class RenderingPipeline(DebugObject): """ This is the core class, driving all other classes. To use this pipeline, your code has to call this *after* the initialization of ShowBase: renderPipeline = RenderingPipeline() renderPipeline.loadSettings("pipeline.ini") renderPipeline.create() The pipeline will setup all required buffers, tasks and shaders itself. To add lights, see the documentation of LightManager. How it works: You can see an example buffer view at http://i.imgur.com/mZK6TVj.png The pipeline first renders all normal objects (parented to render) into a buffer, using multiple render targets. These buffers store normals, position and material properties. Your shaders have to output these values, but there is a handy api, just look at Shaders/DefaultObjectShader.fragment. After that, the pipeline splits the screen into tiles, typically of the size 32x32. For each tile, it computes which lights affect which tile, called Tiled Deferred Shading. This is written to a buffer. The next step is applying the lighting. This is done at half window resolution only, using Temporal Reprojection. I don't aim to explain Temporal Reprojection here, but basically, I render only each second pixel each frame. This is simply for performance. The lighting pass iterates through the list of lights per tile, and applies both lighting and shadows to each pixel, using the material information from the previous rendered buffers. After the lighting pass, a combiner pass combines both the current frame and the last frame, this is required because of Temporal Reprojection. At this step, we already have a frame we could display. In the next passes, only anti-aliasing and post-processing effects like motion blur are added. In the meantime, the LightManager builds a list of ShadowSources which need an update. It creates a scene render and renders the scene from the view of the shadow sources to the global shadow atlas. There are a limited amount of shadow updates per frame available, and the updates are stored in a queue. So when displaying many shadow-lights, not each shadowmap is update each frame. The reason is, again, performance. When you need a custom shadow caster shader, e.g. for alpha blending, you should use the Shader/DefaultShaowCaster.* as prefab. """ def __init__(self, showbase): """ Creates a new pipeline """ DebugObject.__init__(self, "RenderingPipeline") self.showbase = showbase self.settings = None self.mountManager = MountManager() def getMountManager(self): """ Returns the mount manager. You can use this to set the write directory and base path """ return self.mountManager def loadSettings(self, filename): """ Loads the pipeline settings from an ini file """ self.settings = PipelineSettingsManager() self.settings.loadFromFile(filename) def getSettings(self): """ Returns the current pipeline settings """ return self.settings def create(self): """ Creates this pipeline """ self.debug("Setting up render pipeline") if self.settings is None: self.error("You have to call loadSettings first!") return self.debug("Analyzing system ..") SystemAnalyzer.analyze() self.debug("Checking required Panda3D version ..") SystemAnalyzer.checkPandaVersionOutOfDate(01, 12, 2014) # Mount everything first self.mountManager.mount() # Store globals, as cython can't handle them self.debug("Setting up globals") Globals.load(self.showbase) Globals.font = loader.loadFont("Data/Font/SourceSansPro-Semibold.otf") Globals.font.setPixelsPerUnit(25) # Setting up shader loading BetterShader._DumpShaders = self.settings.dumpGeneratedShaders # We use PTA's for shader inputs, because that's faster than # using setShaderInput self.temporalProjXOffs = PTAInt.emptyArray(1) self.cameraPosition = PTAVecBase3f.emptyArray(1) self.motionBlurFactor = PTAFloat.emptyArray(1) self.lastMVP = PTALMatrix4f.emptyArray(1) self.currentMVP = PTALMatrix4f.emptyArray(1) self.currentShiftIndex = PTAInt.emptyArray(1) # Initialize variables self.camera = self.showbase.cam self.size = self._getSize() self.cullBounds = None # For the temporal reprojection it is important that the window width # is a multiple of 2 if self.settings.enableTemporalReprojection and self.size.x % 2 == 1: self.error( "The window has to have a width which is a multiple of 2 " "(Current: ", self.showbase.win.getXSize(), ")") self.error( "I'll correct that for you, but next time pass the correct " "window size!") wp = WindowProperties() wp.setSize(self.showbase.win.getXSize() + 1, self.showbase.win.getYSize()) self.showbase.win.requestProperties(wp) self.showbase.graphicsEngine.openWindows() # Get new size self.size = self._getSize() # Debug variables to disable specific features self.haveLightingPass = True # haveCombiner can only be true when haveLightingPass is enabled self.haveCombiner = True self.haveMRT = True # Not as good as I want it, so disabled. I'll work on it. self.blurEnabled = False self.debug("Window size is", self.size.x, "x", self.size.y) self.showbase.camLens.setNearFar(0.1, 50000) self.showbase.camLens.setFov(90) self.showbase.win.setClearColor(Vec4(1.0, 0.0, 1.0, 1.0)) # Create GI handler if self.settings.enableGlobalIllumination: self._setupGlobalIllumination() # Create occlusion handler self._setupOcclusion() if self.settings.displayOnscreenDebugger: self.guiManager = PipelineGuiManager(self) self.guiManager.setup() # Generate auto-configuration for shaders self._generateShaderConfiguration() # Create light manager, which handles lighting + shadows if self.haveLightingPass: self.lightManager = LightManager(self) self.patchSize = LVecBase2i(self.settings.computePatchSizeX, self.settings.computePatchSizeY) # Create separate scene graphs. The deferred graph is render self.forwardScene = NodePath("Forward-Rendering") self.transparencyScene = NodePath("Transparency-Rendering") self.transparencyScene.setBin("transparent", 30) # We need no transparency (we store other information in the alpha # channel) self.showbase.render.setAttrib( TransparencyAttrib.make(TransparencyAttrib.MNone), 100) # Now create deferred render buffers self._makeDeferredTargets() # Create the target which constructs the view-space normals and # position from world-space position if self.occlusion.requiresViewSpacePosNrm(): self._createNormalPrecomputeBuffer() if self.settings.enableGlobalIllumination: self._creatGIPrecomputeBuffer() # Setup the buffers for lighting self._createLightingPipeline() # Setup combiner for temporal reprojetion if self.haveCombiner and self.settings.enableTemporalReprojection: self._createCombiner() if self.occlusion.requiresBlurring(): self._createOcclusionBlurBuffer() self._setupAntialiasing() if self.blurEnabled: self._createDofStorage() self._createBlurBuffer() # Not sure why it has to be 0.25. But that leads to the best result aspect = float(self.size.y) / self.size.x self.onePixelShift = Vec2(0.125 / self.size.x, 0.125 / self.size.y / aspect) * self.settings.jitterAmount # Annoying that Vec2 has no multliply-operator for non-floats multiplyVec2 = lambda a, b: Vec2(a.x * b.x, a.y * b.y) if self.antialias.requiresJittering(): self.pixelShifts = [ multiplyVec2(self.onePixelShift, Vec2(-0.25, 0.25)), multiplyVec2(self.onePixelShift, Vec2(0.25, -0.25)) ] else: self.pixelShifts = [Vec2(0), Vec2(0)] self.currentPixelShift = PTAVecBase2f.emptyArray(1) self.lastPixelShift = PTAVecBase2f.emptyArray(1) self._setupFinalPass() self._setShaderInputs() # Give the gui a hint when the pipeline is done loading if self.settings.displayOnscreenDebugger: self.guiManager.onPipelineLoaded() # add update task self._attachUpdateTask() def getForwardScene(self): """ Reparent objects to this scene to use forward rendering. Objects in this scene will directly get