GPU-accelerated per-vertex ambient occlusion generator built on top of regl.
npm install geo-ambient-occlusionGenerates a per-vertex ambient occlusion array for arbitrary meshes.

* Requires the OES_texture_float extension.
* Currently unsupported by Safari.
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.
``sh`
npm install geo-ambient-occlusion
`js
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();
`
#### const geoao = require('geo-ambient-occlusion')
#### 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][[1,2,3], [4,5,6]]
* Array of arrays [new Float32Array([1,2,3]), new Float32Array([4,5,6])]
* Array of TypedArrays new Float32Array([1,2,3,4,5,6])
* TypedArray ndarray(new Float32Array([1,2,3,4,5,6]))
* ndarray
opts is an object that can have the following properties:resolution
* (int) is the resolution to build the depth buffer at. Defaults to 512.bias
* (float) is the bias applied to the shadow map while building the ambient occlusion data. Defaults to 0.01.cells
* is the index data for your mesh, if you're using a simplicial complex. Defaults to undefined.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 ofOES_texture_float
multiple WebGL contexts. This context will need to have the extension enabled, and depending on theOES_element_index_uint
size of your mesh, also the extension.
#### 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 byaoSampler` after calling this function is undefined.
the user. Behavior of