Exemple #1
0
    def _create_components(self):
        """ Internal method to init the widgets components """

        # Create the buffer which stores the last FPS values
        self._storage_buffer = Image.create_buffer("FPSValues", 250, "R16")
        self._storage_buffer.set_clear_color(Vec4(0))
        self._storage_buffer.clear_image()

        self._store_index = PTAInt.empty_array(1)
        self._store_index[0] = 0

        self._current_ftime = PTAFloat.empty_array(1)
        self._current_ftime[0] = 16.0

        self._chart_ms_max = PTAFloat.empty_array(1)
        self._chart_ms_max[0] = 40

        # Create the texture where the gui component is rendered inside
        self._display_tex = Image.create_2d("FPSChartRender", 250, 120, "RGBA8")
        self._display_tex.set_clear_color(Vec4(0))
        self._display_tex.clear_image()
        self._display_img = Sprite(
            image=self._display_tex, parent=self._node, w=250, h=120, x=10, y=10)

        # Defer the further loading
        Globals.base.taskMgr.doMethodLater(0.3, self._late_init, "FPSChartInit")
Exemple #2
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    def _create_components(self):
        """ Internal method to init the widgets components """

        # Create the buffer which stores the last FPS values
        self._storage_buffer = Image.create_buffer("FPSValues", 250, "R16")
        self._storage_buffer.set_clear_color(Vec4(0))
        self._storage_buffer.clear_image()

        self._store_index = PTAInt.empty_array(1)
        self._store_index[0] = 0

        self._current_ftime = PTAFloat.empty_array(1)
        self._current_ftime[0] = 16.0

        self._chart_ms_max = PTAFloat.empty_array(1)
        self._chart_ms_max[0] = 40

        # Create the texture where the gui component is rendered inside
        self._display_tex = Image.create_2d("FPSChartRender", 250, 120,
                                            "RGBA8")
        self._display_tex.set_clear_color(Vec4(0))
        self._display_tex.clear_image()
        self._display_img = Sprite(image=self._display_tex,
                                   parent=self._node,
                                   w=250,
                                   h=120,
                                   x=10,
                                   y=10)

        # Defer the further loading
        Globals.base.taskMgr.doMethodLater(0.3, self._late_init,
                                           "FPSChartInit")
Exemple #3
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    def __init__(self, pos=Vec2(0), rightAligned=False, color=Vec3(0, 0, 0),
                 size=0.04, parent=None):
        if parent is None:
            parent = Globals.base.aspect2d

        self.parent = parent

        self._loadCharset()
        self._prepareFontTextures()
        self._makeFontShader()
        self._makeSquare()

        self.data = PTAFloat.empty_array(100)
        self.lastText = ""
        self.size = 16.0 / base.win.getYSize() * 2.0

        self.square.setShaderInput("displData", self.data)

        self.rightAligned = rightAligned
        self.pos = pos
        self.posOffset = Vec2(0)
        self.color = PTALVecBase3f.emptyArray(1)
        self.color[0] = color

        self.posPTA = PTALVecBase2f.emptyArray(1)
        self.square.setShaderInput("pos", self.posPTA)

        self._updateInputs()
Exemple #4
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    def _createInputHandles(self):
        """ Defines various inputs to be used in the shader passes. Most inputs
        use pta-arrays, so updating them is faster than using setShaderInput all the
        time. """
        self.cameraPosition = PTAVecBase3f.emptyArray(1)
        self.currentViewMat = PTALMatrix4f.emptyArray(1)
        self.currentProjMatInv = PTALMatrix4f.emptyArray(1)
        self.lastMVP = PTALMatrix4f.emptyArray(1)
        self.currentMVP = PTALMatrix4f.emptyArray(1)
        self.frameIndex = PTAInt.emptyArray(1)
        self.frameDelta = PTAFloat.emptyArray(1)

        self.renderPassManager.registerStaticVariable("lastMVP", self.lastMVP)
        self.renderPassManager.registerStaticVariable("currentMVP", self.currentMVP)
        self.renderPassManager.registerStaticVariable("frameIndex", self.frameIndex)
        self.renderPassManager.registerStaticVariable("cameraPosition", self.cameraPosition)
        self.renderPassManager.registerStaticVariable("mainCam", self.showbase.cam)
        self.renderPassManager.registerStaticVariable("mainRender", self.showbase.render)
        self.renderPassManager.registerStaticVariable("frameDelta", self.frameDelta)
        self.renderPassManager.registerStaticVariable("currentViewMat", self.currentViewMat)
        self.renderPassManager.registerStaticVariable("currentProjMatInv", self.currentProjMatInv)
        self.renderPassManager.registerStaticVariable("zeroVec2", Vec2(0))
        self.renderPassManager.registerStaticVariable("zeroVec3", Vec3(0))
        self.renderPassManager.registerStaticVariable("zeroVec4", Vec4(0))

        self.transformMat = TransformState.makeMat(Mat4.convertMat(CSYupRight, CSZupRight))
Exemple #5
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    def __init__(self,
                 pos=Vec2(0),
                 rightAligned=False,
                 color=Vec3(0, 0, 0),
                 size=0.04):

        self._loadCharset()
        self._prepareFontTextures()
        self._makeFontShader()
        self._makeSquare()

        self.data = PTAFloat.empty_array(100)
        self.lastText = ""
        self.size = size
        self.square.setShaderInput("displData", self.data)

