Ejemplo n.º 1
0
class Main(ShowBase, DebugObject):
    """ This is the material explorer. You can try different materials"""
    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("../../Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)

        # Set a write directory, where the shader cache and so on is stored
        # self.renderPipeline.getMountManager().setWritePath(writeDirectory)
        self.renderPipeline.getMountManager().setBasePath("../../")
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()
        self.renderPipeline.enableDefaultEarthScattering()

        # Load some demo source
        self.sceneSource = "Models/SmoothCube/Cube.bam"

        # Load scene from disk
        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.model = self.loader.loadModel(self.sceneSource)
        self.scene = render.attachNewNode("Scene")
        self.model.reparentTo(self.scene)
        self.model.setZ(1.0)

        # Wheter to use a ground floor
        self.usePlane = True
        self.sceneWireframe = False

        # Flatten scene
        self.scene.flattenStrong()

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel(
                "Models/Plane/Model.egg.bam")
            self.groundPlane.setPos(0, 0, 0)
            self.groundPlane.setScale(2.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(self.scene)

        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)
        self.controller.setInitialPosition(Vec3(0, -5, 5.0), Vec3(0, 0, 5))
        self.controller.setup()

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)

        # Hotkey to reload all shaders
        self.accept("r", self.setShaders)

        # Create a sun light
        dPos = Vec3(60, 30, 100)
        dirLight = DirectionalLight()
        dirLight.setDirection(dPos)
        dirLight.setShadowMapResolution(2048)
        dirLight.setAmbientColor(Vec3(0.0, 0.0, 0.0))
        dirLight.setPos(dPos)
        dirLight.setColor(Vec3(3))
        dirLight.setPssmTarget(base.cam, base.camLens)
        dirLight.setPssmDistance(50.0)
        dirLight.setCastsShadows(True)

        self.renderPipeline.addLight(dirLight)
        self.dirLight = dirLight
        sunPos = Vec3(56.7587, -31.3601, 189.196)
        self.dirLight.setPos(sunPos)
        self.dirLight.setDirection(sunPos)

        # Tell the GI which light casts the GI
        self.renderPipeline.setGILightSource(dirLight)

        # Slider to move the sun
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node["value"] = 20

            self.lastSliderValue = 0.0

        # Load skyboxn
        self.skybox = None
        self.loadSkybox()

        # Set default object shaders
        self.setShaders(refreshPipeline=False)

        self.createGUI()

    def createGUI(self):
        self.slider_opts = {
            "roughness": {
                "name": "Roughness",
                "min": 0.0001,
                "max": 1.0,
                "default": 0.4,
            },
            "metallic": {
                "name": "Metallic",
                "min": 0.0001,
                "max": 1.0,
                "default": 0.0,
            },
            "specular": {
                "name": "Specular",
                "min": 0.0001,
                "max": 1.0,
                "default": 0.5,
            },
            "basecolor_r": {
                "name": "Base Color [Red]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(1, 0.2, 0.2)
            },
            "basecolor_g": {
                "name": "Base Color [Green]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(0.6, 1.0, 0.2)
            },
            "basecolor_b": {
                "name": "Base Color [Blue]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(0.2, 0.6, 1)
            },
        }

        self.sliderOrder = [
            "roughness", "metallic", "specular", "", "basecolor_r",
            "basecolor_g", "basecolor_b"
        ]

        self.guiParent = UIWindow("Material Explorer", 280, 400)
        self.guiParent.getNode().setPos(self.win.getXSize() - 340, 0, -120)

        self.windowNode = self.guiParent.getContentNode()
        currentY = 5

        for name in self.sliderOrder:
            if name == "":
                currentY += 30
                continue
            opts = self.slider_opts[name]
            opts["slider"] = BetterSlider(x=20,
                                          y=currentY + 20,
                                          size=230,
                                          minValue=opts["min"],
                                          maxValue=opts["max"],
                                          value=opts["default"],
                                          parent=self.windowNode,
                                          callback=self.materialOptionChanged)

            col = Vec3(1.0)
            if "color" in opts:
                col = opts["color"]

            opts["label"] = BetterOnscreenText(x=20,
                                               y=currentY,
                                               text=opts["name"],
                                               align="left",
                                               parent=self.windowNode,
                                               size=15,
                                               color=col)

            opts["value_label"] = BetterOnscreenText(x=250,
                                                     y=currentY,
                                                     text=str(opts["default"]),
                                                     align="right",
                                                     parent=self.windowNode,
                                                     size=15,
                                                     color=Vec3(0.6),
                                                     mayChange=True)
            currentY += 50

    def materialOptionChanged(self):
        container = self.model

        for name, opt in self.slider_opts.items():
            container.setShaderInput("opt_" + name, opt["slider"].getValue())
            opt["value_label"].setText("{:0.4f}".format(
                opt["slider"].getValue()))

    def setSunPos(self):
        """ Sets the sun position based on the debug slider """

        radial = True
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        diff = self.lastSliderValue - rawValue
        self.lastSliderValue = rawValue

        if radial:
            rawValue = rawValue / 100.0 * 2.0 * math.pi
            dPos = Vec3(
                math.sin(rawValue) * 100.0,
                math.cos(rawValue) * 100.0, 100)
            # dPos = Vec3(100, 100, (rawValue - 50) * 10.0)
        else:
            dPos = Vec3(30, (rawValue - 50) * 1.5, 100)

        if abs(diff) > 0.0001:
            self.dirLight.setPos(dPos)
            self.dirLight.setDirection(dPos)

    def toggleSceneWireframe(self):
        """ Toggles the scene rendermode """
        self.sceneWireframe = not self.sceneWireframe

        if self.sceneWireframe:
            self.scene.setRenderModeWireframe()
        else:
            self.scene.clearRenderMode()

