예제 #1
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    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()
예제 #2
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    def setShaders(self, refreshPipeline=True):
        """ Sets all shaders """
        self.debug("Reloading Shaders ..")

        if self.renderPipeline:
            self.scene.setShader(
                self.renderPipeline.getDefaultObjectShader(False))

            self.model.setShader(
                BetterShader.load("Shader/DefaultObjectShader/vertex.glsl",
                                  "dynamicMaterialFragment.glsl"))

            if refreshPipeline:
                self.renderPipeline.reloadShaders()

        if self.skybox:
            self.skybox.setShader(
                BetterShader.load("Shader/DefaultObjectShader/vertex.glsl",
                                  "Shader/Skybox/fragment.glsl"))
예제 #3
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    def setShaders(self, refreshPipeline=True):
        """ Sets all shaders """
        self.debug("Reloading Shaders ..")

        if self.renderPipeline:
            self.scene.setShader(
                self.renderPipeline.getDefaultObjectShader(False))

            if refreshPipeline:
                self.renderPipeline.reloadShaders()

        if self.skybox:
            self.skybox.setShader(BetterShader.load(
                "Shader/DefaultObjectShader/vertex.glsl", "Shader/Skybox/fragment.glsl"))
예제 #4
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    def __init__(self):
        DebugObject.__init__(self, "WaterManager")
        self.options = OceanOptions()
        self.options.size = 512
        self.options.windDir.normalize()
        self.options.waveAmplitude *= 1e-7

        self.displacementTex = Texture("Displacement")
        self.displacementTex.setup2dTexture(self.options.size,
                                            self.options.size, Texture.TFloat,
                                            Texture.FRgba16)

        self.normalTex = Texture("Normal")
        self.normalTex.setup2dTexture(self.options.size, self.options.size,
                                      Texture.TFloat, Texture.FRgba16)

        self.combineShader = BetterShader.loadCompute(
            "Shader/Water/Combine.compute")

        self.ptaTime = PTAFloat.emptyArray(1)

        # Create a gaussian random texture, as shaders aren't well suited
        # for that
        setRandomSeed(523)
        self.randomStorage = PNMImage(self.options.size, self.options.size, 4)
        self.randomStorage.setMaxval((2**16) - 1)

        for x in xrange(self.options.size):
            for y in xrange(self.options.size):
                rand1 = self._getGaussianRandom() / 10.0 + 0.5
                rand2 = self._getGaussianRandom() / 10.0 + 0.5
                self.randomStorage.setXel(x, y, LVecBase3d(rand1, rand2, 0))
                self.randomStorage.setAlpha(x, y, 1.0)

        self.randomStorageTex = Texture("RandomStorage")
        self.randomStorageTex.load(self.randomStorage)
        self.randomStorageTex.setFormat(Texture.FRgba16)
        self.randomStorageTex.setMinfilter(Texture.FTNearest)
        self.randomStorageTex.setMagfilter(Texture.FTNearest)

        # Create the texture wwhere the intial height (H0 + Omega0) is stored.
        self.texInitialHeight = Texture("InitialHeight")
        self.texInitialHeight.setup2dTexture(self.options.size,
                                             self.options.size, Texture.TFloat,
                                             Texture.FRgba16)
        self.texInitialHeight.setMinfilter(Texture.FTNearest)
        self.texInitialHeight.setMagfilter(Texture.FTNearest)

        # Create the shader which populates the initial height texture
        self.shaderInitialHeight = BetterShader.loadCompute(
            "Shader/Water/InitialHeight.compute")
        self.nodeInitialHeight = NodePath("initialHeight")
        self.nodeInitialHeight.setShader(self.shaderInitialHeight)
        self.nodeInitialHeight.setShaderInput("dest", self.texInitialHeight)
        self.nodeInitialHeight.setShaderInput("N",
                                              LVecBase2i(self.options.size))
        self.nodeInitialHeight.setShaderInput("patchLength",
                                              self.options.patchLength)
        self.nodeInitialHeight.setShaderInput("windDir", self.options.windDir)
        self.nodeInitialHeight.setShaderInput("windSpeed",
                                              self.options.windSpeed)
        self.nodeInitialHeight.setShaderInput("waveAmplitude",
                                              self.options.waveAmplitude)
        self.nodeInitialHeight.setShaderInput("windDependency",
                                              self.options.windDependency)
        self.nodeInitialHeight.setShaderInput("randomTex",
                                              self.randomStorageTex)

        self.attrInitialHeight = self.nodeInitialHeight.getAttrib(ShaderAttrib)

        self.heightTextures = []
        for i in xrange(3):

            tex = Texture("Height")
            tex.setup2dTexture(self.options.size, self.options.size,
                               Texture.TFloat, Texture.FRgba16)
            tex.setMinfilter(Texture.FTNearest)
            tex.setMagfilter(Texture.FTNearest)
            tex.setWrapU(Texture.WMClamp)
            tex.setWrapV(Texture.WMClamp)
            self.heightTextures.append(tex)

