {boolean} randomize - Whether the SSAO sampling is randomized. Useful when used instead
* of blur effect together with TAA. Defaults to false.
* @property {number} intensity - The intensity of the SSAO effect, 0-1 range. Defaults to 0.5.
* @property {number} radius - The radius of the SSAO effect, 0-100 range. Defaults to 30.
* @property {number} samples - The number of samples of the SSAO effect, 1-64 range. Defaults to 12.
Expand Down Expand Up @@ -174,6 +176,7 @@ class CameraFrame {
ssao = {
type: SSAOTYPE_NONE,
blurEnabled: true,
randomize: false,
intensity: 0.5,
radius: 30,
samples: 12,
Expand Down Expand Up @@ -236,6 +239,13 @@ class CameraFrame {
intensity: 0
};

/**
* Debug rendering.
*
* @type {''|'scene'|'ssao'|'bloom'|'vignette'}
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Would null be better than ''?

*/
debug = '';

options = new CameraFrameOptions();

/**
Expand Down Expand Up @@ -357,6 +367,7 @@ class CameraFrame {
ssaoPass.sampleCount = ssao.samples;
ssaoPass.minAngle = ssao.minAngle;
ssaoPass.scale = ssao.scale;
ssaoPass.randomize = ssao.randomize;
}

composePass.gradingEnabled = grading.enabled;
Expand All @@ -382,6 +393,11 @@ class CameraFrame {

// enable camera jitter if taa is enabled
cameraComponent.jitter = taa.enabled ? taa.jitter : 0;

// debug rendering
composePass.debug = this.debug;
if (composePass.debug === 'ssao' && options.ssaoType === SSAOTYPE_NONE) composePass.debug = '';
if (composePass.debug === 'vignette' && !composePass.vignetteEnabled) composePass.debug = '';
}
}

Expand Down
59 changes: 55 additions & 4 deletions src/extras/render-passes/render-pass-compose.js
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,14 @@ const fragmentShader = /* glsl */ `
#endif

#ifdef SSAO
#define SSAO_TEXTURE
#endif

#if DEBUG_COMPOSE == ssao
#define SSAO_TEXTURE
#endif

#ifdef SSAO_TEXTURE
uniform sampler2D ssaoTexture;
#endif

Expand Down Expand Up @@ -146,8 +154,12 @@ const fragmentShader = /* glsl */ `
result = cas(result, uv, sharpness);
#endif

#ifdef SSAO_TEXTURE
mediump float ssao = texture2DLodEXT(ssaoTexture, uv0, 0.0).r;
#endif

#ifdef SSAO
result *= texture2DLodEXT(ssaoTexture, uv0, 0.0).r;
result *= ssao;
#endif

#ifdef FRINGING
Expand All @@ -167,7 +179,31 @@ const fragmentShader = /* glsl */ `
result = toneMap(result);

#ifdef VIGNETTE
result *= vignette(uv);
mediump float vig = vignette(uv);
result *= vig;
#endif

// debug output
#ifdef DEBUG_COMPOSE

#ifdef BLOOM
#if DEBUG_COMPOSE == bloom
result = bloom * bloomIntensity;
#endif
#endif

#if DEBUG_COMPOSE == ssao
result = vec3(ssao);
#endif

#if DEBUG_COMPOSE == vignette
result = vec3(vig);
#endif

#if DEBUG_COMPOSE == scene
result = scene.rgb;
#endif

#endif

#ifdef GAMMA_CORRECT_OUTPUT
Expand Down Expand Up @@ -229,6 +265,8 @@ class RenderPassCompose extends RenderPassShaderQuad {

_key = '';

_debug = '';

constructor(graphicsDevice) {
super(graphicsDevice);