        self.rightAligned = rightAligned
        self.pos = pos
        self.posOffset = Vec2(0)
        self.color = color

        self.posPTA = PTALVecBase2f.emptyArray(1)
        self.square.setShaderInput("pos", self.posPTA)

        self._updateInputs()
Exemple #6
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 def _generatePTAs(self):
     self.debug("Generating PTAs ..")
     for settingName, settingValue in self.settings.items():
         if type(settingValue) == float:
             self.settingsPTA[settingName] = PTAFloat.emptyArray(1)
             self.settingsPTA[settingName][0] = settingValue
         elif type(settingValue) == Vec3:
             self.settingsPTA[settingName] = PTALVecBase3f.emptyArray(1)
             self.settingsPTA[settingName][0] = settingValue
         elif type(settingValue) == bool:
             # no pta bool yet
             self.settingsPTA[settingName] = settingValue
         else:
             self.warn("Unkown type:", settingName, type(settingValue))
Exemple #7
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 def _generatePTAs(self):
     """ Converts all settings to pta arrays, this is faster than using
     setShaderInput for every uniform """
     for settingName, settingValue in self.settings.iteritems():
         if type(settingValue) == float:
             self.settingsPTA[settingName] = PTAFloat.emptyArray(1)
             self.settingsPTA[settingName][0] = settingValue
         elif type(settingValue) == Vec3:
             self.settingsPTA[settingName] = PTALVecBase3f.emptyArray(1)
             self.settingsPTA[settingName][0] = settingValue
         elif type(settingValue) == bool:
             self.settingsPTA[settingName] = settingValue
         else:
             self.warn("Unkown type:", settingName, type(settingValue))
    def __init__(self, pos=Vec2(0), rightAligned=False, color=Vec3(0,0,0), size=0.04):

        self._loadCharset()
        self._prepareFontTextures()
        self._makeFontShader()
        self._makeSquare()

        self.data = PTAFloat.empty_array(100)
        self.lastText = ""
        self.size = size
        self.square.setShaderInput("displData", self.data)

        self.rightAligned = rightAligned
        self.pos = pos
        self.posOffset = Vec2(0)
        self.color = color
        self._updateInputs()
    def __init__(self, pipeline):
        DebugObject.__init__(self, "GlobalIllumnination")
        self.pipeline = pipeline

        self.qualityLevel = self.pipeline.settings.giQualityLevel

        if self.qualityLevel not in self.QualityLevels:
            self.fatal("Unsupported gi quality level:" + self.qualityLevel)

        self.qualityLevelIndex = self.QualityLevels.index(self.qualityLevel)

        # Grid size in world space units
        self.voxelGridSize = self.pipeline.settings.giVoxelGridSize

        # Grid resolution in pixels
        self.voxelGridResolution = [32, 64, 128, 192][self.qualityLevelIndex]

        # Has to be a multiple of 2
        self.distributionSteps = [16, 30, 60, 90][self.qualityLevelIndex]
        self.slideCount = int(self.voxelGridResolution / 8)
        self.slideVertCount = self.voxelGridResolution / self.slideCount

        self.bounds = BoundingBox()
        self.renderCount = 0

        # Create the task manager
        self.taskManager = DistributedTaskManager()

        self.gridPosLive = PTALVecBase3f.emptyArray(1)
        self.gridPosTemp = PTALVecBase3f.emptyArray(1)

        # Store ready state
        self.readyStateFlag = PTAFloat.emptyArray(1)
        self.readyStateFlag[0] = 0

        self.frameIndex = 0
        self.steps = []
    def __init__(self, pipeline):
        DebugObject.__init__(self, "GlobalIllumnination")
        self.pipeline = pipeline

        self.qualityLevel = self.pipeline.settings.giQualityLevel

        if self.qualityLevel not in self.QualityLevels:
            self.fatal("Unsupported gi quality level:" + self.qualityLevel)

        self.qualityLevelIndex = self.QualityLevels.index(self.qualityLevel)

        # Grid size in world space units
        self.voxelGridSize = self.pipeline.settings.giVoxelGridSize
        
        # Grid resolution in pixels
        self.voxelGridResolution = [32, 64, 128, 192][self.qualityLevelIndex]

        # Has to be a multiple of 2
        self.distributionSteps = [16, 30, 60, 90][self.qualityLevelIndex]
        self.slideCount = int(self.voxelGridResolution / 8) 
        self.slideVertCount = self.voxelGridResolution / self.slideCount       

        self.bounds = BoundingBox()
        self.renderCount = 0

        # Create the task manager
        self.taskManager = DistributedTaskManager()

        self.gridPosLive = PTALVecBase3f.emptyArray(1)
        self.gridPosTemp = PTALVecBase3f.emptyArray(1)

        # Store ready state
        self.readyStateFlag = PTAFloat.emptyArray(1)
        self.readyStateFlag[0] = 0

        self.frameIndex = 0
        self.steps = []
 def _list_to_pta(self, list_values):
     """ Converts a list to a PTAFloat """
     pta = PTAFloat.empty_array(len(list_values))
     for i, val in enumerate(list_values):
         pta[i] = val
     return pta
 def _list_to_pta(self, list_values):
     """ Converts a list to a PTAFloat """
     pta = PTAFloat.empty_array(len(list_values))
     for i, val in enumerate(list_values):
         pta[i] = val
     return pta
Exemple #13
0
    def create(self):
        """ Creates this pipeline """

        self.debug("Setting up render pipeline")

        if self.settings is None:
            self.error("You have to call loadSettings first!")
            return

        self.debug("Analyzing system ..")
        SystemAnalyzer.analyze()

        self.debug("Checking required Panda3D version ..")
        SystemAnalyzer.checkPandaVersionOutOfDate(01, 12, 2014)