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            # Only diffuse textures should be SRGB
            if "diffuse" in tex.getName().lower():
                print "Preparing texture", tex.getName()
                if baseFormat == Texture.FRgb:
                    tex.setFormat(Texture.FSrgb)
                elif baseFormat == Texture.FRgba:
                    tex.setFormat(Texture.FSrgbAlpha)
                elif baseFormat == Texture.FSrgb or baseFormat == Texture.FSrgbAlpha:
                    # Format is okay already
                    pass
                else:
                    print "Unkown texture format:", baseFormat
                    print "\tTexture:", tex

            # All textures should have the correct filter modes
            tex.setMinfilter(Texture.FTLinearMipmapLinear)
            tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    def loadSkybox(self):
        """ Loads the skybox """
        self.skybox = self.loader.loadModel("Models/Skybox/Model.egg.bam")
        self.skybox.setScale(40000)
        self.skybox.reparentTo(self.render)

    def setShaders(self, refreshPipeline=True):
        """ Sets all shaders """
        self.debug("Reloading Shaders ..")

        if self.renderPipeline:
            self.scene.setShader(
                self.renderPipeline.getDefaultObjectShader(False))

            self.model.setShader(
                BetterShader.load("Shader/DefaultObjectShader/vertex.glsl",
                                  "dynamicMaterialFragment.glsl"))

            if refreshPipeline:
                self.renderPipeline.reloadShaders()

        if self.skybox:
            self.skybox.setShader(
                BetterShader.load("Shader/DefaultObjectShader/vertex.glsl",
                                  "Shader/Skybox/fragment.glsl"))

    def convertToPatches(self, model):
        """ Converts a model to patches. This is REQUIRED before beeing able
        to use it with tesselation shaders """
        self.debug("Converting model to patches ..")
        for node in model.find_all_matches("**/+GeomNode"):
            geom_node = node.node()
            num_geoms = geom_node.get_num_geoms()
            for i in range(num_geoms):
                geom_node.modify_geom(i).make_patches_in_place()
Ejemplo n.º 2
0
class Main(ShowBase, DebugObject):

    """ This is the material explorer. You can try different materials"""

    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("../../Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)

        # Set a write directory, where the shader cache and so on is stored
        # self.renderPipeline.getMountManager().setWritePath(writeDirectory)
        self.renderPipeline.getMountManager().setBasePath("../../")       
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()

        # Load some demo source
        self.sceneSource = "Models/SmoothCube/Cube.bam"

        # Load scene from disk
        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.model = self.loader.loadModel(self.sceneSource)
        self.scene = render.attachNewNode("Scene")
        self.model.reparentTo(self.scene)
        self.model.setZ(1.0)

        # Wheter to use a ground floor
        self.usePlane = True
        self.sceneWireframe = False

        # Flatten scene
        self.scene.flattenStrong()

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel(
                "Models/Plane/Model.egg.bam")
            self.groundPlane.setPos(0, 0, 0)
            self.groundPlane.setScale(2.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(self.scene)


        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)
        self.controller.setInitialPosition(
            Vec3(0, -5, 5.0), Vec3(0, 0, 5))
        self.controller.setup()

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)


        # Create a sun light
        dPos = Vec3(60, 30, 100)
        dirLight = DirectionalLight()
        dirLight.setShadowMapResolution(1024)
        dirLight.setPos(dPos)
        dirLight.setColor(Vec3(1))
        dirLight.setPssmTarget(base.cam, base.camLens)
        dirLight.setPssmDistance(50.0)
        dirLight.setCastsShadows(True)

        self.renderPipeline.addLight(dirLight)
        self.dirLight = dirLight
        sunPos = Vec3(56.7587, -31.3601, 189.196)
        self.dirLight.setPos(sunPos)

        # Tell the GI which light casts the GI
        self.renderPipeline.setGILightSource(dirLight)
        self.renderPipeline.setScatteringSource(dirLight)


        # Slider to move the sun
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node[
                "value"] = 20

            self.lastSliderValue = 0.0

        # Load skyboxn
        self.skybox = self.renderPipeline.getDefaultSkybox()
        self.skybox.reparentTo(render)

        self.renderPipeline.setEffect(self.model, "DynamicMaterial.effect")


        self.renderPipeline.onSceneInitialized()

        self.createGUI()

    def createGUI(self):
        self.slider_opts = {
            "roughness": {
                "name": "Roughness",
                "min": 0.0001,
                "max": 1.0,
                "default": 0.4,
            },
            "metallic": {
                "name": "Metallic",
                "min": 0.0001,
                "max": 1.0,
                "default": 0.0,
            },
            "specular": {
                "name": "Specular",
                "min": 0.0001,
                "max": 1.0,
                "default": 0.5,
            },
            "basecolor_r": {
                "name": "Base Color [Red]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(1,0.2,0.2)
            },
            "basecolor_g": {
                "name": "Base Color [Green]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(0.6,1.0,0.2)
            },
            "basecolor_b": {
                "name": "Base Color [Blue]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(0.2,0.6,1)
            },

