Example #1
0
 def _setBlurShader(self):
     """ Sets the shaders which blur the color """
     blurVShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                     "Shader/BlurVertical.fragment")
     blurHShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                     "Shader/BlurHorizontal.fragment")
     self.blurColorV.setShader(blurVShader)
     self.blurColorH.setShader(blurHShader)
 def _setBlurShader(self):
     """ Sets the shaders which blur the color """
     blurVShader = BetterShader.load(
         "Shader/DefaultPostProcess.vertex",
         "Shader/BlurVertical.fragment")
     blurHShader = BetterShader.load(
         "Shader/DefaultPostProcess.vertex",
         "Shader/BlurHorizontal.fragment")
     self.blurColorV.setShader(blurVShader)
     self.blurColorH.setShader(blurHShader)
 def _setOcclusionBlurShader(self):
     """ Sets the shaders which blur the occlusion """
     blurVShader = BetterShader.load(
         "Shader/DefaultPostProcess.vertex",
         "Shader/BlurOcclusionVertical.fragment")
     blurHShader = BetterShader.load(
         "Shader/DefaultPostProcess.vertex",
         "Shader/BlurOcclusionHorizontal.fragment")
     self.blurOcclusionV.setShader(blurVShader)
     self.blurOcclusionH.setShader(blurHShader)
Example #4
0
 def _setOcclusionBlurShader(self):
     """ Sets the shaders which blur the occlusion """
     blurVShader = BetterShader.load(
         "Shader/DefaultPostProcess.vertex",
         "Shader/BlurOcclusionVertical.fragment")
     blurHShader = BetterShader.load(
         "Shader/DefaultPostProcess.vertex",
         "Shader/BlurOcclusionHorizontal.fragment")
     self.blurOcclusionV.setShader(blurVShader)
     self.blurOcclusionH.setShader(blurHShader)
Example #5
0
    def reloadShader(self):
        edgeShader = BetterShader.load("Shader/SMAA-EdgeDetection.vertex",
                                       "Shader/SMAA-EdgeDetection.fragment")
        self._edgesBuffer.setShader(edgeShader)

        weightsShader = BetterShader.load(
            "Shader/SMAA-BlendingWeights.vertex",
            "Shader/SMAA-BlendingWeights.fragment")
        self._blendBuffer.setShader(weightsShader)

        neighborShader = BetterShader.load("Shader/SMAA-Neighbors.vertex",
                                           "Shader/SMAA-Neighbors.fragment")
        self._neighborBuffer.setShader(neighborShader)
    def reloadShader(self):
        """ Reloads all used shaders """
        edgeShader = BetterShader.load(
            "Shader/SMAA/EdgeDetection.vertex", "Shader/SMAA/EdgeDetection.fragment")
        self._edgesBuffer.setShader(edgeShader)

        weightsShader = BetterShader.load(
            "Shader/SMAA/BlendingWeights.vertex", "Shader/SMAA/BlendingWeights.fragment")
        self._blendBuffer.setShader(weightsShader)

        neighborShader = BetterShader.load(
            "Shader/SMAA/Neighbors.vertex", "Shader/SMAA/Neighbors.fragment")
        self._neighborBuffer.setShader(neighborShader)
 def _setFinalPassShader(self):
     """ Sets the shader which computes the final frame,
     with motion blur and so on """
     fShader = BetterShader.load(
         "Shader/DefaultPostProcess.vertex",
         "Shader/Final.fragment")
     self.deferredTarget.setShader(fShader)
 def _setCombinerShader(self):
     """ Sets the shader which combines the lighting with the previous frame
     (temporal reprojection) """
     cShader = BetterShader.load(
         "Shader/DefaultPostProcess.vertex",
         "Shader/Combiner.fragment")
     self.combiner.setShader(cShader)
Example #9
0
    def getDefaultObjectShader(self, tesselated=False):
        """ Returns the default shader for objects """

        if not tesselated:
            shader = BetterShader.load(
                "Shader/DefaultObjectShader/vertex.glsl",
                "Shader/DefaultObjectShader/fragment.glsl")
        else:
            self.warn("Tesselation is only experimental! Remember "
                      "to convert the geometry to patches first!")