        # Mount everything first
        self.mountManager.mount()

        # Store globals, as cython can't handle them
        self.debug("Setting up globals")
        Globals.load(self.showbase)
        Globals.font = loader.loadFont("Data/Font/SourceSansPro-Semibold.otf")
        Globals.font.setPixelsPerUnit(25)

        # Setting up shader loading
        BetterShader._DumpShaders = self.settings.dumpGeneratedShaders

        # We use PTA's for shader inputs, because that's faster than
        # using setShaderInput
        self.temporalProjXOffs = PTAInt.emptyArray(1)
        self.cameraPosition = PTAVecBase3f.emptyArray(1)
        self.motionBlurFactor = PTAFloat.emptyArray(1)
        self.lastMVP = PTALMatrix4f.emptyArray(1)
        self.currentMVP = PTALMatrix4f.emptyArray(1)
        self.currentShiftIndex = PTAInt.emptyArray(1)

        # Initialize variables
        self.camera = self.showbase.cam
        self.size = self._getSize()
        self.cullBounds = None

        # For the temporal reprojection it is important that the window width
        # is a multiple of 2
        if self.settings.enableTemporalReprojection and self.size.x % 2 == 1:
            self.error(
                "The window has to have a width which is a multiple of 2 "
                "(Current: ", self.showbase.win.getXSize(), ")")
            self.error(
                "I'll correct that for you, but next time pass the correct "
                "window size!")

            wp = WindowProperties()
            wp.setSize(self.showbase.win.getXSize() + 1,
                       self.showbase.win.getYSize())
            self.showbase.win.requestProperties(wp)
            self.showbase.graphicsEngine.openWindows()

            # Get new size
            self.size = self._getSize()

        # Debug variables to disable specific features
        self.haveLightingPass = True

        # haveCombiner can only be true when haveLightingPass is enabled
        self.haveCombiner = True
        self.haveMRT = True

        # Not as good as I want it, so disabled. I'll work on it.
        self.blurEnabled = False

        self.debug("Window size is", self.size.x, "x", self.size.y)

        self.showbase.camLens.setNearFar(0.1, 50000)
        self.showbase.camLens.setFov(90)

        self.showbase.win.setClearColor(Vec4(1.0, 0.0, 1.0, 1.0))

        # Create GI handler
        if self.settings.enableGlobalIllumination:
            self._setupGlobalIllumination()

        # Create occlusion handler
        self._setupOcclusion()

        if self.settings.displayOnscreenDebugger:
            self.guiManager = PipelineGuiManager(self)
            self.guiManager.setup()

        # Generate auto-configuration for shaders
        self._generateShaderConfiguration()

        # Create light manager, which handles lighting + shadows
        if self.haveLightingPass:
            self.lightManager = LightManager(self)

        self.patchSize = LVecBase2i(self.settings.computePatchSizeX,
                                    self.settings.computePatchSizeY)

        # Create separate scene graphs. The deferred graph is render
        self.forwardScene = NodePath("Forward-Rendering")
        self.transparencyScene = NodePath("Transparency-Rendering")
        self.transparencyScene.setBin("transparent", 30)

        # We need no transparency (we store other information in the alpha
        # channel)
        self.showbase.render.setAttrib(
            TransparencyAttrib.make(TransparencyAttrib.MNone), 100)

        # Now create deferred render buffers
        self._makeDeferredTargets()

        # Create the target which constructs the view-space normals and
        # position from world-space position
        if self.occlusion.requiresViewSpacePosNrm():
            self._createNormalPrecomputeBuffer()

        if self.settings.enableGlobalIllumination:
            self._creatGIPrecomputeBuffer()

        # Setup the buffers for lighting
        self._createLightingPipeline()

        # Setup combiner for temporal reprojetion
        if self.haveCombiner and self.settings.enableTemporalReprojection:
            self._createCombiner()

        if self.occlusion.requiresBlurring():
            self._createOcclusionBlurBuffer()

        self._setupAntialiasing()

        if self.blurEnabled:
            self._createDofStorage()
            self._createBlurBuffer()

        # Not sure why it has to be 0.25. But that leads to the best result
        aspect = float(self.size.y) / self.size.x
        self.onePixelShift = Vec2(0.125 / self.size.x, 0.125 / self.size.y /
                                  aspect) * self.settings.jitterAmount

        # Annoying that Vec2 has no multliply-operator for non-floats
        multiplyVec2 = lambda a, b: Vec2(a.x * b.x, a.y * b.y)

        if self.antialias.requiresJittering():
            self.pixelShifts = [
                multiplyVec2(self.onePixelShift, Vec2(-0.25, 0.25)),
                multiplyVec2(self.onePixelShift, Vec2(0.25, -0.25))
            ]
        else:
            self.pixelShifts = [Vec2(0), Vec2(0)]
        self.currentPixelShift = PTAVecBase2f.emptyArray(1)
        self.lastPixelShift = PTAVecBase2f.emptyArray(1)

        self._setupFinalPass()
        self._setShaderInputs()

        # Give the gui a hint when the pipeline is done loading
        if self.settings.displayOnscreenDebugger:
            self.guiManager.onPipelineLoaded()