        }

        self.sliderOrder = ["roughness", "metallic", "specular", "", "basecolor_r", "basecolor_g", "basecolor_b"]


        self.guiParent = UIWindow(
            "Material Explorer", 280, 400)
        self.guiParent.getNode().setPos(self.win.getXSize() - 340, 0, -120)

        self.windowNode = self.guiParent.getContentNode()
        currentY = 5

        for name in self.sliderOrder:
            if name == "":
                currentY += 30
                continue
            opts = self.slider_opts[name]
            opts["slider"] = BetterSlider(
                x=20, y=currentY+20, size=230, minValue=opts["min"],maxValue=opts["max"], value=opts["default"], parent=self.windowNode, callback=self.materialOptionChanged)

            col = Vec3(1.0)
            if "color" in opts:
                col = opts["color"]

            opts["label"] = BetterOnscreenText(x=20, y=currentY,
                                           text=opts["name"], align="left", parent=self.windowNode,
                                           size=15, color=col)

            opts["value_label"] = BetterOnscreenText(x=250, y=currentY,
                                           text=str(opts["default"]), align="right", parent=self.windowNode,
                                           size=15, color=Vec3(0.6),mayChange=True)
            currentY += 50

    def materialOptionChanged(self):
        container = self.model

        for name, opt in self.slider_opts.items():
            container.setShaderInput("opt_" + name, opt["slider"].getValue())
            opt["value_label"].setText("{:0.4f}".format(opt["slider"].getValue()))
        


    def setSunPos(self):
        """ Sets the sun position based on the debug slider """

        radial = True
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        diff = self.lastSliderValue - rawValue
        self.lastSliderValue = rawValue

        if radial:
            rawValue = rawValue / 100.0 * 2.0 * math.pi
            dPos = Vec3(
                math.sin(rawValue) * 100.0, math.cos(rawValue) * 100.0, 200)
            # dPos = Vec3(100, 100, (rawValue - 50) * 10.0)
        else:
            dPos = Vec3(30, (rawValue - 50) * 1.5, 100)

        if abs(diff) > 0.0001:
            self.dirLight.setPos(dPos * 10000000.0)

    def toggleSceneWireframe(self):
        """ Toggles the scene rendermode """
        self.sceneWireframe = not self.sceneWireframe

        if self.sceneWireframe:
            self.scene.setRenderModeWireframe()
        else:
            self.scene.clearRenderMode()

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            # Only diffuse textures should be SRGB
            if "diffuse" in tex.getName().lower():
                print "Preparing texture", tex.getName()
                if baseFormat == Texture.FRgb:
                    tex.setFormat(Texture.FSrgb)
                elif baseFormat == Texture.FRgba:
                    tex.setFormat(Texture.FSrgbAlpha)
                elif baseFormat == Texture.FSrgb or baseFormat == Texture.FSrgbAlpha:
                    # Format is okay already
                    pass
                else:
                    print "Unkown texture format:", baseFormat
                    print "\tTexture:", tex

            # All textures should have the correct filter modes
            tex.setMinfilter(Texture.FTLinearMipmapLinear)
            tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)


    def convertToPatches(self, model):
        """ Converts a model to patches. This is REQUIRED before beeing able
        to use it with tesselation shaders """
        self.debug("Converting model to patches ..")
        for node in model.find_all_matches("**/+GeomNode"):
            geom_node = node.node()
            num_geoms = geom_node.get_num_geoms()
            for i in range(num_geoms):
                geom_node.modify_geom(i).make_patches_in_place()
Ejemplo n.º 3
0
class Main(ShowBase, DebugObject):
    """ This is the render pipeline testing showbase """
    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)

        # Uncomment to use temp directory
        # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp')
        # writeDirectory = "Temp/"

        # Clear write directory when app exits
        # atexit.register(os.remove, writeDirectory)

        # Set a write directory, where the shader cache and so on is stored
        # self.renderPipeline.getMountManager().setWritePath(writeDirectory)
        self.renderPipeline.getMountManager().setBasePath(".")

        ####### END OF RENDER PIPELINE SETUP #######
        # Load some demo source
        # self.sceneSource = "Demoscene.ignore/sponza.egg.bam"
        # self.sceneSource = "Demoscene.ignore/occlusionTest/Model.egg"
        # self.sceneSource = "Demoscene.ignore/lost-empire/Model.egg"
        # self.sceneSource = "Models/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Demoscene.ignore/GITest/Model.egg"
        # self.sceneSource = "Demoscene.ignore/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Demoscene.ignore/Room/LivingRoom.egg"
        # self.sceneSource = "Models/CornelBox/Model.egg"
        # self.sceneSource = "Models/HouseSet/Model.egg"
        self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.egg"

        self.renderPipeline.loadSettings("Config/pipeline.ini")

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()
        self.renderPipeline.enableDefaultEarthScattering()

        # Load scene from disk
        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.scene = self.loader.loadModel(self.sceneSource)