            shader = BetterShader.load(
                "Shader/DefaultObjectShader/vertex.glsl",
                "Shader/DefaultObjectShader/fragment.glsl", "",
                "Shader/DefaultObjectShader/tesscontrol.glsl",
                "Shader/DefaultObjectShader/tesseval.glsl")

        return shader
    def _setup(self):
        self.debug("Setting up render pipeline")
        # First, we need no transparency
        render.setAttrib(TransparencyAttrib.make(TransparencyAttrib.MNone),
                         100)

        # Now create deferred render buffers
        self._makeDeferredTargets()

        # Setup compute shader for lighting
        self._createLightingPipeline()

        # Setup combiner
        self._createCombiner()

        self.deferredTarget.setShader(
            BetterShader.load("Shader/DefaultPostProcess.vertex",
                              "Shader/TextureDisplay.fragment"))
        self._setupAntialiasing()

        self._createFinalPass()

        self.antialias.getFirstBuffer().setShaderInput(
            "lastFrame", self.lightingComputeCombinedTex)
        self.antialias.getFirstBuffer().setShaderInput("lastPosition",
                                                       self.lastPositionBuffer)
        self.antialias.getFirstBuffer().setShaderInput(
            "currentPosition", self.deferredTarget.getColorTexture())

        # self.deferredTarget.setShaderInput("sampler", self.lightingComputeCombinedTex)
        # self.deferredTarget.setShaderInput("sampler", self.antialias.getResultTexture())
        self.deferredTarget.setShaderInput("sampler",
                                           self.finalPass.getColorTexture())
        # self.deferredTarget.setShaderInput("sampler", self.combiner.getColorTexture())

        # self.deferredTarget.setShaderInput("sampler", self.lightingComputeCombinedTex)
        # self.deferredTarget.setShaderInput("sampler", self.antialias._neighborBuffer.getColorTexture())
        # self.deferredTarget.setShaderInput("sampler", self.antialias._blendBuffer.getColorTexture())
        # self.deferredTarget.setShaderInput("sampler", self.lightingComputeCombinedTex)

        # add update task
        self._attachUpdateTask()

        # compute first mvp
        self._computeMVP()
        self.lastLastMVP = self.lastMVP

        # DirectFrame(frameColor=(1, 1, 1, 0.2), frameSize=(-0.28, 0.28, -0.27, 0.4), pos=(base.getAspectRatio() - 0.35, 0.0, 0.49))
        self.atlasDisplayImage = OnscreenImage(
            image=self.lightManager.getAtlasTex(),
            pos=(base.getAspectRatio() - 0.35, 0, 0.5),
            scale=(0.25, 0, 0.25))
        self.lastPosImage = OnscreenImage(
            image=self.lightingComputeCombinedTex,
            pos=(base.getAspectRatio() - 0.35, 0, -0.05),
            scale=(0.25, 0, 0.25))
Example #11
0
    def _createTagStates(self):
        # Create shadow caster shader
        self.shadowCasterShader = BetterShader.load(
            "Shader/DefaultShadowCaster/vertex.glsl",
            "Shader/DefaultShadowCaster/fragment.glsl",
            "Shader/DefaultShadowCaster/geometry.glsl")

        initialState = NodePath("ShadowCasterState")
        initialState.setShader(self.shadowCasterShader, 30)
        self.shadowComputeCamera.setTagState(
            "Default", initialState.getState())
    def getDefaultObjectShader(self, tesselated=False):
        """ Returns the default shader for objects """

        if not tesselated:
            shader = BetterShader.load(
                "Shader/DefaultObjectShader/vertex.glsl",
                "Shader/DefaultObjectShader/fragment.glsl")
        else:
            self.warn(
                "Tesselation is only experimental! Remember "
                "to convert the geometry to patches first!")