        # add update task
        self._attachUpdateTask()
    def create(self):
        """ Creates this pipeline """

        self.debug("Setting up render pipeline")

        if self.settings is None:
            self.error("You have to call loadSettings first!")
            return

        self.debug("Analyzing system ..")
        SystemAnalyzer.analyze()


        self.debug("Checking required Panda3D version ..")
        SystemAnalyzer.checkPandaVersionOutOfDate(7,8,2014)


        # Mount everything first
        self.mountManager.mount()

        # Store globals, as cython can't handle them
        self.debug("Setting up globals")
        Globals.load(self.showbase)
        Globals.font = loader.loadFont("Data/Font/SourceSansPro-Semibold.otf")
        Globals.font.setPixelsPerUnit(25)

        # Setting up shader loading
        BetterShader._DumpShaders = self.settings.dumpGeneratedShaders

        # We use PTA's for shader inputs, because that's faster than
        # using setShaderInput
        self.temporalProjXOffs = PTAInt.emptyArray(1)
        self.cameraPosition = PTAVecBase3f.emptyArray(1)
        self.motionBlurFactor = PTAFloat.emptyArray(1)
        self.lastMVP = PTALMatrix4f.emptyArray(1)
        self.currentMVP = PTALMatrix4f.emptyArray(1)
        self.currentShiftIndex = PTAInt.emptyArray(1)

        # Initialize variables
        self.camera = self.showbase.cam
        self.size = self._getSize()
        self.cullBounds = None

        # For the temporal reprojection it is important that the window width
        # is a multiple of 2
        if self.settings.enableTemporalReprojection and self.size.x % 2 == 1:
            self.error(
                "The window has to have a width which is a multiple of 2 "
                "(Current: ", self.showbase.win.getXSize(), ")")
            self.error(
                "I'll correct that for you, but next time pass the correct "
                "window size!")

            wp = WindowProperties()
            wp.setSize(
                self.showbase.win.getXSize() + 1, self.showbase.win.getYSize())
            self.showbase.win.requestProperties(wp)
            self.showbase.graphicsEngine.openWindows()

            # Get new size
            self.size = self._getSize()

        # Debug variables to disable specific features
        self.haveLightingPass = True

        # haveCombiner can only be true when haveLightingPass is enabled
        self.haveCombiner = True
        self.haveMRT = True

        # Not as good as I want it, so disabled. I'll work on it.
        self.blurEnabled = False

        self.debug("Window size is", self.size.x, "x", self.size.y)

        self.showbase.camLens.setNearFar(0.1, 50000)
        self.showbase.camLens.setFov(115)

        self.showbase.win.setClearColor(Vec4(1.0, 0.0, 1.0, 1.0))

        # Create GI handleer
        if self.settings.enableGlobalIllumination:
            self._setupGlobalIllumination()

        # Create occlusion handler
        self._setupOcclusion()

        if self.settings.displayOnscreenDebugger:
            self.guiManager = PipelineGuiManager(self)
            self.guiManager.setup()

        # Generate auto-configuration for shaders
        self._generateShaderConfiguration()

        # Create light manager, which handles lighting + shadows
        if self.haveLightingPass:
            self.lightManager = LightManager(self)

        self.patchSize = LVecBase2i(
            self.settings.computePatchSizeX,
            self.settings.computePatchSizeY)

        # Create separate scene graphs. The deferred graph is render
        self.forwardScene = NodePath("Forward-Rendering")
        self.transparencyScene = NodePath("Transparency-Rendering")
        self.transparencyScene.setBin("transparent", 30)

        # We need no transparency (we store other information in the alpha
        # channel)
        self.showbase.render.setAttrib(
            TransparencyAttrib.make(TransparencyAttrib.MNone), 100)

        # Now create deferred render buffers
        self._makeDeferredTargets()

        # Create the target which constructs the view-space normals and
        # position from world-space position
        if self.occlusion.requiresViewSpacePosNrm():
            self._createNormalPrecomputeBuffer()

        # Setup the buffers for lighting
        self._createLightingPipeline()

        # Setup combiner for temporal reprojetion
        if self.haveCombiner and self.settings.enableTemporalReprojection:
            self._createCombiner()

        if self.occlusion.requiresBlurring():
            self._createOcclusionBlurBuffer()

        self._setupAntialiasing()

        if self.blurEnabled:
            self._createDofStorage()
            self._createBlurBuffer()

        # Not sure why it has to be 0.25. But that leads to the best result
        aspect = float(self.size.y) / self.size.x
        self.onePixelShift = Vec2(
            0.125 / self.size.x, 0.125 / self.size.y / aspect) * self.settings.jitterAmount

        # Annoying that Vec2 has no multliply-operator for non-floats
        multiplyVec2 = lambda a, b: Vec2(a.x*b.x, a.y*b.y)

        if self.antialias.requiresJittering():
            self.pixelShifts = [
                multiplyVec2(self.onePixelShift, Vec2(-0.25,  0.25)),
                multiplyVec2(self.onePixelShift, Vec2(0.25, -0.25))
            ]
        else:
            self.pixelShifts = [Vec2(0), Vec2(0)]
        self.currentPixelShift = PTAVecBase2f.emptyArray(1)
        self.lastPixelShift = PTAVecBase2f.emptyArray(1)

        self._setupFinalPass()
        self._setShaderInputs()