        # Wheter to use a ground floor
        self.usePlane = False
        self.sceneWireframe = False

        # Flatten scene?
        self.scene.flattenStrong()
        self.scene.analyze()

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel(
                "Models/Plane/Model.egg.bam")
            self.groundPlane.setPos(0, 0, -0.01)
            self.groundPlane.setScale(2.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(self.scene)

        # Some artists really don't know about backface culling
        # self.scene.setTwoSided(True)

        # Required for tesselation

        # self.convertToPatches(self.scene)

        self.scene.reparentTo(self.render)

        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Create movement controller (Freecam)wwww
        self.controller = MovementController(self)
        self.controller.setInitialPosition(Vec3(0, -5, 5.0), Vec3(0, 0, 5))
        self.controller.setup()

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)

        # Hotkey to reload all shaders
        self.accept("r", self.setShaders)

        # for i in xrange(1):
        #     pointLight = PointLight()
        #     pointLight.setPos(Vec3( (i-1)*3, 0, 7))
        #     pointLight.setColor(Vec3(0.1))
        #     pointLight.setShadowMapResolution(1024)
        #     pointLight.setRadius(50)
        #     pointLight.setCastsShadows(True)
        #     # pointLight.attachDebugNode(render)
        #     self.renderPipeline.addLight(pointLight)

        # Create a sun light
        dPos = Vec3(60, 30, 100)
        dirLight = DirectionalLight()
        dirLight.setDirection(dPos)
        dirLight.setShadowMapResolution(2048)
        dirLight.setAmbientColor(Vec3(0.0, 0.0, 0.0))
        dirLight.setPos(dPos)
        dirLight.setColor(Vec3(3))
        dirLight.setPssmTarget(base.cam, base.camLens)
        dirLight.setCastsShadows(True)

        self.renderPipeline.addLight(dirLight)
        self.dirLight = dirLight
        sunPos = Vec3(56.7587, -31.3601, 189.196)
        self.dirLight.setPos(sunPos)
        self.dirLight.setDirection(sunPos)

        # Tell the GI which light casts the GI
        self.renderPipeline.setGILightSource(dirLight)

        # Slider to move the sun
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node["value"] = 20

            self.lastSliderValue = 0.0

        # Load skyboxn
        self.skybox = None
        self.loadSkybox()

        # Set default object shaders
        self.setShaders(refreshPipeline=False)

        # Show windows
        # for window in base.graphicsEngine.getWindows():
        # print window.getName(), window.getSort()

    def setSunPos(self):
        """ Sets the sun position based on the debug slider """

        radial = True
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        diff = self.lastSliderValue - rawValue
        self.lastSliderValue = rawValue

        if radial:
            rawValue = rawValue / 100.0 * 2.0 * math.pi
            dPos = Vec3(
                math.sin(rawValue) * 100.0,
                math.cos(rawValue) * 100.0, 100)
            # dPos = Vec3(100, 100, (rawValue - 50) * 10.0)
        else:
            dPos = Vec3(30, (rawValue - 50) * 1.5, 100)

        if abs(diff) > 0.0001:
            self.dirLight.setPos(dPos)
            self.dirLight.setDirection(dPos)

    def toggleSceneWireframe(self):
        """ Toggles the scene rendermode """
        self.sceneWireframe = not self.sceneWireframe

        if self.sceneWireframe:
            self.scene.setRenderModeWireframe()
        else:
            self.scene.clearRenderMode()

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            # Only diffuse textures should be SRGB
            if "diffuse" in tex.getName().lower():
                print "Preparing texture", tex.getName()
                if baseFormat == Texture.FRgb:
                    tex.setFormat(Texture.FSrgb)
                elif baseFormat == Texture.FRgba:
                    tex.setFormat(Texture.FSrgbAlpha)
                elif baseFormat == Texture.FSrgb or baseFormat == Texture.FSrgbAlpha:
                    # Format is okay already
                    pass
                else:
                    print "Unkown texture format:", baseFormat
                    print "\tTexture:", tex

            # All textures should have the correct filter modes
            tex.setMinfilter(Texture.FTLinearMipmapLinear)
            tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    def loadLights(self, scene):
        """ Loads lights from a .egg. Lights should be empty objects (blender) """
        model = self.loader.loadModel(scene)
        lights = model.findAllMatches("**/PointLight*")

        for prefab in lights:
            light = PointLight()
            light.setRadius(prefab.getScale().x)
            light.setColor(Vec3(2))
            light.setPos(prefab.getPos())
            light.setShadowMapResolution(2048)
            light.setCastsShadows(False)
            self.renderPipeline.addLight(light)
            print "Adding Light:", prefab.getPos(), prefab.getScale()
            self.lights.append(light)
            self.initialLightPos.append(prefab.getPos())
            self.test = light

    def loadSkybox(self):
        """ Loads the skybox """
        self.skybox = self.loader.loadModel("Models/Skybox/Model.egg.bam")
        self.skybox.setScale(40000)
        self.skybox.reparentTo(self.render)

    def setShaders(self, refreshPipeline=True):
        """ Sets all shaders """
        self.debug("Reloading Shaders ..")