            shader = BetterShader.load(
                "Shader/DefaultObjectShader/vertex.glsl",
                "Shader/DefaultObjectShader/fragment.glsl",
                "",
                "Shader/DefaultObjectShader/tesscontrol.glsl",
                "Shader/DefaultObjectShader/tesseval.glsl")

        return shader
Example #13
0
    def _createTagStates(self):
        # Create shadow caster shader
        self.shadowCasterShader = BetterShader.load(
            "Shader/DefaultShadowCaster/vertex.glsl",
            "Shader/DefaultShadowCaster/fragment.glsl",
            "Shader/DefaultShadowCaster/geometry.glsl")

        initialState = NodePath("ShadowCasterState")
        initialState.setShader(self.shadowCasterShader, 30)
        # initialState.setAttrib(CullFaceAttrib.make(CullFaceAttrib.MCullNone))
        initialState.setAttrib(ColorWriteAttrib.make(ColorWriteAttrib.COff))
        self.shadowComputeCamera.setTagState(
            "Default", initialState.getState())
Example #14
0
    def _createVoxelizeState(self):
        """ Creates the tag state and loades the voxelizer shader """
        self.voxelizeShader = BetterShader.load("Shader/GI/Voxelize.vertex",
                                                "Shader/GI/Voxelize.fragment"
                                                # "Shader/GI/Voxelize.geometry"
                                                )

        initialState = NodePath("VoxelizerState")
        initialState.setShader(self.voxelizeShader, 50)
        initialState.setAttrib(CullFaceAttrib.make(CullFaceAttrib.MCullNone))
        initialState.setDepthWrite(False)
        initialState.setDepthTest(False)
        initialState.setAttrib(DepthTestAttrib.make(DepthTestAttrib.MNone))

        initialState.setShaderInput("dv_dest_tex", self.voxelGenTex)

        self.voxelizeCamera.setTagState("Default", initialState.getState())
Example #15
0
    def _createRT(self, name, w, h, aux=False, shaderName="", layers=1):
        """ Internal shortcut to create a new render target """
        rt = RenderTarget("Scattering" + name)
        rt.setSize(w, h)
        rt.addColorTexture()
        rt.setColorBits(16)
        # rt.setEngine(self.engine)s

        if aux:
            rt.addAuxTextures(1)
            rt.setAuxBits(16)

        if layers > 1:
            rt.setLayers(layers)
        rt.prepareOffscreenBuffer()

        # self._engine.openWindows()

        sArgs = [
            "Shader/Scattering/DefaultVertex.vertex",
            "Shader/Scattering/" + shaderName + ".fragment"
        ]

        if layers > 1:
            sArgs.append("Shader/Scattering/DefaultGeometry.geometry")
        shader = BetterShader.load(*sArgs)
        rt.setShader(shader)

        self._setInputs(rt, "options")

        lc = lambda x: x[0].lower() + x[1:]

        for key, tex in self.textures.items():
            rt.setShaderInput(lc(key), tex)

        self.textures[lc(name) + "Color"] = rt.getColorTexture()

        if aux:
            self.textures[lc(name) + "Aux"] = rt.getAuxTexture(0)

        return rt
 def _setCombinerShader(self):
     cShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                 "Shader/Combiner.fragment")
     self.combiner.setShader(cShader)
Example #17
0
 def _setGIComputeShader(self):
     """ Sets the shader which computes the GI """
     giShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                  "Shader/ComputeGI.fragment")
     self.giPrecomputeBuffer.setShader(giShader)
Example #18
0
    def reloadShader(self):
        """ Reloads all assigned shaders """

        fxaaShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                       "Shader/FXAA/FXAA3.fragment")
        self._buffer.setShader(fxaaShader)
 def getDefaultObjectShader(self):
     shader = BetterShader.load("Shader/DefaultObjectShader.vertex",
                                "Shader/DefaultObjectShader.fragment")
     return shader
 def _setPositionComputationShader(self):
     """ Sets the shader which computes the lights per tile """
     pcShader = BetterShader.load(
         "Shader/DefaultPostProcess.vertex",
         "Shader/PrecomputeLights.fragment")
     self.lightBoundsComputeBuff.setShader(pcShader)
Example #21
0
 def _setNormalExtractShader(self):
     """ Sets the shader which constructs the normals from position """
     npShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                  "Shader/ExtractNormals.fragment")
     self.normalPrecompute.setShader(npShader)
Example #22
0
 def _setPositionComputationShader(self):
     """ Sets the shader which computes the lights per tile """
     pcShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                  "Shader/PrecomputeLights.fragment")
     self.lightBoundsComputeBuff.setShader(pcShader)
Example #23
0
 def _setLightingShader(self):
     """ Sets the shader which applies the light """
     lightShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                     "Shader/ApplyLighting.fragment")
     self.lightingComputeContainer.setShader(lightShader)
    def __init__(self):
        DebugObject.__init__(self, "LightManager")

        self._initArrays()

        # create arrays to store lights & shadow sources
        self.lights = []
        self.shadowSources = []
        self.allLightsArray = ShaderStructArray(Light, 30)

        self.cullBounds = None
        self.shadowScene = render

        ## SHADOW ATLAS ##
        # todo: move to separate class

        # When you change this, change also SHADOW_MAP_ATLAS_SIZE in configuration.include,
        # and reduce the default shadow map resolution of point lights
        self.shadowAtlasSize = 512
        self.maxShadowMaps = 24

        # When you change it , change also SHAODOW_GEOMETRY_MAX_VERTICES and
        # SHADOW_MAX_UPDATES_PER_FRAME in configuration.include!
        self.maxShadowUpdatesPerFrame = 2
        self.tileSize = 128
        self.tileCount = self.shadowAtlasSize / self.tileSize
        self.tiles = []

        self.updateShadowsArray = ShaderStructArray(
            ShadowSource, self.maxShadowUpdatesPerFrame)
        self.allShadowsArray = ShaderStructArray(ShadowSource,
                                                 self.maxShadowMaps)

        # self.shadowAtlasTex = Texture("ShadowAtlas")
        # self.shadowAtlasTex.setup2dTexture(
        #     self.shadowAtlasSize, self.shadowAtlasSize, Texture.TFloat, Texture.FRg16)
        # self.shadowAtlasTex.setMinfilter(Texture.FTLinear)
        # self.shadowAtlasTex.setMagfilter(Texture.FTLinear)

        self.debug("Init shadow atlas with tileSize =", self.tileSize,
                   ", tileCount =", self.tileCount)

        for i in xrange(self.tileCount):
            self.tiles.append([None for j in xrange(self.tileCount)])

        # create shadow compute buffer
        self.shadowComputeCamera = Camera("ShadowComputeCamera")
        self.shadowComputeCameraNode = self.shadowScene.attachNewNode(
            self.shadowComputeCamera)
        self.shadowComputeCamera.getLens().setFov(90, 90)
        self.shadowComputeCamera.getLens().setNearFar(10.0, 100000.0)

        self.shadowComputeCameraNode.setPos(0, 0, 150)
        self.shadowComputeCameraNode.lookAt(0, 0, 0)

        self.shadowComputeTarget = RenderTarget("ShadowCompute")
        self.shadowComputeTarget.setSize(self.shadowAtlasSize,
                                         self.shadowAtlasSize)
        # self.shadowComputeTarget.setLayers(self.maxShadowUpdatesPerFrame)
        self.shadowComputeTarget.addRenderTexture(RenderTargetType.Depth)
        self.shadowComputeTarget.setDepthBits(32)
        self.shadowComputeTarget.setSource(self.shadowComputeCameraNode,
                                           base.win)
        self.shadowComputeTarget.prepareSceneRender()

        self.shadowComputeTarget.getInternalRegion().setSort(3)
        self.shadowComputeTarget.getRegion().setSort(3)

        self.shadowComputeTarget.getInternalRegion().setNumRegions(
            self.maxShadowUpdatesPerFrame + 1)
        self.shadowComputeTarget.getInternalRegion().setDimensions(
            0, (0, 1, 0, 1))
        self.shadowComputeTarget.setClearDepth(False)