        # add update task
        self._attachUpdateTask()
 def _create_ptas(self):
     self._pta_grid_pos = PTALVecBase3.empty_array(1)
     self._pta_grid_size = PTAFloat.empty_array(1)
     self._pta_grid_res = PTAInt.empty_array(1)
     self._pta_grid_size[0] = self._voxel_ws
     self._pta_grid_res[0] = self._voxel_res
    def __init__(self):
        DebugObject.__init__(self, "WaterManager")
        self.options = OceanOptions()
        self.options.size = 512
        self.options.windDir.normalize()
        self.options.waveAmplitude *= 1e-7

        self.displacementTex = Texture("Displacement")
        self.displacementTex.setup2dTexture(
            self.options.size, self.options.size,
            Texture.TFloat, Texture.FRgba16)

        self.normalTex = Texture("Normal")
        self.normalTex.setup2dTexture(
            self.options.size, self.options.size,
            Texture.TFloat, Texture.FRgba16)

        self.combineShader = Shader.loadCompute(Shader.SLGLSL,
            "Shader/WaterFFT/Combine.compute")

        self.ptaTime = PTAFloat.emptyArray(1)

        # Create a gaussian random texture, as shaders aren't well suited
        # for that
        setRandomSeed(523)
        self.randomStorage = PNMImage(self.options.size, self.options.size, 4)
        self.randomStorage.setMaxval((2 ** 16) - 1)

        for x in xrange(self.options.size):
            for y in xrange(self.options.size):
                rand1 = self._getGaussianRandom() / 10.0 + 0.5
                rand2 = self._getGaussianRandom() / 10.0 + 0.5
                self.randomStorage.setXel(x, y, float(rand1), float(rand2), 0)
                self.randomStorage.setAlpha(x, y, 1.0)

        self.randomStorageTex = Texture("RandomStorage")
        self.randomStorageTex.load(self.randomStorage)
        self.randomStorageTex.setFormat(Texture.FRgba16)
        self.randomStorageTex.setMinfilter(Texture.FTNearest)
        self.randomStorageTex.setMagfilter(Texture.FTNearest)

        # Create the texture wwhere the intial height (H0 + Omega0) is stored.
        self.texInitialHeight = Texture("InitialHeight")
        self.texInitialHeight.setup2dTexture(
            self.options.size, self.options.size,
            Texture.TFloat, Texture.FRgba16)
        self.texInitialHeight.setMinfilter(Texture.FTNearest)
        self.texInitialHeight.setMagfilter(Texture.FTNearest)

        # Create the shader which populates the initial height texture
        self.shaderInitialHeight = Shader.loadCompute(Shader.SLGLSL,
            "Shader/WaterFFT/InitialHeight.compute")
        self.nodeInitialHeight = NodePath("initialHeight")
        self.nodeInitialHeight.setShader(self.shaderInitialHeight)
        self.nodeInitialHeight.setShaderInput("dest", self.texInitialHeight)
        self.nodeInitialHeight.setShaderInput(
            "N", LVecBase2i(self.options.size))
        self.nodeInitialHeight.setShaderInput(
            "patchLength", self.options.patchLength)
        self.nodeInitialHeight.setShaderInput("windDir", self.options.windDir)
        self.nodeInitialHeight.setShaderInput(
            "windSpeed", self.options.windSpeed)
        self.nodeInitialHeight.setShaderInput(
            "waveAmplitude", self.options.waveAmplitude)
        self.nodeInitialHeight.setShaderInput(
            "windDependency", self.options.windDependency)
        self.nodeInitialHeight.setShaderInput(
            "randomTex", self.randomStorageTex)

        self.attrInitialHeight = self.nodeInitialHeight.getAttrib(ShaderAttrib)

        self.heightTextures = []
        for i in xrange(3):

            tex = Texture("Height")
            tex.setup2dTexture(self.options.size, self.options.size,
                               Texture.TFloat, Texture.FRgba16)
            tex.setMinfilter(Texture.FTNearest)
            tex.setMagfilter(Texture.FTNearest)
            tex.setWrapU(Texture.WMClamp)
            tex.setWrapV(Texture.WMClamp)
            self.heightTextures.append(tex)

        # Also create the shader which updates the spectrum
        self.shaderUpdate = Shader.loadCompute(Shader.SLGLSL,
            "Shader/WaterFFT/Update.compute")
        self.nodeUpdate = NodePath("update")
        self.nodeUpdate.setShader(self.shaderUpdate)
        self.nodeUpdate.setShaderInput("outH0x", self.heightTextures[0])
        self.nodeUpdate.setShaderInput("outH0y", self.heightTextures[1])
        self.nodeUpdate.setShaderInput("outH0z", self.heightTextures[2])
        self.nodeUpdate.setShaderInput("initialHeight", self.texInitialHeight)
        self.nodeUpdate.setShaderInput("N", LVecBase2i(self.options.size))
        self.nodeUpdate.setShaderInput("time", self.ptaTime)
        self.attrUpdate = self.nodeUpdate.getAttrib(ShaderAttrib)