        if self.renderPipeline:
            self.scene.setShader(
                self.renderPipeline.getDefaultObjectShader(False))

            if refreshPipeline:
                self.renderPipeline.reloadShaders()

        if self.skybox:
            self.skybox.setShader(
                BetterShader.load("Shader/DefaultObjectShader/vertex.glsl",
                                  "Shader/Skybox/fragment.glsl"))

    def convertToPatches(self, model):
        """ Converts a model to patches. This is REQUIRED before beeing able
        to use it with tesselation shaders """
        self.debug("Converting model to patches ..")
        for node in model.find_all_matches("**/+GeomNode"):
            geom_node = node.node()
            num_geoms = geom_node.get_num_geoms()
            for i in range(num_geoms):
                geom_node.modify_geom(i).make_patches_in_place()
Ejemplo n.º 4
0
class Main(ShowBase, DebugObject):

    """ This is the render pipeline testing showbase """

    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)
        self.renderPipeline.loadSettings("Config/pipeline.ini")

        # Uncomment to use temp directory
        # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp')
        # writeDirectory = "Temp/"

        # Clear write directory when app exits
        # atexit.register(os.remove, writeDirectory)

        # Set a write directory, where the shader cache and so on is stored
        # self.renderPipeline.getMountManager().setWritePath(writeDirectory)

        self.renderPipeline.getMountManager().setBasePath(".")

         ####### END OF RENDER PIPELINE SETUP #######
        # Load some demo source
        # self.sceneSource = "Demoscene.ignore/sponza.egg.bam"
        # self.sceneSource = "Demoscene.ignore/occlusionTest/Model.egg"
        # self.sceneSource = "Demoscene.ignore/lost-empire/Model.egg"
        # self.sceneSource = "Models/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Scene.ignore/Car.bam"
        # self.sceneSource = "Demoscene.ignore/GITest/Model.egg"
        # self.sceneSource = "Demoscene.ignore/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Models/Raventon/Model.egg"
        # self.sceneSource = "Demoscene.ignore/Room/LivingRoom.egg.bam"
        self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.egg"

        # If global illumination is enabled, load the voxel grid
        GlobalIllumination.setSceneRoot(
            "Toolkit/Blender Material Library/voxelized/")

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()
        self.renderPipeline.enableDefaultEarthScattering()

        # Load scene from disk
        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.scene = self.loader.loadModel(self.sceneSource)

        # Wheter to use a ground floor
        self.usePlane = False
        self.sceneWireframe = False

        # Flatten scene?
        self.scene.flattenStrong()

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel(
                "Models/Plane/Model.egg.bam")
            self.groundPlane.setPos(0, 0, -0.01)
            self.groundPlane.setScale(2.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(self.scene)

        # Some artists really don't know about backface culling
        # self.scene.setTwoSided(True)

        # Required for tesselation
        # self.convertToPatches(self.scene)

        self.scene.reparentTo(self.render)

        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)
        self.controller.setInitialPosition(
            Vec3(0.422895, -6.49557, 4.72692), Vec3(0, 0, 3))
        self.controller.setup()

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)

        # Hotkey to reload all shaders
        self.accept("r", self.setShaders)

        # Create a sun light
        dPos = Vec3(60, 30, 100)
        dirLight = DirectionalLight()
        dirLight.setDirection(dPos)
        dirLight.setShadowMapResolution(4096)
        dirLight.setAmbientColor(Vec3(0.5, 0.5, 0.5))
        dirLight.setCastsShadows(True)
        dirLight.setPos(dPos)
        dirLight.setColor(Vec3(4))
        self.renderPipeline.addLight(dirLight)
        self.dirLight = dirLight
        sunPos = Vec3(56.7587, -31.3601, 189.196)
        self.dirLight.setPos(sunPos)
        self.dirLight.setDirection(sunPos)

        # Slider to move the sun
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.lastSliderValue = 0.0

        # Load skybox
        self.skybox = None
        self.loadSkybox()

        # Set default object shaders
        self.setShaders(refreshPipeline=False)

    def setSunPos(self):
        """ Sets the sun position based on the debug slider """

        radial = True
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        diff = self.lastSliderValue - rawValue
        self.lastSliderValue = rawValue

        if radial:
            rawValue = rawValue / 100.0 * 2.0 * math.pi
            dPos = Vec3(
                math.sin(rawValue) * 100.0, math.cos(rawValue) * 100.0, 100)
            # dPos = Vec3(100, 100, (rawValue - 50) * 10.0)
        else:
            dPos = Vec3(30, (rawValue - 50), 100)

        if abs(diff) > 0.0001:
            self.dirLight.setPos(dPos)
            self.dirLight.setDirection(dPos)

    def toggleSceneWireframe(self):
        """ Toggles the scene rendermode """
        self.sceneWireframe = not self.sceneWireframe

        if self.sceneWireframe:
            self.scene.setRenderModeWireframe()
        else:
            self.scene.clearRenderMode()

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            # Only diffuse textures should be SRGB
            if "diffuse" in tex.getName().lower():
                print "Preparing texture", tex.getName()
                if baseFormat == Texture.FRgb:
                    tex.setFormat(Texture.FSrgb)
                elif baseFormat == Texture.FRgba:
                    tex.setFormat(Texture.FSrgbAlpha)
                else:
                    print "Unkown texture format:", baseFormat
                    print "\tTexture:", tex

