def __init__(self, pipeline): PipelineNode.__init__(self, pipeline) self.lights_buffer = Lighting.get_lights_buffer() self.light_groups_buffer = NPR_Lighting.NPR_LightsGroupsBuffer() self.shadowmaps_opaque = NPR_Lighting.NPR_ShadowMaps() self.shadowmaps_transparent = NPR_Lighting.NPR_TransparentShadowMaps() self.common_buffer = Common.CommonBuffer()
def setup_resources(self): self.common_buffer = Common.CommonBuffer() positions = [ 1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0, -1.0, 1.0, 0.0, ] indices = [ 0, 1, 3, 1, 2, 3, ] self.quad = Mesh(positions, indices) if Pipeline.BLEND_SHADER is None: source = '''#include "Passes/BlendTexture.glsl"''' Pipeline.BLEND_SHADER = self.compile_shader_from_source(source) self.blend_shader = Pipeline.BLEND_SHADER if Pipeline.COPY_SHADER is None: source = '''#include "Passes/CopyTextures.glsl"''' Pipeline.COPY_SHADER = self.compile_shader_from_source(source) self.copy_shader = Pipeline.COPY_SHADER
def __init__(self): super().__init__() self.sampling_grid_size = 2 self.parameters.world['Background Color'] = GLUniform( -1, GL_FLOAT_VEC4, (0.5, 0.5, 0.5, 1)) self.parameters.scene['Line Width Max'] = GLUniform(-1, GL.GL_INT, 10) self.parameters.scene['Samples Grid Size Preview'] = GLUniform( -1, GL.GL_INT, 4) self.parameters.scene['Samples Grid Size Render'] = GLUniform( -1, GL.GL_INT, 8) self.parameters.scene['Samples Width'] = GLUniform( -1, GL.GL_FLOAT, 1.5) self.parameters.scene[ 'Shadow Cascades Distribution Exponent'] = GLUniform( -1, GL.GL_INT, 21) self.parameters.scene['ShadowMaps Spot Resolution'] = GLUniform( -1, GL.GL_INT, 2048) self.parameters.scene['ShadowMaps Sun Resolution'] = GLUniform( -1, GL.GL_INT, 2048) self.parameters.scene['ShadowMaps Point Resolution'] = GLUniform( -1, GL.GL_INT, 2048) self.common_buffer = Common.CommonBuffer() self.lights_buffer = Lighting.LightsBuffer() self.line_rendering = Line.LineRendering() self.composite_depth = DepthToCompositeDepth.CompositeDepth()
def __init__(self): super().__init__() self.parameters.world['Background Color'] = Parameter( (0.5, 0.5, 0.5, 1), Type.FLOAT, 4) self.common_buffer = Common.CommonBuffer() if MiniPipeline.DEFAULT_SHADER is None: source = ''' #include "Common.glsl" #ifdef VERTEX_SHADER void main() { DEFAULT_VERTEX_SHADER(); } #endif #ifdef PIXEL_SHADER layout (location = 0) out vec4 RESULT; void main() { RESULT = vec4(1); } #endif ''' MiniPipeline.DEFAULT_SHADER = self.compile_material_from_source( 'mesh', source) self.default_shader = MiniPipeline.DEFAULT_SHADER
def __init__(self): super().__init__() self.sampling_grid_size = 2 self.parameters.world['Background Color'] = GLUniform( -1, GL_FLOAT_VEC4, (0.5, 0.5, 0.5, 1)) self.parameters.scene['Line Width Max'] = GLUniform(-1, GL.GL_INT, 10) self.parameters.scene['Samples Grid Size Preview'] = GLUniform( -1, GL.GL_INT, 4) self.parameters.scene['Samples Grid Size Render'] = GLUniform( -1, GL.GL_INT, 8) self.parameters.scene['Samples Width'] = GLUniform( -1, GL.GL_FLOAT, 1.5) self.parameters.scene[ 'Shadow Cascades Distribution Exponent'] = GLUniform( -1, GL.GL_INT, 21) self.composite_depth_shader = self.compile_shader_from_source( _obj_composite_depth) self.common_buffer = Common.CommonBuffer() self.lights_buffer = Lighting.LightsBuffer() self.line_rendering = Line.LineRendering()
def __init__(self): super().__init__() self.sampling_grid_size = 2 self.parameters.world['Background Color'] = Parameter( (0.5, 0.5, 0.5, 1), Type.FLOAT, 4) self.parameters.scene['Line Width Max'] = Parameter(10, Type.INT) self.parameters.scene['Samples Grid Size Preview'] = Parameter( 4, Type.INT) self.parameters.scene['Samples Grid Size Render'] = Parameter( 8, Type.INT) self.parameters.scene['Samples Width'] = Parameter(1.5, Type.FLOAT) self.parameters.scene[ 'Shadow Cascades Distribution Exponent'] = Parameter(21, Type.INT) self.parameters.scene['ShadowMaps Spot Resolution'] = Parameter( 2048, Type.INT) self.parameters.scene['ShadowMaps Sun Resolution'] = Parameter( 2048, Type.INT) self.parameters.scene['ShadowMaps Point Resolution'] = Parameter( 2048, Type.INT) self.parameters.scene['Transparency Layers'] = Parameter(4, Type.INT) self.parameters.light['Shader'] = MaterialParameter('', 'light') global _DEFAULT_SHADER if _DEFAULT_SHADER is None: _DEFAULT_SHADER = self.compile_material_from_source( 'mesh', _DEFAULT_SHADER_SRC) self.default_shader = _DEFAULT_SHADER global _BLEND_TRANSPARENCY_SHADER if _BLEND_TRANSPARENCY_SHADER is None: _BLEND_TRANSPARENCY_SHADER = self.compile_shader_from_source( _BLEND_TRANSPARENCY_SHADER_SRC) self.blend_transparency_shader = _BLEND_TRANSPARENCY_SHADER self.common_buffer = Common.CommonBuffer() self.lights_buffer = Lighting.get_lights_buffer() self.shadowmaps_opaque, self.shadowmaps_transparent = NPR_Lighting.get_shadow_maps( ) self.custom_light_shading = NPR_Lighting.NPR_LightShaders() self.line_rendering = Line.LineRendering() self.composite_depth = DepthToCompositeDepth.CompositeDepth()
def __init__(self): super().__init__() self.sampling_grid_size = 2 self.parameters.scene['Preview Samples'] = GLUniform(-1, GL.GL_INT, 4) self.parameters.scene['Render Samples'] = GLUniform(-1, GL.GL_INT, 8) self.parameters.scene['Line Width Max'] = GLUniform(-1, GL.GL_INT, 10) self.parameters.world['Background Color'] = GLUniform( -1, GL_FLOAT_VEC4, (0.5, 0.5, 0.5, 1)) self.default_shader = self.compile_material_from_source( '') #Empty source will force defaults self.composite_depth_shader = self.compile_shader_from_source( _obj_composite_depth) self.common_buffer = Common.CommonBuffer() self.lights_buffer = Lighting.LightsBuffer() self.line_rendering = Line.LineRendering()
def __init__(self): self.data = C_LightsBuffer() self.UBO = UBO() self.shadowmaps = ShadowMaps() self.common_buffer = Common.CommonBuffer()
def __init__(self): super().__init__() self.sampling_grid_size = 2 self.parameters.world['Background.Color'] = Parameter( (0.5, 0.5, 0.5, 1), Type.FLOAT, 4) self.parameters.scene['Line.Max Width'] = Parameter(10, Type.INT) self.parameters.scene['Samples.Grid Size'] = Parameter(8, Type.INT) self.parameters.scene['Samples.Grid Size @ Preview'] = Parameter( 4, Type.INT) self.parameters.scene['Samples.Width'] = Parameter(1.5, Type.FLOAT) self.parameters.scene[ 'ShadowMaps.Sun.Cascades.Distribution Scalar'] = Parameter( 0.9, Type.FLOAT) self.parameters.scene['ShadowMaps.Sun.Cascades.Count'] = Parameter( 4, Type.INT) self.parameters.scene[ 'ShadowMaps.Sun.Cascades.Count @ Preview'] = Parameter( 2, Type.INT) self.parameters.scene[ 'ShadowMaps.Sun.Cascades.Max Distance'] = Parameter( 100, Type.FLOAT) self.parameters.scene[ 'ShadowMaps.Sun.Cascades.Max Distance @ Preview'] = Parameter( 25, Type.FLOAT) self.parameters.scene['ShadowMaps.Sun.Resolution'] = Parameter( 2048, Type.INT) #self.parameters.scene['ShadowMaps.Sun.Resolution @ Preview'] = Parameter(512, Type.INT) self.parameters.scene['ShadowMaps.Spot.Resolution'] = Parameter( 2048, Type.INT) self.parameters.scene[ 'ShadowMaps.Spot.Resolution @ Preview'] = Parameter(512, Type.INT) self.parameters.scene['ShadowMaps.Point.Resolution'] = Parameter( 2048, Type.INT) self.parameters.scene[ 'ShadowMaps.Point.Resolution @ Preview'] = Parameter( 512, Type.INT) self.parameters.scene['Transparency.Layers'] = Parameter(4, Type.INT) self.parameters.scene['Transparency.Layers @ Preview'] = Parameter( 1, Type.INT) self.parameters.world['Material Override'] = MaterialParameter( '', 'mesh') self.parameters.light['Shader'] = MaterialParameter('', 'light') self.parameters.light['Light Group'] = Parameter(1, Type.INT) self.parameters.material['Light Groups.Light'] = Parameter( [1, 0, 0, 0], Type.INT, 4) self.parameters.material['Light Groups.Shadow'] = Parameter( [1, 0, 0, 0], Type.INT, 4) global _DEFAULT_SHADER if _DEFAULT_SHADER is None: _DEFAULT_SHADER = self.compile_material_from_source( 'mesh', _DEFAULT_SHADER_SRC) self.default_shader = _DEFAULT_SHADER global _BLEND_TRANSPARENCY_SHADER if _BLEND_TRANSPARENCY_SHADER is None: _BLEND_TRANSPARENCY_SHADER = self.compile_shader_from_source( _BLEND_TRANSPARENCY_SHADER_SRC) self.blend_transparency_shader = _BLEND_TRANSPARENCY_SHADER self.common_buffer = Common.CommonBuffer() self.lights_buffer = Lighting.get_lights_buffer() self.light_groups_buffer = NPR_Lighting.NPR_LightsGroupsBuffer() self.shadowmaps_opaque, self.shadowmaps_transparent = NPR_Lighting.get_shadow_maps( ) self.custom_light_shading = NPR_Lighting.NPR_LightShaders() self.line_rendering = Line.LineRendering() self.composite_depth = DepthToCompositeDepth.CompositeDepth()