def __init__(self, pipeline):
        DebugObject.__init__(self, "GlobalIllumnination")
        self.pipeline = pipeline

        # Fetch the scene data
        self.targetCamera = Globals.base.cam
        self.targetSpace = Globals.base.render

        # Store grid size in world space units
        # This is the half voxel grid size
        self.voxelGridSizeWS = Vec3(60)

        # When you change this resolution, you have to change it in Shader/GI/ConvertGrid.fragment aswell
        self.voxelGridResolution = LVecBase3i(256)

        self.targetLight = None
        self.helperLight = None
        self.ptaGridPos = PTALVecBase3f.emptyArray(1)
        self.gridPos = Vec3(0)

        # Create ptas 

        self.ptaLightUVStart = PTALVecBase2f.emptyArray(1)
        self.ptaLightMVP = PTAMat4.emptyArray(1)
        self.ptaVoxelGridStart = PTALVecBase3f.emptyArray(1)
        self.ptaVoxelGridEnd = PTALVecBase3f.emptyArray(1)
        self.ptaLightDirection = PTALVecBase3f.emptyArray(1)

        self.targetSpace.setShaderInput("giLightUVStart", self.ptaLightUVStart)
        self.targetSpace.setShaderInput("giLightMVP", self.ptaLightMVP)
        self.targetSpace.setShaderInput("giVoxelGridStart", self.ptaVoxelGridStart)
        self.targetSpace.setShaderInput("giVoxelGridEnd", self.ptaVoxelGridEnd)
        self.targetSpace.setShaderInput("giLightDirection", self.ptaLightDirection)
Esempio n. 2
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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()
Esempio n. 3
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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()
 def __init__(self, num_splits):
     self._split_count = num_splits
     self._mvps = PTALMatrix4f.empty_array(num_splits)
     self._nearfar = PTALVecBase2f.empty_array(num_splits)
     for i in range(num_splits):
         self._nearfar[i] = Vec2(20, 1000)
         mat = Mat4()
         mat.fill(0)
         self._mvps[i] = mat
     self._lens = OrthographicLens()
     self._lens.set_near_far(20, 1000)
     self._lens.set_film_size(100, 100)
     self._camera = Camera("PSSMDummy", self._lens)
     self._cam_node = NodePath(self._camera)
     self._parent = None
Esempio n. 5
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 def __init__(self, num_splits):
     self._split_count = num_splits
     self._mvps = PTALMatrix4f.empty_array(num_splits)
     self._nearfar = PTALVecBase2f.empty_array(num_splits)
     for i in range(num_splits):
         self._nearfar[i] = Vec2(20, 1000)
         mat = Mat4()
         mat.fill(0)
         self._mvps[i] = mat
     self._lens = OrthographicLens()
     self._lens.set_near_far(20, 1000)
     self._lens.set_film_size(100, 100)
     self._camera = Camera("PSSMDummy", self._lens)
     self._cam_node = NodePath(self._camera)
     self._parent = None
     self._resolution = 1024
     self._snap_grid = True
     self._sun_distance = 500.0
Esempio n. 6
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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()
Esempio n. 7
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    def enable(self):
        if not self.isSupported():
            # HDR/auto exposure is implemented using compute
            # shaders, which are only supported by more modern
            # graphics cards and requires at least OpenGL 4.3.
            return

        self.sceneTex = Texture('hdrSceneTex')
        self.sceneTex.setup2dTexture(self.Size, self.Size, Texture.TFloat, Texture.FRgba32)
        self.sceneTex.setWrapU(SamplerState.WMClamp)
        self.sceneTex.setWrapV(SamplerState.WMClamp)
        self.sceneTex.clearImage()
        
        self.__setupSceneQuad()

        # Build luminance histogram bucket ranges.
        self.ptaBucketRange = PTALVecBase2f.emptyArray(self.NumBuckets)
        for i in xrange(self.NumBuckets):
            # Use even distribution
            bmin = float(i) / float(self.NumBuckets)
            bmax = float(i + 1) / float(self.NumBuckets)

