def makeTextureMap(self): '''Citymania function that generates and sets the 4 channel texture map''' self.colorTextures = [] for terrain in self.terrains: terrain.getRoot().clearTexture() heightmap = terrain.heightfield() colormap = PNMImage(heightmap.getXSize()-1, heightmap.getYSize()-1) colormap.addAlpha() slopemap = terrain.makeSlopeImage() for x in range(0, colormap.getXSize()): for y in range(0, colormap.getYSize()): # Else if statements used to make sure one channel is used per pixel # Also for some optimization # Snow. We do things funky here as alpha will be 1 already. if heightmap.getGrayVal(x, y) < 200: colormap.setAlpha(x, y, 0) else: colormap.setAlpha(x, y, 1) # Beach. Estimations from http://www.simtropolis.com/omnibus/index.cfm/Main.SimCity_4.Custom_Content.Custom_Terrains_and_Using_USGS_Data if heightmap.getGrayVal(x,y) < 62: colormap.setBlue(x, y, 1) # Rock elif slopemap.getGrayVal(x, y) > 170: colormap.setRed(x, y, 1) else: colormap.setGreen(x, y, 1) colorTexture = Texture() colorTexture.load(colormap) colorTS = TextureStage('color') colorTS.setSort(0) colorTS.setPriority(1) self.colorTextures.append((colorTexture, colorTS))
def makeTextureMap(self): '''Citymania function that generates and sets the 4 channel texture map''' self.colorTextures = [] for terrain in self.terrains: terrain.getRoot().clearTexture() heightmap = terrain.heightfield() colormap = PNMImage(heightmap.getXSize() - 1, heightmap.getYSize() - 1) colormap.addAlpha() slopemap = terrain.makeSlopeImage() for x in range(0, colormap.getXSize()): for y in range(0, colormap.getYSize()): # Else if statements used to make sure one channel is used per pixel # Also for some optimization # Snow. We do things funky here as alpha will be 1 already. if heightmap.getGrayVal(x, y) < 200: colormap.setAlpha(x, y, 0) else: colormap.setAlpha(x, y, 1) # Beach. Estimations from http://www.simtropolis.com/omnibus/index.cfm/Main.SimCity_4.Custom_Content.Custom_Terrains_and_Using_USGS_Data if heightmap.getGrayVal(x, y) < 62: colormap.setBlue(x, y, 1) # Rock elif slopemap.getGrayVal(x, y) > 170: colormap.setRed(x, y, 1) else: colormap.setGreen(x, y, 1) colorTexture = Texture() colorTexture.load(colormap) colorTS = TextureStage('color') colorTS.setSort(0) colorTS.setPriority(1) self.colorTextures.append((colorTexture, colorTS))
class GPUFFT(DebugObject): """ This is a collection of compute shaders to generate the inverse fft efficiently on the gpu, with butterfly FFT and precomputed weights """ def __init__(self, N, sourceTex, normalizationFactor): """ Creates a new fft instance. The source texture has to specified from the begining, as the shaderAttributes are pregenerated for performance reasons """ DebugObject.__init__(self, "GPU-FFT") self.size = N self.log2Size = int(math.log(N, 2)) self.normalizationFactor = normalizationFactor # Create a ping and a pong texture, because we can't write to the # same texture while reading to it (that would lead to unexpected # behaviour, we could solve that by using an appropriate thread size, # but it works fine so far) self.pingTexture = Texture("FFTPing") self.pingTexture.setup2dTexture( self.size, self.size, Texture.TFloat, Texture.FRgba32) self.pongTexture = Texture("FFTPong") self.pongTexture.setup2dTexture( self.size, self.size, Texture.TFloat, Texture.FRgba32) self.sourceTex = sourceTex for tex in [self.pingTexture, self.pongTexture, sourceTex]: tex.setMinfilter(Texture.FTNearest) tex.setMagfilter(Texture.FTNearest) tex.setWrapU(Texture.WMClamp) tex.setWrapV(Texture.WMClamp) # Pregenerate weights & indices for the shaders