rendered, with no lighting etc. applied. """ return self.forwardScene def getTransparentScene(self): """ Reparent objects to this scene to allow this objects to have transparency. Objects in this scene will get directly rendered and no lighting will get applied. """ return self.transparencyScene def _createCombiner(self): """ Creates the target which combines the result from the lighting computation and last frame together (Temporal Reprojection) """ self.combiner = RenderTarget("Combine-Temporal") self.combiner.addColorTexture() self.combiner.setColorBits(16) self.combiner.prepareOffscreenBuffer() self._setCombinerShader() def _setupGlobalIllumination(self): """ Creates the GI handler """ self.globalIllum = GlobalIllumination(self) self.globalIllum.setup() def _setupAntialiasing(self): """ Creates the antialiasing technique """ technique = self.settings.antialiasingTechnique self.debug("Creating antialiasing handler for", technique) if technique == "None": self.antialias = AntialiasingTechniqueNone() elif technique == "SMAA": self.antialias = AntialiasingTechniqueSMAA() elif technique == "FXAA": self.antialias = AntialiasingTechniqueFXAA() else: self.error("Unkown antialiasing technique", technique, "-> using None:") self.antialias = AntialiasingTechniqueNone() if self.occlusion.requiresBlurring(): self.antialias.setColorTexture( self.blurOcclusionH.getColorTexture()) else: if self.haveCombiner and self.settings.enableTemporalReprojection: self.antialias.setColorTexture(self.combiner.getColorTexture()) else: self.antialias.setColorTexture( self.lightingComputeContainer.getColorTexture()) self.antialias.setDepthTexture(self.deferredTarget.getDepthTexture()) self.antialias.setVelocityTexture(self.deferredTarget.getAuxTexture(1)) self.antialias.setup() def _setupOcclusion(self): """ Creates the occlusion technique """ technique = self.settings.occlusionTechnique self.debug("Creating occlusion handle for", technique) if technique == "None": self.occlusion = AmbientOcclusionTechniqueNone() elif technique == "SAO": self.occlusion = AmbientOcclusionTechniqueSAO() else: self.error("Unkown occlusion technique:", technique) self.occlusion = AmbientOcclusionTechniqueNone() def _makeDeferredTargets(self): """ Creates the multi-render-target """ self.debug("Creating deferred targets") self.deferredTarget = RenderTarget("DeferredTarget") self.deferredTarget.addColorAndDepth() if self.haveMRT: self.deferredTarget.addAuxTextures(3) self.deferredTarget.setAuxBits(16) self.deferredTarget.setColorBits(32) self.deferredTarget.setDepthBits(32) self.deferredTarget.prepareSceneRender() def _setupFinalPass(self): """ Setups the final pass which applies motion blur and so on """ # Set wrap for motion blur colorTex = self.antialias.getResultTexture() colorTex.setWrapU(Texture.WMClamp) colorTex.setWrapV(Texture.WMClamp) self._setFinalPassShader() def _makeLightPerTileStorage(self): """ Creates a texture to store the lights per tile into. Should get replaced with ssbos later """ storageSizeX = self.precomputeSize.x * 8 storageSizeY = self.precomputeSize.y * 8 self.debug("Creating per tile storage of size", storageSizeX, "x", storageSizeY) self.lightPerTileStorage = Texture("LightsPerTile") self.lightPerTileStorage.setup2dTexture(storageSizeX, storageSizeY, Texture.TUnsignedShort, Texture.FR32i) self.lightPerTileStorage.setMinfilter(Texture.FTNearest) self.lightPerTileStorage.setMagfilter(Texture.FTNearest) def _creatGIPrecomputeBuffer(self): """ Creates the half-resolution buffer which computes gi and gi reflections. We use half-res for performance """ self.giPrecomputeBuffer = RenderTarget("GICompute") self.giPrecomputeBuffer.setSize(self.size.x / 2, self.size.y / 2) self.giPrecomputeBuffer.addColorTexture() self.giPrecomputeBuffer.addAuxTextures(1) self.giPrecomputeBuffer.setColorBits(16) self.giPrecomputeBuffer.prepareOffscreenBuffer() def _createLightingPipeline(self): """ Creates the lighting pipeline, including shadow handling """ if not self.haveLightingPass: self.debug("Skipping lighting pipeline") return self.debug("Creating lighting pipeline ..") # size has to be a multiple of the compute unit size # but still has to cover the whole screen sizeX = int(math.ceil(float(self.size.x) / self.patchSize.x)) sizeY = int(math.ceil(float(self.size.y) / self.patchSize.y)) self.precomputeSize = LVecBase2i(sizeX, sizeY) self.debug("Batch size =", sizeX, "x", sizeY, "Actual Buffer size=", int(sizeX * self.patchSize.x), "x", int(sizeY * self.patchSize.y)) self._makeLightPerTileStorage() # Create a buffer which computes which light affects which tile self._makeLightBoundsComputationBuffer(sizeX, sizeY) # Create a buffer which applies the lighting self._makeLightingComputeBuffer() # Register for light manager self.lightManager.setLightingComputator(self.lightingComputeContainer) self.lightManager.setLightingCuller(self.lightBoundsComputeBuff) self._loadFallbackCubemap() self._loadLookupCubemap() def _setShaderInputs(self): """ Sets most of the required shader inputs to the targets """ # Shader inputs for the light-culling pass if self.haveLightingPass: self.lightBoundsComputeBuff.setShaderInput( "destination", self.lightPerTileStorage) self.lightBoundsComputeBuff.setShaderInput( "depth", self.deferredTarget.getDepthTexture()) self.lightBoundsComputeBuff.setShaderInput("mainCam", self.showbase.cam) self.lightBoundsComputeBuff.setShaderInput("mainRender", self.showbase.render) # Shader inputs for the light-applying pass self.lightingComputeContainer.setShaderInput( "data0", self.deferredTarget.getColorTexture()) self.lightingComputeContainer.setShaderInput( "data1", self.deferredTarget.getAuxTexture(0)) self.lightingComputeContainer.setShaderInput( "data2", self.deferredTarget.getAuxTexture(1)) self.lightingComputeContainer.setShaderInput( "data3", self.deferredTarget.getAuxTexture(2)) self.lightingComputeContainer.setShaderInput( "depth", self.deferredTarget.getDepthTexture()) self.lightingComputeContainer.setShaderInput( "mainCam", self.showbase.cam) self.lightingComputeContainer.setShaderInput( "mainRender", self.showbase.render) if self.occlusion.requiresViewSpacePosNrm(): self.lightingComputeContainer.setShaderInput( "viewSpaceNormals", self.normalPrecompute.getColorTexture()) self.lightingComputeContainer.setShaderInput( "viewSpacePosition", self.normalPrecompute.getAuxTexture(0)) self.lightingComputeContainer.setShaderInput( "shadowAtlas", self.lightManager.getAtlasTex()) if self.settings.useHardwarePCF: self.lightingComputeContainer.setShaderInput( "shadowAtlasPCF", self.lightManager.getAtlasTex(), self.lightManager.getPCFSampleState()) self.lightingComputeContainer.setShaderInput( "destination", self.lightingComputeCombinedTex) self.lightingComputeContainer.setShaderInput( "temporalProjXOffs", self.temporalProjXOffs) self.lightingComputeContainer.setShaderInput( "cameraPosition", self.cameraPosition) self.lightingComputeContainer.setShaderInput( "noiseTexture", self.showbase.loader.loadTexture( "Data/Occlusion/noise4x4.png")) self.lightingComputeContainer.setShaderInput( "lightsPerTile", self.lightPerTileStorage) if self.settings.enableGlobalIllumination: self.lightingComputeContainer.setShaderInput( "giDiffuseTex", self.giPrecomputeBuffer.getColorTexture()) self.lightingComputeContainer.setShaderInput( "giReflectionTex", self.giPrecomputeBuffer.getAuxTexture(0)) # Shader inputs for the occlusion blur passes if self.occlusion.requiresBlurring() and self.haveCombiner: self.blurOcclusionH.setShaderInput( "colorTex", self.blurOcclusionV.getColorTexture()) if self.settings.enableTemporalReprojection: self.blurOcclusionV.setShaderInput( "colorTex", self.combiner.getColorTexture()) else: self.blurOcclusionV.setShaderInput( "colorTex", self.lightingComputeContainer.getColorTexture()) self.blurOcclusionH.setShaderInput( "normalTex", self.deferredTarget.getAuxTexture(0)) self.blurOcclusionV.setShaderInput( "normalTex", self.deferredTarget.getAuxTexture(0)) self.blurOcclusionH.setShaderInput( "normalsView", self.normalPrecompute.getAuxTexture(0)) self.blurOcclusionV.setShaderInput( "normalsView", self.normalPrecompute.getAuxTexture(0)) # Shader inputs for the blur passes if self.blurEnabled: self.blurColorH.setShaderInput("dofStorage", self.dofStorage) self.blurColorV.setShaderInput("dofStorage", self.dofStorage) self.blurColorH.setShaderInput("colorTex", self.antialias.getResultTexture()) self.blurColorH.setShaderInput( "depthTex", self.deferredTarget.getDepthTexture()) self.blurColorV.setShaderInput("colorTex", self.blurColorH.getColorTexture()) # Shader inputs for the temporal reprojection if self.haveCombiner and self.settings.enableTemporalReprojection: self.combiner.setShaderInput( "currentComputation", self.lightingComputeContainer.getColorTexture()) self.combiner.setShaderInput("lastFrame", self.lightingComputeCombinedTex) self.combiner.setShaderInput("positionBuffer", self.deferredTarget.getColorTexture()) self.combiner.setShaderInput("velocityBuffer", self.deferredTarget.getAuxTexture(1)) self.combiner.setShaderInput("currentPixelShift", self.currentPixelShift) self.combiner.setShaderInput("lastPixelShift", self.lastPixelShift) if self.blurEnabled: self.combiner.setShaderInput("dofStorage", self.dofStorage) self.combiner.setShaderInput("depthTex", self.deferredTarget.getDepthTexture()) self.combiner.setShaderInput("lastPosition", self.lastPositionBuffer) self.combiner.setShaderInput("temporalProjXOffs", self.temporalProjXOffs) self.combiner.setShaderInput("lastMVP", self.lastMVP) self.combiner.setShaderInput("cameraPosition", self.cameraPosition) self.combiner.setShaderInput("currentMVP", self.lastMVP) # Shader inputs for the final pass if self.blurEnabled: self.deferredTarget.setShaderInput( "colorTex", self.blurColorV.getColorTexture()) else: self.deferredTarget.setShaderInput( "colorTex", self.antialias.getResultTexture()) if self.occlusion.requiresBlurring(): self.normalPrecompute.setShaderInput( "positionTex", self.deferredTarget.getColorTexture()) self.normalPrecompute.setShaderInput("mainCam", self.showbase.cam) self.normalPrecompute.setShaderInput("mainRender", self.showbase.render) self.normalPrecompute.setShaderInput( "depthTex", self.deferredTarget.getDepthTexture()) if self.haveMRT: self.deferredTarget.setShaderInput( "velocityTex", self.deferredTarget.getAuxTexture(1)) self.deferredTarget.setShaderInput( "depthTex", self.deferredTarget.getDepthTexture()) self.deferredTarget.setShaderInput("motionBlurFactor", self.motionBlurFactor) if self.haveLightingPass: self.deferredTarget.setShaderInput("lastFrame", self.lightingComputeCombinedTex) if self.haveCombiner and self.settings.enableTemporalReprojection: self.deferredTarget.setShaderInput("newFrame", self.combiner.getColorTexture()) self.deferredTarget.setShaderInput("lastPosition", self.lastPositionBuffer) self.deferredTarget.setShaderInput("debugTex", self.combiner.getColorTexture()) else: self.deferredTarget.setShaderInput( "debugTex", self.antialias.getResultTexture()) self.deferredTarget.setShaderInput( "currentPosition", self.deferredTarget.getColorTexture()) # Set last / current mvp handles self.showbase.render.setShaderInput("lastMVP", self.lastMVP) # Set GI inputs if self.settings.enableGlobalIllumination: self.globalIllum.bindTo(self.giPrecomputeBuffer, "giData") self.giPrecomputeBuffer.setShaderInput( "data0", self.deferredTarget.getColorTexture()) self.giPrecomputeBuffer.setShaderInput( "data1", self.deferredTarget.getAuxTexture(0)) self.giPrecomputeBuffer.setShaderInput( "data2", self.deferredTarget.getAuxTexture(1)) self.giPrecomputeBuffer.setShaderInput( "data3", self.deferredTarget.getAuxTexture(2)) self.giPrecomputeBuffer.setShaderInput("cameraPosition", self.cameraPosition) # Finally, set shaders self.reloadShaders() def _loadFallbackCubemap(self): """ Loads the cubemap for image based lighting """ print self.settings.defaultReflectionCubemap cubemap = self.showbase.loader.loadCubeMap( self.settings.defaultReflectionCubemap) cubemap.setMinfilter(Texture.FTLinearMipmapLinear) cubemap.setMagfilter(Texture.FTLinearMipmapLinear) cubemap.setFormat(Texture.F_srgb) print math.log(cubemap.getXSize(), 2) self.lightingComputeContainer.setShaderInput("fallbackCubemap", cubemap) self.lightingComputeContainer.setShaderInput( "fallbackCubemapMipmaps", math.log(cubemap.getXSize(), 2)) def _loadLookupCubemap(self): self.debug("Loading lookup cubemap") cubemap = self.showbase.loader.loadCubeMap( "Data/Cubemaps/DirectionLookup/#.png") cubemap.setMinfilter(Texture.FTNearest) cubemap.setMagfilter(Texture.FTNearest) cubemap.setFormat(Texture.F_rgb8) self.lightingComputeContainer.setShaderInput("directionToFace", cubemap) def _makeLightBoundsComputationBuffer(self, w, h): """ Creates the buffer which precomputes the lights per tile """ self.debug("Creating light precomputation buffer of size", w, "x", h) self.lightBoundsComputeBuff = RenderTarget("ComputeLightTileBounds") self.lightBoundsComputeBuff.setSize(w, h) self.lightBoundsComputeBuff.setColorWrite(False) self.lightBoundsComputeBuff.prepareOffscreenBuffer() def _makeLightingComputeBuffer(self): """ Creates the buffer which applies the lighting """ self.lightingComputeContainer = RenderTarget("ComputeLighting") if self.settings.enableTemporalReprojection: self.lightingComputeContainer.setSize(self.size.x / 2, self.size.y) else: self.lightingComputeContainer.setSize(self.size.x, self.size.y) self.lightingComputeContainer.addColorTexture() self.lightingComputeContainer.setColorBits(16) self.lightingComputeContainer.prepareOffscreenBuffer() self.lightingComputeCombinedTex = Texture("Lighting-Compute-Combined") self.lightingComputeCombinedTex.setup2dTexture(self.size.x, self.size.y, Texture.TFloat, Texture.FRgba8) self.lightingComputeCombinedTex.setMinfilter(Texture.FTLinear) self.lightingComputeCombinedTex.setMagfilter(Texture.FTLinear) self.lastPositionBuffer = Texture("Last-Position-Buffer") self.lastPositionBuffer.setup2dTexture(self.size.x, self.size.y, Texture.TFloat, Texture.FRgba16) self.lastPositionBuffer.setMinfilter(Texture.FTNearest) self.lastPositionBuffer.setMagfilter(Texture.FTNearest) def _createOcclusionBlurBuffer(self): """ Creates the buffers needed to blur the occlusion """ self.blurOcclusionV = RenderTarget("blurOcclusionVertical") self.blurOcclusionV.addColorTexture() self.blurOcclusionV.prepareOffscreenBuffer() self.blurOcclusionH = RenderTarget("blurOcclusionHorizontal") self.blurOcclusionH.addColorTexture() self.blurOcclusionH.prepareOffscreenBuffer() # Mipmaps for blur? # self.blurOcclusionV.getColorTexture().setMinfilter( # Texture.FTLinearMipmapLinear) # self.combiner.getColorTexture().setMinfilter( # Texture.FTLinearMipmapLinear) def _createBlurBuffer(self): """ Creates the buffers for the dof """ self.blurColorV = RenderTarget("blurColorVertical") self.blurColorV.addColorTexture() self.blurColorV.prepareOffscreenBuffer() self.blurColorH = RenderTarget("blurColorHorizontal") self.blurColorH.addColorTexture() self.blurColorH.prepareOffscreenBuffer() # self.blurColorH.getColorTexture().setMinfilter( # Texture.FTLinearMipmapLinear) # self.antialias.getResultTexture().setMinfilter( # Texture.FTLinearMipmapLinear) def _createNormalPrecomputeBuffer(self): """ Creates a buffer which reconstructs the normals and position from view-space """ self.normalPrecompute = RenderTarget("PrecomputeNormals") self.normalPrecompute.addColorTexture() self.normalPrecompute.addAuxTextures(1) self.normalPrecompute.setColorBits(16) self.normalPrecompute.setAuxBits(16) self.normalPrecompute.prepareOffscreenBuffer() def _createDofStorage(self): """ Creates the texture where the dof factor is stored in, so we don't recompute it each pass """ self.dofStorage = Texture("DOFStorage") self.dofStorage.setup2dTexture(self.size.x, self.size.y, Texture.TFloat, Texture.FRg16) def _setOcclusionBlurShader(self): """ Sets the shaders which blur the occlusion """ blurVShader = BetterShader.load( "Shader/DefaultPostProcess.vertex", "Shader/BlurOcclusionVertical.fragment") blurHShader = BetterShader.load( "Shader/DefaultPostProcess.vertex", "Shader/BlurOcclusionHorizontal.fragment") self.blurOcclusionV.setShader(blurVShader) self.blurOcclusionH.setShader(blurHShader) def _setGIComputeShader(self): """ Sets the shader which computes the GI """ giShader = BetterShader.load("Shader/DefaultPostProcess.vertex", "Shader/ComputeGI.fragment") self.giPrecomputeBuffer.setShader(giShader) def _setBlurShader(self): """ Sets the shaders which blur the color """ blurVShader = BetterShader.load("Shader/DefaultPostProcess.vertex", "Shader/BlurVertical.fragment") blurHShader = BetterShader.load("Shader/DefaultPostProcess.vertex", "Shader/BlurHorizontal.fragment") self.blurColorV.setShader(blurVShader) self.blurColorH.setShader(blurHShader) def _setLightingShader(self): """ Sets the shader which applies the light """ lightShader = BetterShader.load("Shader/DefaultPostProcess.vertex", "Shader/ApplyLighting.fragment") self.lightingComputeContainer.setShader(lightShader) def _setCombinerShader(self): """ Sets the shader which combines the lighting with the previous frame (temporal reprojection) """ cShader = BetterShader.load("Shader/DefaultPostProcess.vertex", "Shader/Combiner.fragment") self.combiner.setShader(cShader) def _setPositionComputationShader(self): """ Sets the shader which computes the lights per tile """ pcShader = BetterShader.load("Shader/DefaultPostProcess.vertex", "Shader/PrecomputeLights.fragment") self.lightBoundsComputeBuff.setShader(pcShader) def _setFinalPassShader(self): """ Sets the shader which computes the final frame, with motion blur and so on """ fShader = BetterShader.load("Shader/DefaultPostProcess.vertex", "Shader/Final.fragment") self.deferredTarget.setShader(fShader) def _getSize(self): """ Returns the window size. """ return LVecBase2i(self.showbase.win.getXSize(), self.showbase.win.getYSize()) def reloadShaders(self): """ Reloads all shaders """ if self.haveLightingPass: self.lightManager.debugReloadShader() self._setPositionComputationShader() self._setLightingShader() if self.haveCombiner and self.settings.enableTemporalReprojection: self._setCombinerShader() self._setFinalPassShader() if self.settings.enableGlobalIllumination: self._setGIComputeShader() if self.occlusion.requiresBlurring(): self._setOcclusionBlurShader() if self.blurEnabled: self._setBlurShader() if self.occlusion.requiresViewSpacePosNrm(): self._setNormalExtractShader() self.antialias.reloadShader() if self.settings.enableGlobalIllumination: self.globalIllum.reloadShader() def _setNormalExtractShader(self): """ Sets the shader which constructs the normals from position """ npShader = BetterShader.load("Shader/DefaultPostProcess.vertex", "Shader/ExtractNormals.fragment") self.normalPrecompute.setShader(npShader) def _attachUpdateTask(self): """ Attaches the update tasks to the showbase """ self.showbase.addTask(self._preRenderCallback, "RP_BeforeRender", sort=-5000) self.showbase.addTask(self._update, "RP_Update", sort=-10) if self.haveLightingPass: self.showbase.addTask(self._updateLights, "RP_UpdateLights", sort=-9) self.showbase.addTask(self._updateShadows, "RP_UpdateShadows", sort=-8) self.showbase.addTask(self._processShadowCallbacks, "RP_ShadowCallbacks", sort=-5) if self.settings.displayOnscreenDebugger: self.showbase.addTask(self._updateGUI, "RP_UpdateGUI", sort=7) self.showbase.addTask(self._postRenderCallback, "RP_AfterRender", sort=5000) def _preRenderCallback(self, task=None): """ Called before rendering """ if self.settings.enableGlobalIllumination: self.globalIllum.process() self.antialias.preRenderUpdate() if task is not None: return task.cont def _postRenderCallback(self, task=None): """ Called after rendering """ self.antialias.postRenderUpdate() if task is not None: return task.cont def _computeCameraBounds(self): """ Computes the current camera bounds, i.e. for light culling """ cameraBounds = self.camera.node().getLens().makeBounds() cameraBounds.xform(self.camera.getMat(self.showbase.render)) return cameraBounds def _updateLights(self, task=None): """ Task which updates/culls the lights """ self.lightManager.updateLights() if task is not None: return task.cont def _processShadowCallbacks(self, task=None): self.lightManager.processCallbacks() if task is not None: return task.cont def _updateShadows(self, task=None): """ Task which updates the shadow maps """ self.lightManager.updateShadows() if task is not None: return task.cont def _updateGUI(self, task=None): """ Task which updates the onscreen gui debugger """ self.guiManager.update() if task is not None: return task.cont def _update(self, task=None): """ Main update task """ self.currentShiftIndex[0] = 1 - self.currentShiftIndex[0] currentFPS = 1.0 / self.showbase.taskMgr.globalClock.getDt() self.temporalProjXOffs[0] = 1 - self.temporalProjXOffs[0] self.cameraPosition[0] = self.showbase.cam.getPos(self.showbase.render) self.motionBlurFactor[0] = min( 1.5, currentFPS / 60.0) * self.settings.motionBlurFactor self.cullBounds = self._computeCameraBounds() if self.haveLightingPass: self.lightManager.setCullBounds(self.cullBounds) self.lastMVP[0] = self.currentMVP[0] self.currentMVP[0] = self._computeMVP() shift = self.pixelShifts[self.currentShiftIndex[0]] self.lastPixelShift[0] = self.currentPixelShift[0] self.currentPixelShift[0] = shift Globals.base.camLens.setFilmOffset(shift.x, shift.y) if task is not None: return task.cont def _computeMVP(self): """ Computes the current mvp. Actually, this is the worldViewProjectionMatrix, but for convience it's called mvp. """ camLens = self.showbase.camLens projMat = Mat4.convertMat( CSYupRight, camLens.getCoordinateSystem()) * camLens.getProjectionMat() transformMat = TransformState.makeMat( Mat4.convertMat( self.showbase.win.getGsg().getInternalCoordinateSystem(), CSZupRight)) modelViewMat = transformMat.invertCompose( self.showbase.render.getTransform(self.showbase.cam)).getMat() return UnalignedLMatrix4f(modelViewMat * projMat) def getLightManager(self): """ Returns a handle to the light manager """ return self.lightManager def getDefaultObjectShader(self, tesselated=False): """ Returns the default shader for objects """ if not tesselated: shader = BetterShader.load( "Shader/DefaultObjectShader/vertex.glsl", "Shader/DefaultObjectShader/fragment.glsl") else: self.warn("Tesselation is only experimental! Remember " "to convert the geometry to patches first!") shader = BetterShader.load( "Shader/DefaultObjectShader/vertex.glsl", "Shader/DefaultObjectShader/fragment.glsl", "", "Shader/DefaultObjectShader/tesscontrol.glsl", "Shader/DefaultObjectShader/tesseval.glsl") return shader def _getDeferredBuffer(self): """ Returns a handle to the internal deferred target """ return self.deferredTarget.getInternalBuffer() def addLight(self, light): """ Adds a light to the list of rendered lights """ if self.haveLightingPass: self.lightManager.addLight(light) else: self.warn("Lighting is disabled, so addLight has no effect") def setScattering(self, scatteringModel): """ Sets a scattering model to use. Only has an