            # Use a distribution with slightly more bins in the low range.
            if bmin > 0.0:
                bmin = math.pow(bmin, 1.5)
            if bmax > 0.0:
                bmax = math.pow(bmax, 1.5)

            self.ptaBucketRange.setElement(i, Vec2(bmin, bmax))

        self.histogramTex = Texture('histogram')
        self.histogramTex.setup1dTexture(self.NumBuckets, Texture.TInt, Texture.FR32i)
        self.histogramTex.setClearColor(Vec4(0))
        self.histogramTex.clearImage()
        self.histogramCompute = base.computeRoot.attachNewNode(ComputeNode('histogramCompute'))
        self.histogramCompute.node().addDispatch(self.Size / 8, self.Size / 8, self.Size / 16)
        self.histogramCompute.setShader(Shader.loadCompute(Shader.SLGLSL, "phase_14/models/shaders/build_histogram.compute.glsl"), 1)
        self.histogramCompute.setShaderInput("scene_texture", self.sceneTex)
        self.histogramCompute.setShaderInput("histogram_texture", self.histogramTex)
        self.histogramCompute.setShaderInput("bucketrange", self.ptaBucketRange)
        self.histogramCompute.setBin("fixed", 0)

        self.exposureTex = Texture('exposure')
        self.exposureTex.setup1dTexture(1, Texture.TFloat, Texture.FR16)
        self.exposureTex.setClearColor(Vec4(0.0))
        self.exposureTex.clearImage()
        self.exposureCompute = base.computeRoot.attachNewNode(ComputeNode('exposureCompute'))
        self.exposureCompute.node().addDispatch(1, 1, 1)
        self.exposureCompute.setShader(Shader.loadCompute(Shader.SLGLSL, "phase_14/models/shaders/calc_luminance.compute.glsl"), 1)
        self.exposureCompute.setShaderInput("histogram_texture", self.histogramTex)
        self.exposureCompute.setShaderInput("avg_lum_texture", self.exposureTex)
        self.exposureCompute.setShaderInput("bucketrange", self.ptaBucketRange)
        self.exposureCompute.setShaderInput("exposure_minmax", Vec2(1.0, 2.0))
        self.exposureCompute.setShaderInput("adaption_rate_brightdark", Vec2(0.6, 0.6))
        self.exposureCompute.setShaderInput("exposure_scale", base.config.GetFloat("hdr-tonemapscale", 1.75))
        self.exposureCompute.setShaderInput("config_minAvgLum", base.config.GetFloat("hdr-min-avglum", 3.0))
        self.exposureCompute.setShaderInput("config_perctBrightPixels", base.config.GetFloat("hdr-percent-bright-pixels", 2.0))
        self.exposureCompute.setShaderInput("config_perctTarget", base.config.GetFloat("hdr-percent-target", 60.0))
        self.exposureCompute.setBin("fixed", 1)
        
        base.filters.setExposure(self.exposureTex)

        taskMgr.add(self.__update, "hdrUpdate", sort = -10000000)

        if base.config.GetBool("hdr-debug-histogram", False):
            self.debugTex = Texture('histogramDebugTex')
            self.debugTex.setup2dTexture(self.NumBuckets, 1, Texture.TFloat, Texture.FRgba32)
            self.debugTex.setMagfilter(SamplerState.FTNearest)
            self.debugTex.setClearColor(Vec4(0.3, 0.3, 0.5, 1.0))
            self.debugTex.clearImage()
            self.debugCompute = base.computeRoot.attachNewNode(ComputeNode('debugHistogramCompute'))
            self.debugCompute.node().addDispatch(1, 1, 1)
            self.debugCompute.setShader(Shader.loadCompute(Shader.SLGLSL, "phase_14/models/shaders/debug_histogram.compute.glsl"), 1)
            self.debugCompute.setShaderInput("histogram_texture", self.histogramTex)
            self.debugCompute.setShaderInput("debug_texture", self.debugTex)
            self.debugCompute.setBin("fixed", 2)
            self.debugImg = OnscreenImage(image = self.debugTex, scale = 0.3, pos = (-0.6, -0.7, -0.7))