        # Also create the shader which updates the spectrum
        self.shaderUpdate = BetterShader.loadCompute(
            "Shader/Water/Update.compute")
        self.nodeUpdate = NodePath("update")
        self.nodeUpdate.setShader(self.shaderUpdate)
        self.nodeUpdate.setShaderInput("outH0x", self.heightTextures[0])
        self.nodeUpdate.setShaderInput("outH0y", self.heightTextures[1])
        self.nodeUpdate.setShaderInput("outH0z", self.heightTextures[2])
        self.nodeUpdate.setShaderInput("initialHeight", self.texInitialHeight)
        self.nodeUpdate.setShaderInput("N", LVecBase2i(self.options.size))
        self.nodeUpdate.setShaderInput("time", self.ptaTime)
        self.attrUpdate = self.nodeUpdate.getAttrib(ShaderAttrib)

        # Create 3 FFTs
        self.fftX = GPUFFT(self.options.size, self.heightTextures[0],
                           self.options.normalizationFactor)
        self.fftY = GPUFFT(self.options.size, self.heightTextures[1],
                           self.options.normalizationFactor)
        self.fftZ = GPUFFT(self.options.size, self.heightTextures[2],
                           self.options.normalizationFactor)

        self.combineNode = NodePath("Combine")
        self.combineNode.setShader(self.combineShader)
        self.combineNode.setShaderInput("displacementX",
                                        self.fftX.getResultTexture())
        self.combineNode.setShaderInput("displacementY",
                                        self.fftY.getResultTexture())
        self.combineNode.setShaderInput("displacementZ",
                                        self.fftZ.getResultTexture())
        self.combineNode.setShaderInput("normalDest", self.normalTex)
        self.combineNode.setShaderInput("displacementDest",
                                        self.displacementTex)
        self.combineNode.setShaderInput("N", LVecBase2i(self.options.size))
        self.combineNode.setShaderInput("choppyScale",
                                        self.options.choppyScale)
        self.combineNode.setShaderInput("gridLength", self.options.patchLength)
        # Store only the shader attrib as this is way faster
        self.attrCombine = self.combineNode.getAttrib(ShaderAttrib)
예제 #5
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 def reloadShader(self):
     self.renderPipeline.reloadShaders()
     render.setShader(self.renderPipeline.getDefaultObjectShader())
     self.skybox.setShader(
         BetterShader.load("Shader/DefaultObjectShader/vertex.glsl",
                           "Shader/Skybox/fragment.glsl"))
예제 #6
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 def reloadShader(self):
     self.renderPipeline.reloadShaders()
     render.setShader(self.renderPipeline.getDefaultObjectShader())
     self.skybox.setShader(BetterShader.load(
         "Shader/DefaultObjectShader/vertex.glsl", "Shader/Skybox/fragment.glsl"))
예제 #7
0
    def __init__(self):
        DebugObject.__init__(self, "WaterManager")
        self.options = OceanOptions()
        self.options.size = 512
        self.options.windDir.normalize()
        self.options.waveAmplitude *= 1e-7

        self.displacementTex = Texture("Displacement")
        self.displacementTex.setup2dTexture(
            self.options.size, self.options.size,
            Texture.TFloat, Texture.FRgba16)

        self.normalTex = Texture("Normal")
        self.normalTex.setup2dTexture(
            self.options.size, self.options.size,
            Texture.TFloat, Texture.FRgba16)

        self.combineShader = BetterShader.loadCompute(
            "Shader/Water/Combine.compute")

        self.ptaTime = PTAFloat.emptyArray(1)

        # Create a gaussian random texture, as shaders aren't well suited
        # for that
        setRandomSeed(523)
        self.randomStorage = PNMImage(self.options.size, self.options.size, 4)
        self.randomStorage.setMaxval((2 ** 16) - 1)

        for x in xrange(self.options.size):
            for y in xrange(self.options.size):
                rand1 = self._getGaussianRandom() / 10.0 + 0.5
                rand2 = self._getGaussianRandom() / 10.0 + 0.5
                self.randomStorage.setXel(x, y, LVecBase3d(rand1, rand2, 0))
                self.randomStorage.setAlpha(x, y, 1.0)

        self.randomStorageTex = Texture("RandomStorage")
        self.randomStorageTex.load(self.randomStorage)
        self.randomStorageTex.setFormat(Texture.FRgba16)
        self.randomStorageTex.setMinfilter(Texture.FTNearest)
        self.randomStorageTex.setMagfilter(Texture.FTNearest)