        self.depthClearer = []

        for i in xrange(self.maxShadowUpdatesPerFrame):
            buff = self.shadowComputeTarget.getInternalBuffer()
            dr = buff.makeDisplayRegion()
            dr.setSort(2)
            dr.setClearDepthActive(True)
            dr.setClearDepth(1.0)
            dr.setClearColorActive(False)
            dr.setDimensions(0, 0, 0, 0)
            self.depthClearer.append(dr)

        self.queuedShadowUpdates = []

        # Assign copy shader
        self._setCopyShader()
        # self.shadowComputeTarget.setShaderInput("atlas", self.shadowComputeTarget.getColorTexture())
        # self.shadowComputeTarget.setShaderInput(
        #     "renderResult", self.shadowComputeTarget.getDepthTexture())

        # self.shadowComputeTarget.setActive(False)

        # Create shadow caster shader
        self.shadowCasterShader = BetterShader.load(
            "Shader/DefaultShadowCaster.vertex",
            "Shader/DefaultShadowCaster.fragment",
            "Shader/DefaultShadowCaster.geometry")

        self.shadowComputeCamera.setTagStateKey("ShadowPass")
        initialState = NodePath("ShadowCasterState")
        initialState.setShader(self.shadowCasterShader, 30)
        self.shadowComputeCamera.setInitialState(
            RenderState.make(ColorWriteAttrib.make(ColorWriteAttrib.C_off),
                             DepthWriteAttrib.make(DepthWriteAttrib.M_on),
                             100))

        self.shadowComputeCamera.setTagState("True", initialState.getState())
        self.shadowScene.setTag("ShadowPass", "True")

        self._createDebugTexts()

        self.updateShadowsArray.bindTo(self.shadowScene, "updateSources")
        self.updateShadowsArray.bindTo(self.shadowComputeTarget,
                                       "updateSources")

        self.numShadowUpdatesPTA = PTAInt.emptyArray(1)

        # Set initial inputs
        for target in [self.shadowComputeTarget, self.shadowScene]:
            target.setShaderInput("numUpdates", self.numShadowUpdatesPTA)

        self.lightingComputator = None
        self.lightCuller = None
 def _setBoxShader(self):
     self.box.setShader(BetterShader.load(
         "Shader/GI/DebugVoxels.vertex", "Shader/GI/DebugVoxels.fragment"))
 def _setNormalExtractShader(self):
     """ Sets the shader which constructs the normals from position """
     npShader = BetterShader.load(
         "Shader/DefaultPostProcess.vertex",
         "Shader/ExtractNormals.fragment")
     self.normalPrecompute.setShader(npShader)
Example #27
0
 def _setCombinerShader(self):
     """ Sets the shader which combines the lighting with the previous frame
     (temporal reprojection) """
     cShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                 "Shader/Combiner.fragment")
     self.combiner.setShader(cShader)
 def _setPositionComputationShader(self):
     pcShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                  "Shader/PrecomputeLights.fragment")
     self.lightBoundsComputeBuff.setShader(pcShader)
Example #29
0
 def _setFinalPassShader(self):
     """ Sets the shader which computes the final frame,
     with motion blur and so on """
     fShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                 "Shader/Final.fragment")
     self.deferredTarget.setShader(fShader)
 def _setFinalPassShader(self):
     fShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                 "Shader/Final.fragment")
     self.finalPass.setShader(fShader)
    def _setLightingShader(self):

        lightShader = BetterShader.load("Shader/DefaultPostProcess.vertex",
                                        "Shader/ApplyLighting.fragment")
        self.lightingComputeContainer.setShader(lightShader)
 def _setLightingShader(self):
     """ Sets the shader which applies the light """
     lightShader = BetterShader.load(
         "Shader/DefaultPostProcess.vertex",
         "Shader/ApplyLighting.fragment")
     self.lightingComputeContainer.setShader(lightShader)