            # All textures should have the correct filter modes
            tex.setMinfilter(Texture.FTLinearMipmapLinear)
            tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    def loadLights(self, scene):
        """ Loads lights from a .egg. Lights should be empty objects (blender) """
        model = self.loader.loadModel(scene)
        lights = model.findAllMatches("**/PointLight*")

        for prefab in lights:
            light = PointLight()
            light.setRadius(prefab.getScale().x)
            light.setColor(Vec3(2))
            light.setPos(prefab.getPos())
            light.setShadowMapResolution(2048)
            light.setCastsShadows(False)
            self.renderPipeline.addLight(light)
            print "Adding Light:", prefab.getPos(), prefab.getScale()
            self.lights.append(light)
            self.initialLightPos.append(prefab.getPos())
            self.test = light

    def loadSkybox(self):
        """ Loads the skybox """
        self.skybox = self.loader.loadModel("Models/Skybox/Model.egg.bam")
        self.skybox.setScale(40000)
        self.skybox.reparentTo(self.render)

    def setShaders(self, refreshPipeline=True):
        """ Sets all shaders """
        self.debug("Reloading Shaders ..")

        if self.renderPipeline:
            self.scene.setShader(
                self.renderPipeline.getDefaultObjectShader(False))

            if refreshPipeline:
                self.renderPipeline.reloadShaders()

        if self.skybox:
            self.skybox.setShader(BetterShader.load(
                "Shader/DefaultObjectShader/vertex.glsl", "Shader/Skybox/fragment.glsl"))

    def convertToPatches(self, model):
        """ Converts a model to patches. This is REQUIRED before beeing able
        to use it with tesselation shaders """
        self.debug("Converting model to patches ..")
        for node in model.find_all_matches("**/+GeomNode"):
            geom_node = node.node()
            num_geoms = geom_node.get_num_geoms()
            for i in range(num_geoms):
                geom_node.modify_geom(i).make_patches_in_place()
Ejemplo n.º 5
0
class Main(ShowBase, DebugObject):

    """ This is the render pipeline testing showbase """

    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)


        # Show loading screen
        self.loadingScreen = PipelineLoadingScreen(self)
        self.loadingScreen.render()
        self.loadingScreen.setStatus("Creating pipeline")

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)

        # Uncomment to use temp directory
        # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp')
        writeDirectory = "Temp/"

        # Set the pipeline base path
        self.renderPipeline.getMountManager().setBasePath(".")
        
        # Load pipeline settings
        self.renderPipeline.loadSettings("Config/pipeline.ini")

        self.loadingScreen.setStatus("Compiling shaders")

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()

        ####### END OF RENDER PIPELINE SETUP #######

        # Select demo scene here:

        # This sources are not included in the repo, for size reasons
        # self.sceneSource = "Demoscene.ignore/MasterSword/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/MasterSword/Scene2.egg.bam"
        # self.sceneSource = "Demoscene.ignore/Couch2/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/Couch/couch.egg.bam"
        # self.sceneSource = "Demoscene.ignore/LivingRoom/LivingRoom.egg"
        # self.sceneSource = "Demoscene.ignore/LivingRoom2/LivingRoom.egg"
        # self.sceneSource = "Demoscene.ignore/LostEmpire/Model.egg"
        # self.sceneSource = "Demoscene.ignore/SSLRTest/scene.egg"
        # self.sceneSource = "Demoscene.ignore/BMW/Bmw.egg"
        # self.sceneSource = "Demoscene.ignore/OldHouse/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/DemoTerrain/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/TransparencyTest/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/SanMiguel/Scene.bam"


        # This sources are included in the repo
        # self.sceneSource = "Models/CornelBox/Model.egg"
        # self.sceneSource = "Models/HouseSet/Model.egg"
        # self.sceneSource = "Models/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Models/PBSTest/Scene.egg.bam"
        # self.sceneSource = "Models/HDRTest/Scene.egg"
        # self.sceneSource = "Models/GITestScene/Scene.egg"
        # self.sceneSource = "Models/VertexPerformanceTest/Scene.egg"
        self.sceneSource = "Models/Buddha/Buddha.bam"

        # self.sceneSource = "Toolkit/Blender Material Library/Buddha.bam"
        

        # Select surrounding scene here
        self.sceneSourceSurround = None
        # self.sceneSourceSurround = "Demoscene.ignore/Couch/Surrounding.egg"
        # self.sceneSourceSurround = "Demoscene.ignore/LivingRoom/LivingRoom.egg"

        # Store a list of transparent objects
        self.transparentObjects = []

        # Create a sun light
        dPos = Vec3(60, 30, 100)
        dirLight = DirectionalLight()
        dirLight.setDirection(dPos)
        dirLight.setShadowMapResolution(1024)
        dirLight.setPos(dPos)
        dirLight.setColor(Vec3(1, 1, 0.8))
        # dirLight.setColor(Vec3(0.3))
        dirLight.setPssmTarget(base.cam, base.camLens)
        dirLight.setCastsShadows(True)

        self.renderPipeline.addLight(dirLight)
        self.dirLight = dirLight
        sunPos = Vec3(56.7587, -31.3601, 189.196)
        self.dirLight.setPos(sunPos)
        self.dirLight.setDirection(sunPos)

        # Tell the GI which light casts the GI
        self.renderPipeline.setGILightSource(dirLight)

        # Slider to move the sun
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node[
                "value"] = 80

            self.lastSliderValue = 0.0

        self.movingLights = []

        self.demoLights = []