self._computeWeighting() # Pre generate the shaders, we have 2 passes: Horizontal and Vertical # which both execute log2(N) times with varying radii self.horizontalFFTShader = BetterShader.loadCompute( "Shader/Water/HorizontalFFT.compute") self.horizontalFFT = NodePath("HorizontalFFT") self.horizontalFFT.setShader(self.horizontalFFTShader) self.horizontalFFT.setShaderInput( "precomputedWeights", self.weightsLookupTex) self.horizontalFFT.setShaderInput("N", LVecBase2i(self.size)) self.verticalFFTShader = BetterShader.loadCompute( "Shader/Water/VerticalFFT.compute") self.verticalFFT = NodePath("VerticalFFT") self.verticalFFT.setShader(self.verticalFFTShader) self.verticalFFT.setShaderInput( "precomputedWeights", self.weightsLookupTex) self.verticalFFT.setShaderInput("N", LVecBase2i(self.size)) # Create a texture where the result is stored self.resultTexture = Texture("Result") self.resultTexture.setup2dTexture( self.size, self.size, Texture.TFloat, Texture.FRgba16) self.resultTexture.setMinfilter(Texture.FTLinear) self.resultTexture.setMagfilter(Texture.FTLinear) # Prepare the shader attributes, so we don't have to regenerate them # every frame -> That is VERY slow (3ms per fft instance) self._prepareAttributes() def getResultTexture(self): """ Returns the result texture, only contains valid data after execute was called at least once """ return self.resultTexture def _generateIndices(self, storageA, storageB): """ This method generates the precompute indices, see http://cnx.org/content/m12012/latest/image1.png """ numIter = self.size offset = 1 step = 0 for i in xrange(self.log2Size): numIter = numIter >> 1 step = offset for j in xrange(self.size): goLeft = (j / step) % 2 == 1 indexA, indexB = 0, 0 if goLeft: indexA, indexB = j - step, j else: indexA, indexB = j, j + step storageA[i][j] = indexA storageB[i][j] = indexB offset = offset << 1 def _generateWeights(self, storage): """ This method generates the precomputed weights """ # Using a custom pi variable should force the calculations to use # high precision (I hope so) pi = 3.141592653589793238462643383 numIter = self.size / 2 numK = 1 resolutionFloat = float(self.size) for i in xrange(self.log2Size): start = 0 end = 2 * numK for b in xrange(numIter): K = 0 for k in xrange(start, end, 2): fK = float(K) fNumIter = float(numIter) weightA = Vec2( math.cos(2.0 * pi * fK * fNumIter / resolutionFloat), -math.sin(2.0 * pi * fK * fNumIter / resolutionFloat)) weightB = Vec2( -math.cos(2.0 * pi * fK * fNumIter / resolutionFloat), math.sin(2.0 * pi * fK * fNumIter / resolutionFloat)) storage[i][k / 2] = weightA storage[i][k / 2 + numK] = weightB K += 1 start += 4 * numK end = start + 2 * numK numIter = numIter >> 1 numK = numK << 1 def _reverseRow(self, indices): """ Reverses the bits in the given row. This is required for inverse fft (actually we perform a normal fft, but reversing the bits gives us an inverse fft) """ mask = 0x1 for j in xrange(self.size): val = 0x0 temp = int(indices[j]) # Int is required, for making a copy for i in xrange(self.log2Size): t = mask & temp val = (val << 1) | t temp = temp >> 1 indices[j] = val def _computeWeighting(self): """ Precomputes the weights & indices, and stores them in a texture """ indicesA = [[0 for i in xrange(self.size)] for k in xrange(self.log2Size)] indicesB = [[0 for i in xrange(self.size)] for k in xrange(self.log2Size)] weights = [[Vec2(0.0) for i in xrange(self.size)] for k in xrange(self.log2Size)] self.debug("Pre-Generating indices ..") self._generateIndices(indicesA, indicesB) self._reverseRow(indicesA[0]) self._reverseRow(indicesB[0]) self.debug("Pre-Generating