effect if enableScattering is enabled """ self.debug("Loading scattering model ..") if not self.settings.enableScattering: self.error("You cannot set a scattering model as scattering is not" " enabled in your pipeline.ini!") return self.lightingComputeContainer.setShaderInput( "transmittanceSampler", scatteringModel.getTransmittanceResult()) self.lightingComputeContainer.setShaderInput( "inscatterSampler", scatteringModel.getInscatterTexture()) scatteringModel.bindTo(self.lightingComputeContainer, "scatteringOptions") def enableDefaultEarthScattering(self): """ Adds a standard scattering model, representing the atmosphere of the earth. This is a shortcut for creating a Scattering instance and precomputing it """ earthScattering = Scattering() scale = 1000000000 earthScattering.setSettings({ "atmosphereOffset": Vec3(0, 0, -(6360.0 + 9.5) * scale), "atmosphereScale": Vec3(scale) }) earthScattering.precompute() self.setScattering(earthScattering) def setGILightSource(self, light): """ Sets the light source for the global illumination. The GI uses this light to shade the voxels, so this light is the only light which "casts" global illumination. When GI is disabled, this has no effect """ if self.settings.enableGlobalIllumination: self.globalIllum.setTargetLight(light) def _generateShaderConfiguration(self): """ Genrates the global shader include which defines most values used in the shaders. """ self.debug("(Re)Generating shader configuration") # Generate list of defines defines = [] if self.settings.antialiasingTechnique == "SMAA": quality = self.settings.smaaQuality.upper() if quality in ["LOW", "MEDIUM", "HIGH", "ULTRA"]: defines.append(("SMAA_PRESET_" + quality, "")) else: self.error("Unrecognized SMAA quality:", quality) return defines.append( ("LIGHTING_COMPUTE_PATCH_SIZE_X", self.settings.computePatchSizeX)) defines.append( ("LIGHTING_COMPUTE_PATCH_SIZE_Y", self.settings.computePatchSizeY)) defines.append(("LIGHTING_MIN_MAX_DEPTH_ACCURACY", self.settings.minMaxDepthAccuracy)) if self.blurEnabled: defines.append(("USE_DOF", 1)) if self.settings.useSimpleLighting: defines.append(("USE_SIMPLE_LIGHTING", 1)) if self.settings.anyLightBoundCheck: defines.append(("LIGHTING_ANY_BOUND_CHECK", 1)) if self.settings.accurateLightBoundCheck: defines.append(("LIGHTING_ACCURATE_BOUND_CHECK", 1)) if self.settings.renderShadows: defines.append(("USE_SHADOWS", 1)) defines.append( ("AMBIENT_CUBEMAP_SAMPLES", self.settings.ambientCubemapSamples)) defines.append( ("SHADOW_MAP_ATLAS_SIZE", self.settings.shadowAtlasSize)) defines.append(("SHADOW_MAX_UPDATES_PER_FRAME", self.settings.maxShadowUpdatesPerFrame)) defines.append(("SHADOW_GEOMETRY_MAX_VERTICES", self.settings.maxShadowUpdatesPerFrame * 3)) defines.append(("SHADOW_NUM_PCF_SAMPLES", self.settings.numPCFSamples)) defines.append(("SHADOW_NUM_PCSS_SEARCH_SAMPLES", self.settings.numPCSSSearchSamples)) defines.append(("SHADOW_NUM_PCSS_FILTER_SAMPLES", self.settings.numPCSSFilterSamples)) defines.append(("SHADOW_PSSM_BORDER_PERCENTAGE", self.settings.shadowCascadeBorderPercentage)) if self.settings.useHardwarePCF: defines.append(("USE_HARDWARE_PCF", 1)) defines.append(("WINDOW_WIDTH", self.size.x)) defines.append(("WINDOW_HEIGHT", self.size.y)) if self.settings.motionBlurEnabled: defines.append(("USE_MOTION_BLUR", 1)) defines.append( ("MOTION_BLUR_SAMPLES", self.settings.motionBlurSamples)) # Occlusion defines.append( ("OCCLUSION_TECHNIQUE_" + self.occlusion.getIncludeName(), 1)) defines.append(("OCCLUSION_RADIUS", self.settings.occlusionRadius)) defines.append(("OCCLUSION_STRENGTH", self.settings.occlusionStrength)) defines.append( ("OCCLUSION_SAMPLES", self.settings.occlusionSampleCount)) if self.settings.displayOnscreenDebugger: defines.append(("DEBUGGER_ACTIVE", 1)) extraSettings = self.guiManager.getDefines() defines += extraSettings if self.settings.enableTemporalReprojection: defines.append(("USE_TEMPORAL_REPROJECTION", 1)) if self.settings.enableGlobalIllumination: defines.append(("USE_GLOBAL_ILLUMINATION", 1)) if self.settings.enableScattering: defines.append(("USE_SCATTERING", 1)) # Pass near far defines.append(("CAMERA_NEAR", Globals.base.camLens.getNear())) defines.append(("CAMERA_FAR", Globals.base.camLens.getFar())) # Generate output = "// Autogenerated by RenderingPipeline.py\n" output += "// Do not edit! Your changes will be lost.\n\n" for key, value in defines: output += "#define " + key + " " + str(value) + "\n" # Try to write the file try: with open("PipelineTemp/ShaderAutoConfig.include", "w") as handle: handle.write(output) except Exception, msg: self.fatal( "Error writing shader autoconfig. Maybe no write-access?") return
class RenderingPipeline(DebugObject): """ This is the main rendering pipeline module. It setups the whole pipeline process, as well as creating the managers for the different effects/passes. It also handles some functions to prepare the scene, e.g. for tesselation. """ def __init__(self, showbase): """ Creates a new pipeline """ DebugObject.__init__(self, "RenderingPipeline") self.showbase = showbase self.settings = None self.ready = False self.mountManager = MountManager() def getMountManager(self): """ Returns the mount manager. You can use this to set the write directory and base path """ return self.mountManager def loadSettings(self, filename): """ Loads the pipeline settings from an ini file """ self.settings = PipelineSettingsManager() self.settings.loadFromFile(filename) # This has to be here, before anything is printed DebugObject.setOutputLevel(self.settings.pipelineOutputLevel) def getSettings(self): """ Returns the current pipeline settings """ return self.settings def addLight(self, light): """ Attaches a new light to the pipeline, this just forwards the call to the light manager. """ self.lightManager.addLight(light) def removeLight(self, light): """ Removes a light from the pipeline, this just forwards the call to the light manager. """ self.lightManager.removeLight(light) def onSceneInitialized(self): """ Tells the pipeline that the scene is ready to be rendered. This starts shadow updates """ self.ready = True def setGILightSource(self, lightSource): """ Sets the light used to compute GI. For now, only directional lights can cast GI. """ if self.settings.enableGlobalIllumination: self.globalIllum.setTargetLight(lightSource) def setScatteringSource(self, lightSource): """ Sets the light source used for the scattering, can be a point or directional light """ if self.settings.enableScattering: self.scattering.setSunLight(lightSource) def getMainPassBitmask(self): """ Returns the camera bit used to render the main scene """ return BitMask32.bit(2) def getShadowPassBitmask(self): """ Returns the camera bit used to render the shadow scene """ return BitMask32.bit(3) def getVoxelizePassBitmask(self): """ Returns the camera bit used to voxelize the scene for GI """ return BitMask32.bit(4) def createMaterial(self, baseColor, roughness=0.5, specular=0.5, metallic=0.0, bumpFactor=0.0): """ Creates and returns a new material with the given physically based parameters """ material = Material() material.set_diffuse(VBase4(baseColor.x, baseColor.y, baseColor.z, bumpFactor)) material.set_ambient(VBase4(0.0)) material.set_emission(VBase4(0.0)) material.set_shininess(0.0) material.set_specular(VBase4(specular, metallic, roughness, 0.0)) return material def setEffect(self, obj, effect, properties = None, sort=0): """ Applies the effect to an object with the given properties """ effect = self.effectLoader.loadEffect(effect, properties) if effect.getSetting("transparent"): pass if effect.getSetting("dynamic"): self.registerDynamicObject(obj) if not effect.getSetting("castShadows"): obj.hide(self.getShadowPassBitmask()) if