        # Create some lights
        for i in xrange(0):
            pointLight = PointLight()

            radius = float(i) / 5.0 * 6.28 + 1.52
            xoffs = math.sin(radius) * 12.0
            yoffs = math.cos(radius) * 12.0
            pointLight.setPos(Vec3( xoffs, yoffs  - 9, 12))
            pointLight.setColor(Vec3( 0.3, 0.75, 1.0))
            pointLight.setShadowMapResolution(512)
            pointLight.setRadius(35)
            pointLight.setCastsShadows(True)
            self.renderPipeline.addLight(pointLight)
            pointLight.attachDebugNode(render)
            self.movingLights.append(pointLight)

        # Create more lights
        for i in xrange(0):
            pointLight = PointLight()
            radius = float(i) / 5.0 * 6.28 + 5.22
            xoffs = math.sin(radius) * 30.0
            yoffs = math.cos(radius) * 30.0

            pointLight.setPos(Vec3( xoffs, yoffs, 12))
            pointLight.setColor(Vec3(0.2,0.6,1.0) * 0.1)
            pointLight.setRadius(60)
            self.renderPipeline.addLight(pointLight)
            # pointLight.attachDebugNode(render)


        for x in xrange(0):
            spotLight = SpotLight()
            spotLight.setColor(Vec3(0.5, 0.8, 1.0) * 0.2)
            lightPos = Vec3(x * 3.0 - 7.0, 0, 6)

            lightPos = Vec3(math.sin(x/19.0 * 6.28) * 7.0, math.cos(x/19.0 * 6.28) * 7.0, 10.0)

            spotLight.setPos(lightPos)
            spotLight.lookAt(lightPos - Vec3(0, 0, 1))
            spotLight.setFov(90)
            spotLight.setShadowMapResolution(512)
            spotLight.setCastsShadows(True)
            spotLight.setNearFar(2.0, 15.0)
            spotLight.setIESProfile("AreaLight")
            self.renderPipeline.addLight(spotLight)
            # spotLight.attachDebugNode(render)
            # self.movingLights.append(spotLight)

        # Attach update task
        self.addTask(self.update, "update")

        # Update loading screen status
        self.loadingScreen.setStatus("Loading scene")
        

        # Show loading screen a bit
        if True:
            self.doMethodLater(0.5, self.loadScene, "Load Scene")
        else:
            self.loadScene()

    def addDemoLight(self):
        """ Spawns a new light at a random position with a random color """
        light = PointLight()
        light.setPos(Vec3( random() * 50.0 - 25, random() * 50.0 - 25, 12))
        light.setColor(Vec3( random(), random(), random()) * 5.0)
        light.setRadius(50)
        light.setShadowMapResolution(1024)
        # light.attachDebugNode(render)
        light.setCastsShadows(True)
        self.renderPipeline.addLight(light)
        self.demoLights.append(light)

    def removeDemoLight(self):
        """ Removes the last added demo light if present """
        if len(self.demoLights) > 0:
            self.renderPipeline.removeLight(self.demoLights[0])
            del self.demoLights[0]


    def update(self, task):
        """ Main update task """

        for idx, light in enumerate(self.movingLights):
            light.setZ(math.sin(idx +globalClock.getFrameTime())*2.0 + 10)
            # light.setZ(5)


        import time
        # time.sleep(0.5)
        # Uncomment for party mode :-)
        # self.removeDemoLight()
        # self.addDemoLight()

        return task.cont

    def loadScene(self, task=None):
        """ Starts loading the scene, this is done async """
        # Load scene from disk
        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.loader.loadModel(self.sceneSource, callback = self.onSceneLoaded)
        # self.scene = loader.loadModel(self.sceneSource)
        # self.onSceneLoaded(self.scene)

    def onSceneLoaded(self, scene):
        """ Callback which gets called after the scene got loaded """

        self.debug("Successfully loaded scene")

        self.loadingScreen.setStatus("Loading skybox")

        self.scene = scene
        self.scene.prepareScene(self.win.getGsg())

        # Load surround scene
        if self.sceneSourceSurround is not None:
            self.debug("Loading Surround-Scene '" + self.sceneSourceSurround + "'")
            self.sceneSurround = self.loader.loadModel(self.sceneSourceSurround)
            self.sceneSurround.reparentTo(self.scene)

        seed(1)

        # Performance testing
        if True:
            highPolyObj = self.scene.find("**/HighPolyObj")

            if highPolyObj is not None and not highPolyObj.isEmpty():
                highPolyObj.detachNode()
                self.loadingScreen.setStatus("Preparing Performance Test")

                for x in xrange(-10, 10):
                    for y in xrange(-10, 10):
                        copiedObj = copy.deepcopy(highPolyObj)
                        # copiedObj.setColorScale(random(), random(), random(), 1)
                        if random() < 0.2:
                            copiedObj.setColorScale(0.4, 1.2, 2.0, 1.0)

                        copiedObj.reparentTo(self.scene)
                        copiedObj.setPos(x*1.5 + random(), y*1.5 + random(), random()*5.0 + 0.4)