Expand All @@ -246,6 +284,17 @@ class RenderPassCompose extends RenderPassShaderQuad {
this.sharpnessId = scope.resolve('sharpness');
}

set debug(value) {
if (this._debug !== value) {
this._debug = value;
this._shaderDirty = true;
}
}

get debug() {
return this._debug;
}

set bloomTexture(value) {
if (this._bloomTexture !== value) {
this._bloomTexture = value;
Expand Down Expand Up @@ -367,7 +416,8 @@ class RenderPassCompose extends RenderPassShaderQuad {
`-${this.fringingEnabled ? 'fringing' : 'nofringing'}` +
`-${this.taaEnabled ? 'taa' : 'notaa'}` +
`-${this.isSharpnessEnabled ? 'cas' : 'nocas'}` +
`-${this._srgb ? 'srgb' : 'linear'}`;
`-${this._srgb ? 'srgb' : 'linear'}` +
`-${this._debug}`;

if (this._key !== key) {
this._key = key;
Expand All @@ -380,7 +430,8 @@ class RenderPassCompose extends RenderPassShaderQuad {
(this.fringingEnabled ? '#define FRINGING\n' : '') +
(this.taaEnabled ? '#define TAA\n' : '') +
(this.isSharpnessEnabled ? '#define CAS\n' : '') +
(this._srgb ? '' : '#define GAMMA_CORRECT_OUTPUT\n');
(this._srgb ? '' : '#define GAMMA_CORRECT_OUTPUT\n') +
(this._debug ? `#define DEBUG_COMPOSE ${this._debug}\n` : '');

const fsChunks =
shaderChunks.decodePS +
Expand Down
18 changes: 15 additions & 3 deletions src/extras/render-passes/render-pass-ssao.js
Original file line number Diff line number Diff line change
@@ -1,3 +1,4 @@
import { BlueNoise } from '../../core/math/blue-noise.js';
import { Color } from '../../core/math/color.js';
import { ADDRESS_CLAMP_TO_EDGE, FILTER_NEAREST, PIXELFORMAT_R8 } from '../../platform/graphics/constants.js';
import { RenderTarget } from '../../platform/graphics/render-target.js';
Expand Down Expand Up @@ -150,9 +151,10 @@ const fs = /* glsl */`

uniform float uProjectionScaleRadius;
uniform float uIntensity;
uniform float uRandomize;

float scalableAmbientObscurance(highp vec2 uv, highp vec3 origin, vec3 normal) {
float noise = random(getFragCoord());
float noise = random(getFragCoord()) + uRandomize;
highp vec2 tapPosition = startPosition(noise);
highp mat2 angleStep = tapAngleStep();

Expand Down Expand Up @@ -234,6 +236,12 @@ class RenderPassSsao extends RenderPassShaderQuad {
*/
minAngle = 5;

/**
* Enable randomization of the sample pattern. Useful when TAA is used to remove the noise,
* instead of blurring.
*/
randomize = false;

/**
* The texture containing the occlusion information in the red channel.
*
Expand All @@ -245,6 +253,8 @@ class RenderPassSsao extends RenderPassShaderQuad {
/** @type {number} */
_scale = 1;

_blueNoise = new BlueNoise(19);

constructor(device, sourceTexture, cameraComponent, blurEnabled) {
super(device);
this.sourceTexture = sourceTexture;
Expand Down Expand Up @@ -356,11 +366,12 @@ class RenderPassSsao extends RenderPassShaderQuad {

const spiralTurns = 10.0;
const step = (1.0 / (sampleCount - 0.5)) * spiralTurns * 2.0 * 3.141;
const radius = this.radius * scale;
const radius = this.radius / scale;

const bias = 0.001;
const peak = 0.1 * radius;
const intensity = 2 * (peak * 2.0 * 3.141) * this.intensity / sampleCount;
const projectionScale = 0.5 * sourceTexture.height * scale;
const projectionScale = 0.5 * sourceTexture.height;
scope.resolve('uSpiralTurns').setValue(spiralTurns);
scope.resolve('uAngleIncCosSin').setValue([Math.cos(step), Math.sin(step)]);
scope.resolve('uMaxLevel').setValue(0.0);
Expand All @@ -370,6 +381,7 @@ class RenderPassSsao extends RenderPassShaderQuad {
scope.resolve('uIntensity').setValue(intensity);
scope.resolve('uPower').setValue(this.power);
scope.resolve('uProjectionScaleRadius').setValue(projectionScale * radius);
scope.resolve('uRandomize').setValue(this.randomize ? this._blueNoise.value() : 0);

super.execute();
}
Expand Down