def create(self): # Create the atlas target self.target = RenderTarget("ShadowAtlas") self.target.setSize(self.size) self.target.addDepthTexture() self.target.setDepthBits(32) self.target.setColorWrite(False) self.target.setCreateOverlayQuad(False) # self.target.setActive(False) self.target.setSource(NodePath(Camera("tmp")), Globals.base.win) self.target.prepareSceneRender() self.target.setClearDepth(False) # Set the appropriate filter modes dTex = self.target.getDepthTexture() dTex.setWrapU(SamplerState.WMClamp) dTex.setWrapV(SamplerState.WMClamp) # Remove the default postprocess quad # self.target.getQuad().node().removeAllChildren() # self.target.getInternalRegion().setSort(-200) self.target.getInternalRegion().disableClears() self.target.getInternalBuffer().disableClears() # self.target.getInternalBuffer().setSort(-300) # Create a camera for each update self.shadowCameras = [] for i in xrange(self.maxRegions): shadowCam = Camera("ShadowMapCamera-" + str(i)) shadowCam.setTagStateKey("ShadowPassShader") # shadowCam.setCameraMask(BitMask32.bit(3)) shadowCamNode = self.shadowScene.attachNewNode(shadowCam) self.shadowCameras.append(shadowCamNode) # Create regions self.renderRegions = [] buff = self.target.getInternalBuffer() for i in xrange(self.maxRegions): dr = buff.makeDisplayRegion() dr.setSort(1000) dr.setClearDepthActive(True) dr.setClearDepth(1.0) # dr.setClearColorActive(False) # dr.setClearColor(Vec4(1,1,1,1)) dr.setCamera(self.shadowCameras[i]) dr.setActive(False) self.renderRegions.append(dr) self.pcfSampleState = SamplerState() self.pcfSampleState.setMinfilter(SamplerState.FTShadow) self.pcfSampleState.setMagfilter(SamplerState.FTShadow) self.pcfSampleState.setWrapU(SamplerState.WMClamp) self.pcfSampleState.setWrapV(SamplerState.WMClamp)
def initialize(self): assert (not self._initialized) assert (self._focal_camera is not None and self._focal_lens is not None) assert (self._parent is not None) if VERBOSE: print "TerrainQuadtree - initialize" t_init_begin = time.time() if VERBOSE: print "TerrainQuadtree - loading materials" from os.path import join, isfile state = SamplerState() state.setWrapU(SamplerState.WMRepeat) state.setWrapV(SamplerState.WMRepeat) # t.setKeepRamImage(False) # t.setMinfilter(SamplerState.FTLinear) state.setMinfilter(self.mipmapMIN) state.setMagfilter(self.mipmapMAG) state.setAnisotropicDegree(8) for material in self._materials: tex0 = join(self._material_path, "{0}_1.png".format(material)) tex1 = join(self._material_path, "{0}_2.png".format(material)) assert (isfile(tex0) and isfile(tex1)) tex0t = loader.loadTexture(tex0) tex1t = loader.loadTexture(tex1) tex0t.setFormat(Texture.FSrgbAlpha) tex1t.setFormat(Texture.FRgba) self._element_node.setShaderInput("mt_{0}_0".format(material), tex0t, state) self._element_node.setShaderInput("mt_{0}_1".format(material), tex1t, state) self._initialized = True self._plane_quadtree.setFocalCamera(self._focal_camera) self._plane_quadtree.setFocalLens(self._focal_lens) self._plane_quadtree.init() if VERBOSE: t_init_end = time.time() t_init = t_init_end - t_init_begin print t_init * 1000.0, "ms to initialize" self.update()
def make_pcf_state(self): state = SamplerState() state.set_minfilter(SamplerState.FT_shadow) state.set_magfilter(SamplerState.FT_shadow) return state
def _createShadowComputationBuffer(self): """ This creates the internal shadow buffer which also is the shadow atlas. Shadow maps are rendered to this using Viewports (thank you rdb for adding this!). It also setups the base camera which renders the shadow objects, although a custom mvp is passed to the shaders, so the camera is mainly a dummy """ # Create camera showing the whole scene self.shadowComputeCamera = Camera("ShadowComputeCamera") self.shadowComputeCameraNode = self.shadowScene.attachNewNode( self.shadowComputeCamera) self.shadowComputeCamera.getLens().setFov(30, 30) self.shadowComputeCamera.getLens().setNearFar(1.0, 2.0) # Disable culling self.shadowComputeCamera.setBounds(OmniBoundingVolume()) self.shadowComputeCamera.setCullBounds(OmniBoundingVolume()) self.shadowComputeCamera.setFinal(True) self.shadowComputeCameraNode.setPos(0, 0, 1500) self.shadowComputeCameraNode.lookAt(0, 0, 0) self.shadowComputeTarget = RenderTarget("ShadowAtlas") self.shadowComputeTarget.setSize(self.shadowAtlas.getSize()) self.shadowComputeTarget.addDepthTexture() self.shadowComputeTarget.setDepthBits(32) self.shadowComputeTarget.setSource( self.shadowComputeCameraNode, Globals.base.win) self.shadowComputeTarget.prepareSceneRender() # This took me a long time to figure out. If not removing the quad # children, the color and aux buffers will be overridden each frame. # Quite annoying! self.shadowComputeTarget.getQuad().node().removeAllChildren() self.shadowComputeTarget.getInternalRegion().setSort(-200) self.shadowComputeTarget.getInternalRegion().setNumRegions( self.maxShadowUpdatesPerFrame + 1) self.shadowComputeTarget.getInternalRegion().setDimensions(0, (0, 0, 0, 0)) self.shadowComputeTarget.getInternalRegion().disableClears() self.shadowComputeTarget.getInternalBuffer().disableClears() self.shadowComputeTarget.getInternalBuffer().setSort(-300) # We can't clear the depth per viewport. # But we need to clear it in any way, as we still want # z-testing in the buffers. So well, we create a # display region *below* (smaller sort value) each viewport # which has a depth-clear assigned. This is hacky, I know. self.depthClearer = [] for i in range(self.maxShadowUpdatesPerFrame): buff = self.shadowComputeTarget.getInternalBuffer() dr = buff.makeDisplayRegion() dr.setSort(-250) for k in xrange(16): dr.setClearActive(k, True) dr.setClearValue(k, Vec4(0.5,0.5,0.5,1)) dr.setClearDepthActive(True) dr.setClearDepth(1.0) dr.setDimensions(0,0,0,0) dr.setActive(False) self.depthClearer.append(dr) # When using hardware pcf, set the correct filter types if self.settings.useHardwarePCF: self.pcfSampleState = SamplerState() self.pcfSampleState.setMinfilter(SamplerState.FTShadow) self.pcfSampleState.setMagfilter(SamplerState.FTShadow) self.pcfSampleState.setWrapU(SamplerState.WMClamp) self.pcfSampleState.setWrapV(SamplerState.WMClamp) dTex = self.getAtlasTex() dTex.setWrapU(Texture.WMClamp) dTex.setWrapV(Texture.WMClamp)