        # Find transparent objects and mark them as transparent
        self.transpObjRoot = render.attachNewNode("transparentObjects")
        matches = self.scene.findAllMatches("**/T__*")
        if matches:
            for match in matches:
                # match.reparentTo(self.transpObjRoot)
                self.transparentObjects.append(match)
                self.renderPipeline.prepareTransparentObject(match)
                # match.listTags()
                match.setAttrib(CullFaceAttrib.make(CullFaceAttrib.M_none))
                # match.setColorScale(1,0,1, 1)
                # match.hide(self.renderPipeline.getShadowPassBitmask())
        # Wheter to use a ground plane
        self.usePlane = False
        self.sceneWireframe = False

        # Flatten scene?
        self.loadingScreen.setStatus("Optimizing Scene")

        # self.scene.clearModelNodes()
        loader.asyncFlattenStrong(self.scene, inPlace=False, callback=self.onScenePrepared)
        # self.onScenePrepared()

    def onScenePrepared(self, cb=None):
        """ Callback which gets called after the scene got prepared """

        self.scene.reparentTo(self.render)

        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Prepare Materials
        self.renderPipeline.fillTextureStages(render)

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel(
                "Models/Plane/Model.egg.bam")
            self.groundPlane.setPos(0, 0, -0.0001)
            self.groundPlane.setScale(12.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(self.scene)


        # Some artists really don't know about backface culling
        # self.scene.setTwoSided(True)

        # Required for tesselation
        # self.convertToPatches(self.scene)

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)

        # Hotkey to reload all shaders
        self.accept("r", self.setShaders)

        # For rdb
        self.accept("f12", self.screenshot)

        # Hotkeys to spawn / remove lights
        self.accept("z", self.addDemoLight)
        self.accept("u", self.removeDemoLight)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)
        self.controller.setInitialPosition(
            Vec3(0, -25, 20), Vec3(0, 0, -5))
        self.controller.setup()

        # self.fpCamera = FirstPersonCamera(self, self.cam, self.render)
        # self.fpCamera.start()

        # Load skybox
        self.skybox = self.renderPipeline.getDefaultSkybox()
        self.skybox.reparentTo(render)

        # Set default object shaders
        self.setShaders(refreshPipeline=False)

        # Hide loading screen
        self.loadingScreen.hide()
        # self.toggleSceneWireframe()
        self.renderPipeline.onSceneInitialized()


    def setSunPos(self):
        """ Sets the sun position based on the debug slider """

        radial = True
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        diff = self.lastSliderValue - rawValue
        self.lastSliderValue = rawValue

        if radial:
            rawValue = rawValue / 100.0 * 2.0 * math.pi
            dPos = Vec3(
                math.sin(rawValue) * 100.0, math.cos(rawValue) * 100.0, 50)
            # dPos = Vec3(100, 100, (rawValue - 50) * 10.0)
        else:
            dPos = Vec3(30, (rawValue - 50) * 1.5, 30)

        if abs(diff) > 0.0001:
            self.dirLight.setPos(dPos)
            self.dirLight.setDirection(dPos)

    def toggleSceneWireframe(self):
        """ Toggles the scene rendermode """
        self.sceneWireframe = not self.sceneWireframe

        if self.sceneWireframe:
            render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10)
        else:
            render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 10)

        self.skybox.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 20)

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            # Only diffuse textures should be SRGB
            if "diffuse" in tex.getName().lower():
                if baseFormat == Texture.FRgb:
                    tex.setFormat(Texture.FSrgb)
                elif baseFormat == Texture.FRgba:
                    tex.setFormat(Texture.FSrgbAlpha)
                elif baseFormat == Texture.FSrgb or baseFormat == Texture.FSrgbAlpha:
                    # Format is okay already
                    pass
                else:
                    print "Unkown texture format:", baseFormat
                    print "\tTexture:", tex

            # All textures should have the correct filter modes
            tex.setMinfilter(Texture.FTLinearMipmapLinear)
            tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    def loadLights(self, scene):
        """ Loads lights from a .egg. Lights should be empty objects (blender) """
        model = self.loader.loadModel(scene)
        lights = model.findAllMatches("**/PointLight*")

        for prefab in lights:
            light = PointLight()
            light.setRadius(prefab.getScale().x)
            light.setColor(Vec3(2))
            light.setPos(prefab.getPos())
            light.setShadowMapResolution(2048)
            light.setCastsShadows(False)
            self.renderPipeline.addLight(light)
            print "Adding Light:", prefab.getPos(), prefab.getScale()
            self.lights.append(light)
            self.initialLightPos.append(prefab.getPos())
            self.test = light

    def setShaders(self, refreshPipeline=True):
        """ Sets all shaders """
        self.debug("Reloading Shaders ..")

        if self.renderPipeline:
            for obj in self.transparentObjects:
                obj.setShader(
                    self.renderPipeline.getDefaultTransparencyShader(), 30)

            if refreshPipeline:
                self.renderPipeline.reloadShaders()

    def convertToPatches(self, model):
        """ Converts a model to patches. This is required before being able
        to use it with tesselation shaders """
        self.debug("Converting model to patches ..")
        for node in model.find_all_matches("**/+GeomNode"):
            geom_node = node.node()
            num_geoms = geom_node.get_num_geoms()
            for i in range(num_geoms):
                geom_node.modify_geom(i).make_patches_in_place()