not effect.getSetting("castGI"): obj.hide(self.getVoxelizePassBitmask()) obj.setShader(effect.getShader("Default"), sort) # Create shadow caster state if effect.getSetting("castShadows"): initialState = NodePath("EffectInitialState"+str(effect.getEffectID())) initialState.setShader(effect.getShader("Shadows"), sort + 20) initialState.setAttrib(ColorWriteAttrib.make(ColorWriteAttrib.COff)) stateName = "NodeEffect" + str(effect.getEffectID()) self.lightManager.shadowPass.registerTagState(stateName, initialState.getState()) obj.setTag("ShadowPassShader", stateName) def fillTextureStages(self, nodePath): """ Prepares all materials of a given nodepath to have at least the 4 default textures in the correct order: [diffuse, normal, specular, roughness] """ emptyDiffuseTex = loader.loadTexture("Data/Textures/EmptyDiffuseTexture.png") emptyNormalTex = loader.loadTexture("Data/Textures/EmptyNormalTexture.png") emptySpecularTex = loader.loadTexture("Data/Textures/EmptySpecularTexture.png") emptyRoughnessTex = loader.loadTexture("Data/Textures/EmptyRoughnessTexture.png") textureOrder = [emptyDiffuseTex, emptyNormalTex, emptySpecularTex, emptyRoughnessTex] textureSorts = [0, 10, 20, 30] # Prepare the textures for tex in textureOrder: tex.setMinfilter(SamplerState.FTLinear) tex.setMagfilter(SamplerState.FTLinear) tex.setFormat(Texture.FRgba) # Iterate over all geom nodes for np in nodePath.findAllMatches("**/+GeomNode"): # Check how many texture stages the nodepath already has stages = np.findAllTextureStages() numStages = len(stages) # Fill the texture stages up for i in xrange(numStages, 4): stage = TextureStage("DefaultTexStage" + str(i)) stage.setSort(textureSorts[i]) stage.setMode(TextureStage.CMModulate) stage.setColor(Vec4(0, 0, 0, 1)) np.setTexture(stage, textureOrder[i]) def registerDynamicObject(self, np): """ Registers a new dynamic object to the pipeline. Every object which moves or transforms its vertices (like actors) has to be registered to make sure the velocity buffers are correct. When the object is deleted, unregisterDynamicObject should be called. """ self.dynamicObjectsManager.registerObject(np) def unregisterDynamicObject(self, np): """ Unregisters a dynamic object which was previously registered with registerDynamicObject """ self.dynamicObjectsManager.unregisterObject(np) def getDefaultSkybox(self, scale=40000): """ Loads the default skybox, scaling it by the given scale factor. Note that there should always be a noticeable difference between the skybox scale and the camera far plane, to avoid z-fighting issues. The default skybox also comes with a default skybox shader aswell as a default skybox texture. The shaders and textures can be overridden by the user if required. """ skybox = loader.loadModel("Models/Skybox/Model.egg.bam") skybox.setScale(scale) skytex = loader.loadTexture("Data/Skybox/sky.jpg") skytex.setWrapU(SamplerState.WMRepeat) skytex.setWrapV(SamplerState.WMRepeat) skytex.setMinfilter(SamplerState.FTLinear) skytex.setMagfilter(SamplerState.FTLinear) skybox.setShaderInput("skytex", skytex) self.setEffect(skybox, "Effects/Skybox/Skybox.effect", { "castShadows": False, "normalMapping": False, "castGI": False}, 100) skybox.setName("Skybox") return skybox def reloadShaders(self): """ Reloads all shaders and regenerates all intitial states. This function also updates the shader autoconfig """ self.debug("Reloading shaders") self.renderPassManager.writeAutoconfig() self.renderPassManager.setShaders() if self.settings.enableGlobalIllumination: self.globalIllum.reloadShader() def getRenderPassManager(self): """ Returns a handle to the render pass manager attribute """ return self.renderPassManager def getSize(self): """ Returns the window size """ return self._size def _createTasks(self): """ Spanws the pipeline update tasks, this are mainly the pre-render and post-render tasks, whereas the pre-render task has a lower priority than the draw task, and the post-render task has a higher priority. """ self.showbase.addTask(self._preRenderUpdate, "RP_BeforeRender", sort=10) self.showbase.addTask(self._postRenderUpdate, "RP_AfterRender", sort=100) for task in self.showbase.taskMgr.getAllTasks(): print task, task.getSort() def _createInputHandles(self): """ Defines various inputs to be used in the shader passes. Most inputs use pta-arrays, so updating them is faster than using setShaderInput all the time. """ self.cameraPosition = PTAVecBase3f.emptyArray(1) self.currentViewMat = PTALMatrix4f.emptyArray(1) self.lastMVP = PTALMatrix4f.emptyArray(1) self.currentMVP = PTALMatrix4f.emptyArray(1) self.frameIndex = PTAInt.emptyArray(1) self.frameDelta = PTAFloat.emptyArray(1) self.renderPassManager.registerStaticVariable("lastMVP", self.lastMVP) self.renderPassManager.registerStaticVariable("currentMVP", self.currentMVP) self.renderPassManager.registerStaticVariable("frameIndex", self.frameIndex) self.renderPassManager.registerStaticVariable("cameraPosition", self.cameraPosition) self.renderPassManager.registerStaticVariable("mainCam", self.showbase.cam) self.renderPassManager.registerStaticVariable("mainRender", self.showbase.render) self.renderPassManager.registerStaticVariable("frameDelta", self.frameDelta) self.renderPassManager.registerStaticVariable("currentViewMat", self.currentViewMat) # self.transformMat = TransformState.makeMat(Mat4.convertMat(Globals.base.win.getGsg().getInternalCoordinateSystem(), CSZupRight)) self.transformMat = TransformState.makeMat(Mat4.convertMat(CSYupRight, CSZupRight)) def _preRenderUpdate(self, task): """ This is the pre render task which handles updating of all the managers as well as calling the pipeline update task """ if not self.ready: return task.cont self._updateInputHandles() self.lightManager.update() if self.guiManager: self.guiManager.update() if self.transparencyManager: self.transparencyManager.update() self.antialiasingManager.update() self.renderPassManager.preRenderUpdate() if self.globalIllum: self.globalIllum.update() if self.scattering: self.scattering.update() self.dynamicObjectsManager.update() return task.cont def _updateInputHandles(self): """ Updates the input-handles on a per frame basis defined in _createInputHandles """ # Compute camera bounds cameraBounds = self.showbase.camNode.getLens().makeBounds() cameraBounds.xform(self.showbase.camera.getMat(self.showbase.render)) self.lightManager.setCullBounds(cameraBounds) self.lastMVP[0] = UnalignedLMatrix4f(self.currentMVP[0]) self.currentMVP[0] = self._computeMVP() self.currentViewMat[0] = UnalignedLMatrix4f(self.transformMat.invertCompose(self.showbase.render.getTransform(self.showbase.cam)).getMat()) self.frameDelta[0] = Globals.clock.getDt() self.cameraPosition[0] = self.showbase.cam.getPos(self.showbase.render) self.frameIndex[0] = self.frameIndex[0] + 1 def _computeMVP(self): """ Computes the current scene mvp. Actually, this is the worldViewProjectionMatrix, but for convience it's called mvp. """ camLens = self.showbase.camLens projMat = camLens.getProjectionMat() modelViewMat = self.showbase.render.getTransform(self.showbase.cam).getMat() return UnalignedLMatrix4f(modelViewMat * projMat) def _postRenderUpdate(self, task): """ This is the post render update, being called after the draw task. """ if not self.ready: return task.cont return task.cont def _createViewSpacePass(self): """ Creates a pass which computes the view space normals and position. This pass is only created if any render pass requires the provided inputs """ if self.renderPassManager.anyPassRequires("ViewSpacePass.normals") or \ self.renderPassManager.anyPassRequires("ViewSpacePass.position"): self.viewSpacePass = ViewSpacePass() self.renderPassManager.registerPass(self.viewSpacePass) def _createDefaultTextureInputs(self): """ This method loads various textures used in the different render passes and provides them as inputs to the render pass manager """ for color in ["White", "Black"]: emptyTex = loader.loadTexture("Data/Textures/" + color + ".png") emptyTex.setMinfilter(SamplerState.FTLinear) emptyTex.setMagfilter(SamplerState.FTLinear) emptyTex.setWrapU(SamplerState.WMClamp) emptyTex.setWrapV(SamplerState.WMClamp) self.renderPassManager.registerStaticVariable("emptyTexture" + color, emptyTex) texNoise = loader.loadTexture("Data/Textures/noise4x4.png") texNoise.setMinfilter(SamplerState.FTNearest) texNoise.setMagfilter(SamplerState.FTNearest) self.renderPassManager.registerStaticVariable("noise4x4", texNoise) # Load the cubemap which is used for point light shadow rendering cubemapLookup = self.showbase.loader.loadCubeMap( "Data/Cubemaps/DirectionLookup/#.png") cubemapLookup.setMinfilter(SamplerState.FTNearest) cubemapLookup.setMagfilter(SamplerState.FTNearest) cubemapLookup.setFormat(Texture.FRgb8) self.renderPassManager.registerStaticVariable("directionToFaceLookup", cubemapLookup) # Load the default environment cubemap cubemapEnv = self.showbase.loader.loadCubeMap( self.settings.defaultReflectionCubemap, readMipmaps=True) cubemapEnv.setMinfilter(SamplerState.FTLinearMipmapLinear) cubemapEnv.setMagfilter(SamplerState.FTLinearMipmapLinear) cubemapEnv.setFormat(Texture.FRgba) self.renderPassManager.registerStaticVariable("defaultEnvironmentCubemap", cubemapEnv) self.renderPassManager.registerStaticVariable("defaultEnvironmentCubemapMipmaps", cubemapEnv.getExpectedNumMipmapLevels()) # Load the color LUT colorLUT = loader.loadTexture("Data/ColorLUT/" + self.settings.colorLookupTable) colorLUT.setWrapU(SamplerState.WMClamp) colorLUT.setWrapV(SamplerState.WMClamp) colorLUT.setFormat(Texture.F_rgb16) colorLUT.setMinfilter(SamplerState.FTLinear) colorLUT.setMagfilter(SamplerState.FTLinear) self.renderPassManager.registerStaticVariable("colorLUT", colorLUT) def _createGenericDefines(self): """ Registers some of the configuration defines, mainly specified in the pipeline config, at the render pass manager """ define = lambda name, val: self.renderPassManager.registerDefine(name, val) define("WINDOW_WIDTH", self._size.x) define("WINDOW_HEIGHT", self._size.y) if self.settings.displayOnscreenDebugger: define("DEBUGGER_ACTIVE", 1) if self.settings.enableGlobalIllumination: define("USE_GLOBAL_ILLUMINATION", 1) # TODO: Move to scattering module if self.settings.enableScattering: define("USE_SCATTERING", 1) define("GLOBAL_AMBIENT_FACTOR", self.settings.globalAmbientFactor) # Pass camera near and far plane define("CAMERA_NEAR", Globals.base.camLens.getNear()) define("CAMERA_FAR", Globals.base.camLens.getFar()) def _createGlobalIllum(self): """ Creates the global illumination manager if enabled in the settings """ if self.settings.enableGlobalIllumination: self.globalIllum = GlobalIllumination(self) self.globalIllum.setup() else: self.globalIllum = None def _precomputeScattering(self): """ Precomputes the scattering model for the default atmosphere if specified in the settings """ if self.settings.enableScattering: earthScattering = Scattering(self) scale = 100000 earthScattering.setSettings({ "atmosphereOffset": Vec3(0, 0, - (6360.0 + 16.5) * scale), "atmosphereScale": Vec3(scale) }) earthScattering.precompute() earthScattering.provideInputs() self.scattering = earthScattering else: self.scattering = None def getScattering(self): """ Returns the scattering instance if scattering is enabled, otherwise throws an exception """ if not self.settings.enableScattering: raise Exception("Scattering is not enabled, you can not fetch the scattering instance.") return self.scattering def recreate(self): """ Destroys and recreates the pipeline, preserving all lights """ raise NotImplementedError() def destroy(self): """ Destroys the pipeline, cleaning up all buffers and textures """ raise NotImplementedError() def convertToPatches(self, model): """ Converts a model to patches. This is required before being able to use it with tesselation shaders """ self.debug("Converting model to patches ..") for node in model.findAllMatches("**/+GeomNode"): geomNode = node.node() numGeoms = geomNode.getNumGeoms() for i in range(numGeoms): geomNode.modifyGeom(i).makePatchesInPlace() def createBugReport(self): """ Creates a bug report """ w, h = self.showbase.win.getXSize(), self.showbase.win.getYSize() overlayBg = DirectFrame(parent=self.showbase.pixel2dp, frameColor=(0.05, 0.05, 0.05, 0.8), frameSize=(0, w, -h, 0)) # state=DGG.NORMAL overlay = BetterOnscreenImage(image="Data/GUI/BugReport.png", parent=self.showbase.pixel2dp, w=757, h=398, x=(w-757)/2, y=(h-398)/2) for i in xrange(2): self.showbase.graphicsEngine.renderFrame() reporter = BugReporter(self) overlay.remove() overlayBg.remove() def create(self): """ Creates the pipeline """ self.debug("Setting up render pipeline") # Handy shortcuts self.showbase.accept("r", self.reloadShaders) self.showbase.accept("f7", self.createBugReport) if self.settings is None: self.error("You have to call loadSettings first!") return self.debug("Checking required Panda3D version ..") SystemAnalyzer.checkPandaVersionOutOfDate(29,04,2015) # Mount everything first self.mountManager.mount() # Check if there is already another instance running, but only if specified # in the settings if self.settings.preventMultipleInstances and not self.mountManager.getLock(): self.fatal("Another instance of the rendering pipeline is already running") return # Store globals, as cython can't handle them self.debug("Setting up globals") Globals.load(self.showbase) Globals.font = loader.loadFont("Data/Font/SourceSansPro-Semibold.otf") Globals.font.setPixelsPerUnit(25) self._size = LVecBase2i(self.showbase.win.getXSize(), self.showbase.win.getYSize()) # Check size if self._size.x % 2 == 1: self.fatal( "The window width has to be a multiple of 2 " "(Current: ", self._size.x, ")") return if self.settings.displayOnscreenDebugger: self.guiManager = PipelineGuiManager(self) else: self.guiManager = None # Some basic scene settings self.showbase.camLens.setNearFar(0.1, 500000) self.showbase.camLens.setFov(110) self.showbase.win.setClearColor(Vec4(1.0, 0.0, 1.0, 1.0)) self.showbase.camNode.setCameraMask(self.getMainPassBitmask()) self.showbase.render.setAttrib(TransparencyAttrib.make(TransparencyAttrib.MNone), 100) # Create render pass matcher self.renderPassManager = RenderPassManager() self._precomputeScattering() # Add initial pass self.initialRenderPass = InitialRenderPass() self.renderPassManager.registerPass(self.initialRenderPass) # Add deferred pass self.deferredScenePass = DeferredScenePass() self.renderPassManager.registerPass(self.deferredScenePass) # Add lighting pass self.lightingPass = LightingPass() self.renderPassManager.registerPass(self.lightingPass) # Add dynamic exposure pass if self.settings.useAdaptiveBrightness: self.dynamicExposurePass = DynamicExposurePass(self) self.renderPassManager.registerPass(self.dynamicExposurePass) # Add SSLR pass if self.settings.enableSSLR: self.sslrPass = SSLRPass() self.renderPassManager.registerPass(self.sslrPass) # Add volumetric lighting # self.volumetricLightingPass = VolumetricLightingPass() # self.renderPassManager.registerPass(self.volumetricLightingPass) # Add final pass self.finalPostprocessPass = FinalPostprocessPass() self.renderPassManager.registerPass(self.finalPostprocessPass) # Create managers self.occlusionManager = AmbientOcclusionManager(self) self.lightManager = LightManager(self) self.antialiasingManager = AntialiasingManager(self) self.dynamicObjectsManager = DynamicObjectsManager(self) if self.settings.useTransparency: self.transparencyManager = TransparencyManager(self) else: self.transparencyManager = None self._createGlobalIllum() # Make variables available self._createGenericDefines() self._createInputHandles() self._createDefaultTextureInputs() self._createViewSpacePass() # Finally matchup all the render passes and set the shaders self.renderPassManager.createPasses() self.renderPassManager.writeAutoconfig() self.renderPassManager.setShaders() # Create the update tasks self._createTasks() # Create the effect loader self.effectLoader = EffectLoader(self) # Apply the default effect to the scene self.setEffect(Globals.render, "Effects/Default/Default.effect", { "transparent": False, "normalMapping": False, "alphaTest": True, }, -10) if self.settings.enableGlobalIllumination: self.globalIllum.reloadShader() # Give the gui a hint when the pipeline is done loading if self.guiManager: self.guiManager.onPipelineLoaded() self.reloadShaders()