        # Create 3 FFTs
        self.fftX = GPUFFT(self.options.size, self.heightTextures[0],
                           self.options.normalizationFactor)
        self.fftY = GPUFFT(self.options.size, self.heightTextures[1],
                           self.options.normalizationFactor)
        self.fftZ = GPUFFT(self.options.size, self.heightTextures[2],
                           self.options.normalizationFactor)

        self.combineNode = NodePath("Combine")
        self.combineNode.setShader(self.combineShader)
        self.combineNode.setShaderInput(
            "displacementX", self.fftX.getResultTexture())
        self.combineNode.setShaderInput(
            "displacementY", self.fftY.getResultTexture())
        self.combineNode.setShaderInput(
            "displacementZ", self.fftZ.getResultTexture())
        self.combineNode.setShaderInput("normalDest", self.normalTex)
        self.combineNode.setShaderInput(
            "displacementDest", self.displacementTex)
        self.combineNode.setShaderInput(
            "N", LVecBase2i(self.options.size))
        self.combineNode.setShaderInput(
            "choppyScale", self.options.choppyScale)
        self.combineNode.setShaderInput(
            "gridLength", self.options.patchLength)
        # Store only the shader attrib as this is way faster
        self.attrCombine = self.combineNode.getAttrib(ShaderAttrib)
Exemple #17
0
    def __init__(self):
        DebugObject.__init__(self, "WaterManager")
        self.options = OceanOptions()
        self.options.size = 512
        self.options.windDir.normalize()
        self.options.waveAmplitude *= 1e-7

        self.displacementTex = Texture("Displacement")
        self.displacementTex.setup2dTexture(self.options.size,
                                            self.options.size, Texture.TFloat,
                                            Texture.FRgba16)

        self.normalTex = Texture("Normal")
        self.normalTex.setup2dTexture(self.options.size, self.options.size,
                                      Texture.TFloat, Texture.FRgba16)

        self.combineShader = BetterShader.loadCompute(
            "Shader/Water/Combine.compute")

        self.ptaTime = PTAFloat.emptyArray(1)

        # Create a gaussian random texture, as shaders aren't well suited
        # for that
        setRandomSeed(523)
        self.randomStorage = PNMImage(self.options.size, self.options.size, 4)
        self.randomStorage.setMaxval((2**16) - 1)

        for x in xrange(self.options.size):
            for y in xrange(self.options.size):
                rand1 = self._getGaussianRandom() / 10.0 + 0.5
                rand2 = self._getGaussianRandom() / 10.0 + 0.5
                self.randomStorage.setXel(x, y, LVecBase3d(rand1, rand2, 0))
                self.randomStorage.setAlpha(x, y, 1.0)

        self.randomStorageTex = Texture("RandomStorage")
        self.randomStorageTex.load(self.randomStorage)
        self.randomStorageTex.setFormat(Texture.FRgba16)
        self.randomStorageTex.setMinfilter(Texture.FTNearest)
        self.randomStorageTex.setMagfilter(Texture.FTNearest)

        # Create the texture wwhere the intial height (H0 + Omega0) is stored.
        self.texInitialHeight = Texture("InitialHeight")
        self.texInitialHeight.setup2dTexture(self.options.size,
                                             self.options.size, Texture.TFloat,
                                             Texture.FRgba16)
        self.texInitialHeight.setMinfilter(Texture.FTNearest)
        self.texInitialHeight.setMagfilter(Texture.FTNearest)

        # Create the shader which populates the initial height texture
        self.shaderInitialHeight = BetterShader.loadCompute(
            "Shader/Water/InitialHeight.compute")
        self.nodeInitialHeight = NodePath("initialHeight")
        self.nodeInitialHeight.setShader(self.shaderInitialHeight)
        self.nodeInitialHeight.setShaderInput("dest", self.texInitialHeight)
        self.nodeInitialHeight.setShaderInput("N",
                                              LVecBase2i(self.options.size))
        self.nodeInitialHeight.setShaderInput("patchLength",
                                              self.options.patchLength)
        self.nodeInitialHeight.setShaderInput("windDir", self.options.windDir)
        self.nodeInitialHeight.setShaderInput("windSpeed",
                                              self.options.windSpeed)
        self.nodeInitialHeight.setShaderInput("waveAmplitude",
                                              self.options.waveAmplitude)
        self.nodeInitialHeight.setShaderInput("windDependency",
                                              self.options.windDependency)
        self.nodeInitialHeight.setShaderInput("randomTex",
                                              self.randomStorageTex)

        self.attrInitialHeight = self.nodeInitialHeight.getAttrib(ShaderAttrib)

        self.heightTextures = []
        for i in xrange(3):

            tex = Texture("Height")
            tex.setup2dTexture(self.options.size, self.options.size,
                               Texture.TFloat, Texture.FRgba16)
            tex.setMinfilter(Texture.FTNearest)
            tex.setMagfilter(Texture.FTNearest)
            tex.setWrapU(Texture.WMClamp)
            tex.setWrapV(Texture.WMClamp)
            self.heightTextures.append(tex)

        # Also create the shader which updates the spectrum
        self.shaderUpdate = BetterShader.loadCompute(
            "Shader/Water/Update.compute")
        self.nodeUpdate = NodePath("update")
        self.nodeUpdate.setShader(self.shaderUpdate)
        self.nodeUpdate.setShaderInput("outH0x", self.heightTextures[0])
        self.nodeUpdate.setShaderInput("outH0y", self.heightTextures[1])
        self.nodeUpdate.setShaderInput("outH0z", self.heightTextures[2])
        self.nodeUpdate.setShaderInput("initialHeight", self.texInitialHeight)
        self.nodeUpdate.setShaderInput("N", LVecBase2i(self.options.size))
        self.nodeUpdate.setShaderInput("time", self.ptaTime)
        self.attrUpdate = self.nodeUpdate.getAttrib(ShaderAttrib)