        # Create the texture wwhere the intial height (H0 + Omega0) is stored.
        self.texInitialHeight = Texture("InitialHeight")
        self.texInitialHeight.setup2dTexture(
            self.options.size, self.options.size,
            Texture.TFloat, Texture.FRgba16)
        self.texInitialHeight.setMinfilter(Texture.FTNearest)
        self.texInitialHeight.setMagfilter(Texture.FTNearest)

        # Create the shader which populates the initial height texture
        self.shaderInitialHeight = BetterShader.loadCompute(
            "Shader/Water/InitialHeight.compute")
        self.nodeInitialHeight = NodePath("initialHeight")
        self.nodeInitialHeight.setShader(self.shaderInitialHeight)
        self.nodeInitialHeight.setShaderInput("dest", self.texInitialHeight)
        self.nodeInitialHeight.setShaderInput(
            "N", LVecBase2i(self.options.size))
        self.nodeInitialHeight.setShaderInput(
            "patchLength", self.options.patchLength)
        self.nodeInitialHeight.setShaderInput("windDir", self.options.windDir)
        self.nodeInitialHeight.setShaderInput(
            "windSpeed", self.options.windSpeed)
        self.nodeInitialHeight.setShaderInput(
            "waveAmplitude", self.options.waveAmplitude)
        self.nodeInitialHeight.setShaderInput(
            "windDependency", self.options.windDependency)
        self.nodeInitialHeight.setShaderInput(
            "randomTex", self.randomStorageTex)

        self.attrInitialHeight = self.nodeInitialHeight.getAttrib(ShaderAttrib)

        self.heightTextures = []
        for i in xrange(3):

            tex = Texture("Height")
            tex.setup2dTexture(self.options.size, self.options.size,
                               Texture.TFloat, Texture.FRgba16)
            tex.setMinfilter(Texture.FTNearest)
            tex.setMagfilter(Texture.FTNearest)
            tex.setWrapU(Texture.WMClamp)
            tex.setWrapV(Texture.WMClamp)
            self.heightTextures.append(tex)

        # Also create the shader which updates the spectrum
        self.shaderUpdate = BetterShader.loadCompute(
            "Shader/Water/Update.compute")
        self.nodeUpdate = NodePath("update")
        self.nodeUpdate.setShader(self.shaderUpdate)
        self.nodeUpdate.setShaderInput("outH0x", self.heightTextures[0])
        self.nodeUpdate.setShaderInput("outH0y", self.heightTextures[1])
        self.nodeUpdate.setShaderInput("outH0z", self.heightTextures[2])
        self.nodeUpdate.setShaderInput("initialHeight", self.texInitialHeight)
        self.nodeUpdate.setShaderInput("N", LVecBase2i(self.options.size))
        self.nodeUpdate.setShaderInput("time", self.ptaTime)
        self.attrUpdate = self.nodeUpdate.getAttrib(ShaderAttrib)

        # Create 3 FFTs
        self.fftX = GPUFFT(self.options.size, self.heightTextures[0],
                           self.options.normalizationFactor)
        self.fftY = GPUFFT(self.options.size, self.heightTextures[1],
                           self.options.normalizationFactor)
        self.fftZ = GPUFFT(self.options.size, self.heightTextures[2],
                           self.options.normalizationFactor)

        self.combineNode = NodePath("Combine")
        self.combineNode.setShader(self.combineShader)
        self.combineNode.setShaderInput(
            "displacementX", self.fftX.getResultTexture())
        self.combineNode.setShaderInput(
            "displacementY", self.fftY.getResultTexture())
        self.combineNode.setShaderInput(
            "displacementZ", self.fftZ.getResultTexture())
        self.combineNode.setShaderInput("normalDest", self.normalTex)
        self.combineNode.setShaderInput(
            "displacementDest", self.displacementTex)
        self.combineNode.setShaderInput(
            "N", LVecBase2i(self.options.size))
        self.combineNode.setShaderInput(
            "choppyScale", self.options.choppyScale)
        self.combineNode.setShaderInput(
            "gridLength", self.options.patchLength)
        # Store only the shader attrib as this is way faster
        self.attrCombine = self.combineNode.getAttrib(ShaderAttrib)