Awesome
geo-ambient-occlusion
Generates a per-vertex ambient occlusion array for arbitrary meshes.
<p align="center"> <img src="https://github.com/wwwtyro/media/raw/master/geo-ambient-occlusion-000.png" width="25%"> </p>Support notes
- Requires the
OES_texture_float
extension. - Currently unsupported by Safari.
How does it work?
geo-ambient-occlusion
renders multiple shadow maps for your mesh from random viewpoints. It averages the occlusion
for each vertex across all the shadow maps to calculate an ambient occlusion value for each. This data is converted
into a Float32Array
of occlusion values and returned to you for immediate use as an attribute in your shader program.
geo-ambient-occlusion
is built on top of the disgustingly good regl WebGL
library.
Install
npm install geo-ambient-occlusion
Example
let dragon = require('stanford-dragon/2');
const geoao = require('geo-ambient-occlusion');
const aoSampler = geoao(dragon.positions, { cells: dragon.cells });
for (let i = 0; i < 256; i++) {
aoSampler.sample();
}
const ao = aoSampler.report();
aoSampler.dispose();
API
const geoao = require('geo-ambient-occlusion')
Constructor
const aoSampler = geoao(positions[, opts])
positions
is the vertex array for your mesh. It can be any of:
- Flat array
[1,2,3,4,5,6]
- Array of arrays
[[1,2,3], [4,5,6]]
- Array of TypedArrays
[new Float32Array([1,2,3]), new Float32Array([4,5,6])]
- TypedArray
new Float32Array([1,2,3,4,5,6])
- ndarray
ndarray(new Float32Array([1,2,3,4,5,6]))
opts
is an object that can have the following properties:
resolution
(int) is the resolution to build the depth buffer at. Defaults to512
.bias
(float) is the bias applied to the shadow map while building the ambient occlusion data. Defaults to0.01
.cells
is the index data for your mesh, if you're using a simplicial complex. Defaults toundefined
.normals
are per-vertex normals, either in an array or array of arrays. If not supplied, they will be computed using the normals npm module.regl
is an optional regl context you can provide to reduced the overhead of multiple WebGL contexts. This context will need to have theOES_texture_float
extension enabled, and depending on the size of your mesh, also theOES_element_index_uint
extension.
Methods
aoSampler.sample()
Collects a single sample of ambient occlusion data. Run this several hundred times to reach a useful average.
const ao = aoSampler.report()
Returns the average ambient occlusion, per vertex, sampled so far. Format is a Float32Array
.
aoSampler.dispose()
Disposes of all resources used for this sampling. Does not dispose of the internal regl
context if it was provided by
the user. Behavior of aoSampler
after calling this function is undefined.