weights ..") self._generateWeights(weights) # Create storage for the weights & indices self.weightsLookup = PNMImage(self.size, self.log2Size, 4) self.weightsLookup.setMaxval((2 ** 16) - 1) self.weightsLookup.fill(0.0) # Populate storage for x in xrange(self.size): for y in xrange(self.log2Size): indexA = indicesA[y][x] indexB = indicesB[y][x] weight = weights[y][x] self.weightsLookup.setRed(x, y, indexA / float(self.size)) self.weightsLookup.setGreen(x, y, indexB / float(self.size)) self.weightsLookup.setBlue(x, y, weight.x * 0.5 + 0.5) self.weightsLookup.setAlpha(x, y, weight.y * 0.5 + 0.5) # Convert storage to texture so we can use it in a shader self.weightsLookupTex = Texture("Weights Lookup") self.weightsLookupTex.load(self.weightsLookup) self.weightsLookupTex.setFormat(Texture.FRgba16) self.weightsLookupTex.setMinfilter(Texture.FTNearest) self.weightsLookupTex.setMagfilter(Texture.FTNearest) self.weightsLookupTex.setWrapU(Texture.WMClamp) self.weightsLookupTex.setWrapV(Texture.WMClamp) def _prepareAttributes(self): """ Prepares all shaderAttributes, so that we have a list of ShaderAttributes we can simply walk through in the update method, that is MUCH faster than using setShaderInput, as each call to setShaderInput forces the generation of a new ShaderAttrib """ self.attributes = [] textures = [self.pingTexture, self.pongTexture] currentIndex = 0 firstPass = True # Horizontal for step in xrange(self.log2Size): source = textures[currentIndex] dest = textures[1 - currentIndex] if firstPass: source = self.sourceTex firstPass = False index = self.log2Size - step - 1 self.horizontalFFT.setShaderInput("source", source) self.horizontalFFT.setShaderInput("dest", dest) self.horizontalFFT.setShaderInput( "butterflyIndex", LVecBase2i(index)) self._queueShader(self.horizontalFFT) currentIndex = 1 - currentIndex # Vertical for step in xrange(self.log2Size): source = textures[currentIndex] dest = textures[1 - currentIndex] isLastPass = step == self.log2Size - 1 if isLastPass: dest = self.resultTexture index = self.log2Size - step - 1 self.verticalFFT.setShaderInput("source", source) self.verticalFFT.setShaderInput("dest", dest) self.verticalFFT.setShaderInput( "isLastPass", isLastPass) self.verticalFFT.setShaderInput( "normalizationFactor", self.normalizationFactor) self.verticalFFT.setShaderInput( "butterflyIndex", LVecBase2i(index)) self._queueShader(self.verticalFFT) currentIndex = 1 - currentIndex def execute(self): """ Executes the inverse fft once """ for attr in self.attributes: self._executeShader(attr) def _queueShader(self, node): """ Internal method to fetch the ShaderAttrib of a node and store it in the update queue """ sattr = node.getAttrib(ShaderAttrib) self.attributes.append(sattr) def _executeShader(self, sattr): """ Internal method to execute a shader by a given ShaderAttrib """ Globals.base.graphicsEngine.dispatch_compute( (self.size / 16, self.size / 16, 1), sattr, Globals.base.win.get_gsg())
def generateWorld(self, heightmap, tiles, cities, container): self.heightmap = heightmap self.terrain = PagedGeoMipTerrain("surface") #self.terrain = GeoMipTerrain("surface") self.terrain.setHeightfield(self.heightmap) #self.terrain.setFocalPoint(base.camera) self.terrain.setBruteforce(True) self.terrain.setBlockSize(64) self.terrain.generate() root = self.terrain.getRoot() root.reparentTo(render) #root.setSz(100) self.terrain.setSz(100) messenger.send('makePickable', [root]) if self.heightmap.getXSize() > self.heightmap.getYSize(): self.size = self.heightmap.getXSize() - 1 else: self.size = self.heightmap.getYSize() - 1 self.xsize = self.heightmap.getXSize() - 1 self.ysize = self.heightmap.getYSize() - 1 # Set multi texture # Source http://www.panda3d.org/phpbb2/viewtopic.php?t=4536 self.generateSurfaceTextures() self.generateWaterMap() self.generateOwnerTexture(tiles, cities) #self.terrain.makeTextureMap() colormap = PNMImage(heightmap.getXSize() - 1, heightmap.getYSize() - 1) colormap.addAlpha() slopemap = self.terrain.makeSlopeImage() for x in range(0, colormap.getXSize()): for y in range(0, colormap.getYSize()): # Else if statements used to make sure one channel is used per pixel # Also for some optimization # Snow. We do things funky here as alpha will be 1 already. if heightmap.getGrayVal(x, y) < 200: colormap.setAlpha(x, y, 0) else: colormap.setAlpha(x, y, 1) # Beach. Estimations from http://www.simtropolis.com/omnibus/index.cfm/Main.SimCity_4.Custom_Content.Custom_Terrains_and_Using_USGS_Data if heightmap.getGrayVal(x, y) < 62: colormap.setBlue(x, y, 1) # Rock elif slopemap.getGrayVal(x, y) > 170: colormap.setRed(x, y, 1) else: colormap.setGreen(x, y, 1) self.colorTexture = Texture() self.colorTexture.load(colormap) self.colorTS = TextureStage('color') self.colorTS.setSort(0) self.colorTS.setPriority(1) self.setSurfaceTextures() self.generateWater(2) taskMgr.add(self.updateTerrain, "updateTerrain") print "Done with terrain generation" messenger.send("finishedTerrainGen", [[self.xsize, self.ysize]]) self.terrain.getRoot().analyze() self.accept("h", self.switchWater)
def generateWorld(self, heightmap, tiles, cities, container): self.heightmap = heightmap self.terrain = PagedGeoMipTerrain("surface") #self.terrain = GeoMipTerrain("surface") self.terrain.setHeightfield(self.heightmap) #self.terrain.setFocalPoint(base.camera) self.terrain.setBruteforce(True) self.terrain.setBlockSize(64) self.terrain.generate() root = self.terrain.getRoot() root.reparentTo(render) #root.setSz(100) self.terrain.setSz(100) messenger.send('makePickable', [root]) if self.heightmap.getXSize() > self.heightmap.getYSize(): self.size = self.heightmap.getXSize()-1 else: self.size = self.heightmap.getYSize()-1 self.xsize = self.heightmap.getXSize()-1 self.ysize = self.heightmap.getYSize()-1 # Set multi texture # Source http://www.panda3d.org/phpbb2/viewtopic.php?t=4536 self.generateSurfaceTextures() self.generateWaterMap() self.generateOwnerTexture(tiles, cities) #self.terrain.makeTextureMap() colormap = PNMImage(heightmap.getXSize()-1, heightmap.getYSize()-1) colormap.addAlpha() slopemap = self.terrain.makeSlopeImage() for x in range(0, colormap.getXSize()): for y in range(0, colormap.getYSize()): # Else if statements used to make sure one channel is used per pixel # Also for some optimization # Snow. We do things funky here as alpha will be 1 already. if heightmap.getGrayVal(x, y) < 200: colormap.setAlpha(x, y, 0) else: colormap.setAlpha(x, y, 1) # Beach. Estimations from http://www.simtropolis.com/omnibus/index.cfm/Main.SimCity_4.Custom_Content.Custom_Terrains_and_Using_USGS_Data if heightmap.getGrayVal(x,y) < 62: colormap.setBlue(x, y, 1) # Rock elif slopemap.getGrayVal(x, y) > 170: colormap.setRed(x, y, 1) else: colormap.setGreen(x, y, 1) self.colorTexture = Texture() self.colorTexture.load(colormap) self.colorTS = TextureStage('color') self.colorTS.setSort(0) self.colorTS.setPriority(1) self.setSurfaceTextures() self.generateWater(2) taskMgr.add(self.updateTerrain, "updateTerrain") print "Done with terrain generation" messenger.send("finishedTerrainGen", [[self.xsize, self.ysize]]) self.terrain.getRoot().analyze() self.accept("h", self.switchWater)