        # Create 3 FFTs
        self.fftX = GPUFFT(self.options.size, self.heightTextures[0],
                           self.options.normalizationFactor)
        self.fftY = GPUFFT(self.options.size, self.heightTextures[1],
                           self.options.normalizationFactor)
        self.fftZ = GPUFFT(self.options.size, self.heightTextures[2],
                           self.options.normalizationFactor)

        self.combineNode = NodePath("Combine")
        self.combineNode.setShader(self.combineShader)
        self.combineNode.setShaderInput("displacementX",
                                        self.fftX.getResultTexture())
        self.combineNode.setShaderInput("displacementY",
                                        self.fftY.getResultTexture())
        self.combineNode.setShaderInput("displacementZ",
                                        self.fftZ.getResultTexture())
        self.combineNode.setShaderInput("normalDest", self.normalTex)
        self.combineNode.setShaderInput("displacementDest",
                                        self.displacementTex)
        self.combineNode.setShaderInput("N", LVecBase2i(self.options.size))
        self.combineNode.setShaderInput("choppyScale",
                                        self.options.choppyScale)
        self.combineNode.setShaderInput("gridLength", self.options.patchLength)
        # Store only the shader attrib as this is way faster
        self.attrCombine = self.combineNode.getAttrib(ShaderAttrib)
Exemple #18
0
    def __init__(self, water_options):
        self.options = water_options
        self.options.size = 512
        self.options.wind_dir.normalize()
        self.options.wave_amplitude *= 1e-7

        self.displacement_tex = Texture("Displacement")
        self.displacement_tex.setup_2d_texture(
            self.options.size, self.options.size,
            Texture.TFloat, Texture.FRgba16)

        self.normal_tex = Texture("Normal")
        self.normal_tex.setup_2d_texture(
            self.options.size, self.options.size,
            Texture.TFloat, Texture.FRgba16)

        self.combine_shader = Shader.load_compute(Shader.SLGLSL,
                                                  "/$$rp/rpcore/water/shader/combine.compute")

        self.pta_time = PTAFloat.emptyArray(1)

        # Create a gaussian random texture, as shaders aren't well suited
        # for that
        setRandomSeed(523)
        self.random_storage = PNMImage(self.options.size, self.options.size, 4)
        self.random_storage.setMaxval((2 ** 16) - 1)

        for x in range(self.options.size):
            for y in range(self.options.size):
                rand1 = self._get_gaussian_random() / 10.0 + 0.5
                rand2 = self._get_gaussian_random() / 10.0 + 0.5
                self.random_storage.setXel(x, y, float(rand1), float(rand2), 0)
                self.random_storage.setAlpha(x, y, 1.0)

        self.random_storage_tex = Texture("RandomStorage")
        self.random_storage_tex.load(self.random_storage)
        self.random_storage_tex.set_format(Texture.FRgba16)
        self.random_storage_tex.set_minfilter(Texture.FTNearest)
        self.random_storage_tex.set_magfilter(Texture.FTNearest)

        # Create the texture wwhere the intial height (H0 + Omega0) is stored.
        self.tex_initial_height = Texture("InitialHeight")
        self.tex_initial_height.setup_2d_texture(
            self.options.size, self.options.size,
            Texture.TFloat, Texture.FRgba16)
        self.tex_initial_height.set_minfilter(Texture.FTNearest)
        self.tex_initial_height.set_magfilter(Texture.FTNearest)

        # Create the shader which populates the initial height texture
        self.shader_initial_height = Shader.load_compute(Shader.SLGLSL,
                                                         "/$$rp/rpcore/water/shader/initial_height.compute")
        self.node_initial_height = NodePath("initialHeight")
        self.node_initial_height.set_shader(self.shader_initial_height)
        self.node_initial_height.set_shader_input("dest", self.tex_initial_height)
        self.node_initial_height.set_shader_input(
            "N", LVecBase2i(self.options.size))
        self.node_initial_height.set_shader_input(
            "patchLength", self.options.patch_length)
        self.node_initial_height.set_shader_input("windDir", self.options.wind_dir)
        self.node_initial_height.set_shader_input(
            "windSpeed", self.options.wind_speed)
        self.node_initial_height.set_shader_input(
            "waveAmplitude", self.options.wave_amplitude)
        self.node_initial_height.set_shader_input(
            "windDependency", self.options.wind_dependency)
        self.node_initial_height.set_shader_input(
            "randomTex", self.random_storage_tex)

        self.attr_initial_height = self.node_initial_height.get_attrib(ShaderAttrib)

        self.height_textures = []
        for i in range(3):
            tex = Texture("Height")
            tex.setup_2d_texture(self.options.size, self.options.size,
                                 Texture.TFloat, Texture.FRgba16)
            tex.set_minfilter(Texture.FTNearest)
            tex.set_magfilter(Texture.FTNearest)
            tex.set_wrap_u(Texture.WMClamp)
            tex.set_wrap_v(Texture.WMClamp)
            self.height_textures.append(tex)

