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rendermanager.py
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rendermanager.py
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import os
import panda3d.core as p3d
from direct.filter.FilterManager import FilterManager
if '__file__' in globals():
shader_dir = os.path.join(os.path.dirname(__file__), 'shaders') + '/'
else:
import sys
shader_dir = os.path.join(os.path.dirname(sys.executable), 'bamboo', 'shaders') + '/'
material_shader_sources = [shader_dir + 'common.vs', shader_dir + 'pbr.fs']
post_shader_sources = [shader_dir + 'post.vs', shader_dir + 'post.fs']
antialias_shader_sources = [shader_dir + 'post.vs', shader_dir + 'fxaa.fs']
all_shader_sources = [material_shader_sources, post_shader_sources, antialias_shader_sources]
class BambooRenderManager:
def __init__(self, base):
# Load shader sources to avoid model path problems
for src_set in all_shader_sources:
for i, filename in enumerate(src_set):
with open(filename, 'r') as fin:
src_set[i] = fin.read()
base.render.set_shader_auto()
base.render.set_attrib(p3d.LightRampAttrib.make_identity())
pbr_shader = p3d.Shader.make(p3d.Shader.SL_GLSL, *material_shader_sources)
base.render.set_shader(pbr_shader)
manager = FilterManager(base.win, base.cam)
aa_tex = p3d.Texture()
self.post_tex = p3d.Texture()
self.post_tex.set_component_type(p3d.Texture.T_float)
aa_quad = manager.renderSceneInto(colortex=self.post_tex)
post_quad = manager.renderQuadInto(colortex=aa_tex)
aa_quad.set_shader(p3d.Shader.make(p3d.Shader.SL_GLSL, *antialias_shader_sources))
aa_quad.set_shader_input('source', aa_tex)
aa_quad.set_shader_input('viewport', base.win.get_size())
post_quad.set_shader(p3d.Shader.make(p3d.Shader.SL_GLSL, *post_shader_sources))
post_quad.set_shader_input('tex', self.post_tex)
def get_plugin():
return BambooRenderManager