        # Also create the shader which updates the spectrum
        self.shader_update = Shader.load_compute(Shader.SLGLSL,
                                                 "/$$rp/rpcore/water/shader/update.compute")
        self.node_update = NodePath("update")
        self.node_update.set_shader(self.shader_update)
        self.node_update.set_shader_input("outH0x", self.height_textures[0])
        self.node_update.set_shader_input("outH0y", self.height_textures[1])
        self.node_update.set_shader_input("outH0z", self.height_textures[2])
        self.node_update.set_shader_input("initialHeight", self.tex_initial_height)
        self.node_update.set_shader_input("N", LVecBase2i(self.options.size))
        self.node_update.set_shader_input("time", self.pta_time)
        self.attr_update = self.node_update.get_attrib(ShaderAttrib)

        # Create 3 FFTs
        self.fftX = GPUFFT(self.options.size, self.height_textures[0],
                           self.options.normalization_factor)
        self.fftY = GPUFFT(self.options.size, self.height_textures[1],
                           self.options.normalization_factor)
        self.fftZ = GPUFFT(self.options.size, self.height_textures[2],
                           self.options.normalization_factor)

        self.combine_node = NodePath("Combine")
        self.combine_node.set_shader(self.combine_shader)
        self.combine_node.set_shader_input(
            "displacementX", self.fftX.get_result_texture())
        self.combine_node.set_shader_input(
            "displacementY", self.fftY.get_result_texture())
        self.combine_node.set_shader_input(
            "displacementZ", self.fftZ.get_result_texture())
        self.combine_node.set_shader_input("normalDest", self.normal_tex)
        self.combine_node.set_shader_input(
            "displacementDest", self.displacement_tex)
        self.combine_node.set_shader_input(
            "N", LVecBase2i(self.options.size))
        self.combine_node.set_shader_input(
            "choppyScale", self.options.choppy_scale)
        self.combine_node.set_shader_input(
            "gridLength", self.options.patch_length)
        # Store only the shader attrib as this is way faster
        self.attr_combine = self.combine_node.get_attrib(ShaderAttrib)
    def create(self):
        """ Creates this pipeline """

        self.debug("Setting up render pipeline")

        if self.settings is None:
            self.error("You have to call loadSettings first!")
            return

        # Mount everything first
        self.mountManager.mount()

        # Store globals, as cython can't handle them
        self.debug("Setting up globals")
        Globals.load(self.showbase)

        # Setting up shader loading
        BetterShader._DumpShaders = self.settings.dumpGeneratedShaders

        # We use PTA's for shader inputs, because that's faster than
        # using setShaderInput
        self.temporalProjXOffs = PTAInt.emptyArray(1)
        self.cameraPosition = PTAVecBase3f.emptyArray(1)
        self.motionBlurFactor = PTAFloat.emptyArray(1)
        self.lastMVP = PTALMatrix4f.emptyArray(1)
        self.currentMVP = PTALMatrix4f.emptyArray(1)

        # Create onscreen gui

        # For the temporal reprojection it is important that the window width
        # is a multiple of 2
        if self.showbase.win.getXSize() % 2 == 1:
            self.error(
                "The window has to have a width which is a multiple of 2 "
                "(Current: ", self.showbase.win.getXSize(), ")")
            self.error(
                "I'll correct that for you, but next time pass the correct "
                "window size!")

            wp = WindowProperties()
            wp.setSize(
                self.showbase.win.getXSize() + 1, self.showbase.win.getYSize())
            self.showbase.win.requestProperties(wp)
            self.showbase.graphicsEngine.openWindows()



        self.camera = self.showbase.cam
        self.size = self._getSize()
        self.cullBounds = None

        # Debug variables to disable specific features
        self.haveLightingPass = True

        # haveCombiner can only be true when haveLightingPass is enabled
        self.haveCombiner = True
        self.haveMRT = True

        # Not as good as I want it, so disabled. I'll work on it.
        self.blurEnabled = False

        self.debug("Window size is", self.size.x, "x", self.size.y)

        self.showbase.camLens.setNearFar(0.1, 50000)
        self.showbase.camLens.setFov(90)


        self.showbase.win.setClearColor(Vec4(1.0,0.0,1.0,1.0))

        # Create occlusion handler
        self._setupOcclusion()

        if self.settings.displayOnscreenDebugger:
            self.guiManager = PipelineGuiManager(self)
            self.guiManager.setup()


        # Generate auto-configuration for shaders
        self._generateShaderConfiguration()


        # Create light manager, which handles lighting + shadows
        if self.haveLightingPass:
            self.lightManager = LightManager(self)

        self.patchSize = LVecBase2i(
            self.settings.computePatchSizeX,
            self.settings.computePatchSizeY)

        # Create separate scene graphs. The deferred graph is render
        self.forwardScene = NodePath("Forward-Rendering")
        self.transparencyScene = NodePath("Transparency-Rendering")

        # We need no transparency (we store other information in the alpha
        # channel)
        self.showbase.render.setAttrib(
            TransparencyAttrib.make(TransparencyAttrib.MNone), 100)

        # Now create deferred render buffers
        self._makeDeferredTargets()

        # Create the target which constructs the view-space normals and
        # position from world-space position
        if self.occlusion.requiresViewSpacePosNrm():
            self._createNormalPrecomputeBuffer()

        # Setup the buffers for lighting
        self._createLightingPipeline()

        # Setup combiner for temporal reprojetion
        if self.haveCombiner:
            self._createCombiner()

        if self.occlusion.requiresBlurring():
            self._createOcclusionBlurBuffer()

        self._setupAntialiasing()

        if self.blurEnabled:
            self._createDofStorage()
            self._createBlurBuffer()

        self._setupFinalPass()
        self._setShaderInputs()

        # add update task
        self._attachUpdateTask()