class RenderingPipeline(DebugObject): """ This is the main rendering pipeline module. It setups the whole pipeline process, as well as creating the managers for the different effects/passes. It also handles some functions to prepare the scene, e.g. for tessellation. """ def __init__(self, showbase): """ Creates a new pipeline """ DebugObject.__init__(self, "RenderingPipeline") self.showbase = showbase self.settings = None self.ready = False self.mountManager = MountManager() def getMountManager(self): """ Returns the mount manager. You can use this to set the write directory and base path """ return self.mountManager def loadSettings(self, filename): """ Loads the pipeline settings from an ini file """ self.settings = PipelineSettingsManager() self.settings.loadFromFile(filename) # This has to be here, before anything is printed DebugObject.setOutputLevel(self.settings.pipelineOutputLevel) def getSettings(self): """ Returns the current pipeline settings """ return self.settings def addLight(self, light): """ Attaches a new light to the pipeline, this just forwards the call to the light manager. """ self.lightManager.addLight(light) def removeLight(self, light): """ Removes a light from the pipeline, this just forwards the call to the light manager. """ self.lightManager.removeLight(light) def onSceneInitialized(self): """ Tells the pipeline that the scene is ready to be rendered. This starts shadow updates """ self.ready = True def setScatteringSource(self, lightSource): """ Sets the light source used for the scattering, can be a point or directional light """ if self.settings.enableScattering: self.scattering.setSunLight(lightSource) def getMainPassBitmask(self): """ Returns the camera bit used to render the main scene """ return BitMask32.bit(2) def getShadowPassBitmask(self): """ Returns the camera bit used to render the shadow scene """ return BitMask32.bit(3) def getVoxelizePassBitmask(self): """ Returns the camera bit used to voxelize the scene for GI """ return BitMask32.bit(4) def createMaterial(self, baseColor, roughness=0.5, specular=0.5, metallic=0.0, bumpFactor=0.0): """ Creates and returns a new material with the given physically based parameters """ material = Material() material.set_diffuse(VBase4(baseColor.x, baseColor.y, baseColor.z, bumpFactor)) material.set_ambient(VBase4(0.0)) material.set_emission(VBase4(0.0)) material.set_shininess(0.0) material.set_specular(VBase4(specular, metallic, roughness, 0.0)) return material def setEffect(self, obj, effect, properties = None, sort=0): """ Applies the effect to an object with the given properties """ if isinstance(obj, list) or isinstance(obj, tuple): for part in obj: self.setEffect(part, effect, properties, sort) return effect = self.effectLoader.loadEffect(effect, properties) if effect.getSetting("transparent"): if not self.settings.useTransparency: self.error("Cannot assign transparent material when transparency is disabled") return False if effect.getSetting("dynamic"): self.registerDynamicObject(obj) if not effect.getSetting("castShadows"): obj.hide(self.getShadowPassBitmask()) if not effect.getSetting("castGI"): obj.hide(self.getVoxelizePassBitmask()) if not effect.getSetting("mainPass"): obj.hide(self.getMainPassBitmask()) effect.assignNode(obj, "Default", sort) # Create EarlyZ state if effect.getSetting("mainPass") and effect.hasShader("EarlyZ"): initialState = NodePath("EffectInitialEarlyZState"+str(effect.getEffectID())) initialState.setShader(effect.getShader("EarlyZ"), sort + 22) stateName = "NodeEffect" + str(effect.getEffectID()) self.deferredScenePass.registerEarlyZTagState(stateName, initialState) obj.setTag("EarlyZShader", stateName) # Create shadow caster state if effect.getSetting("castShadows") and effect.hasShader("Shadows"): initialState = NodePath("EffectInitialShadowState"+str(effect.getEffectID())) initialState.setShader(effect.getShader("Shadows"), sort + 20) stateName = "NodeEffect" + str(effect.getEffectID()) self.lightManager.shadowPass.registerTagState(stateName, initialState) obj.setTag("ShadowPassShader", stateName) # Create GI state if effect.getSetting("castGI") and self.settings.enableGlobalIllumination and effect.hasShader("Voxelize"): initialState = NodePath("EffectInitialGIState"+str(effect.getEffectID())) initialState.setShader(effect.getShader("Voxelize"), sort + 21) stateName = "NodeGIEffect" + str(effect.getEffectID()) self.globalIllum.voxelizePass.registerTagState(stateName, initialState) obj.setTag("VoxelizePassShader", stateName) def fillTextureStages(self, nodePath): """ Prepares all materials of a given nodepath to have at least the 4 default textures in the correct order: [diffuse, normal, specular, roughness] """ emptyDiffuseTex = loader.loadTexture("Data/Textures/EmptyDiffuseTexture.png") emptyNormalTex = loader.loadTexture("Data/Textures/EmptyNormalTexture.png") emptySpecularTex = loader.loadTexture("Data/Textures/EmptySpecularTexture.png") emptyRoughnessTex = loader.loadTexture("Data/Textures/EmptyRoughnessTexture.png") textureOrder = [emptyDiffuseTex, emptyNormalTex, emptySpecularTex, emptyRoughnessTex] textureSorts = [0, 10, 20, 30] # Prepare the textures for tex in textureOrder: tex.setMinfilter(SamplerState.FTLinear) tex.setMagfilter(SamplerState.FTLinear) tex.setFormat(Texture.FRgba) # Iterate over all geom nodes for np in nodePath.findAllMatches("**/+GeomNode"): # Check how many texture stages the nodepath already has stages = np.findAllTextureStages() numStages = len(stages) # Fill the texture stages up for i in xrange(numStages, 4): stage = TextureStage("DefaultTexStage" + str(i)) stage.setSort(textureSorts[i]) stage.setMode(TextureStage.CMModulate) stage.setColor(Vec4(0, 0, 0, 1)) np.setTexture(stage, textureOrder[i]) def registerDynamicObject(self, np): """ Registers a new dynamic object to the pipeline. Every object which moves or transforms its vertices (like actors) has to be registered to make sure the velocity buffers are correct. When the object is deleted, unregisterDynamicObject should be called. """ self.dynamicObjectsManager.registerObject(np) def unregisterDynamicObject(self, np): """ Unregisters a dynamic object which was previously registered with registerDynamicObject """ self.dynamicObjectsManager.unregisterObject(np) def getDefaultSkybox(self, scale=60000): """ Loads the default skybox, scaling it by the given scale factor. Note that there should always be a noticeable difference between the skybox scale and the camera far plane, to avoid z-fighting issues. The default skybox also comes with a default skybox shader aswell as a default skybox texture. The shaders and textures can be overridden by the user if required. """ skybox = loader.loadModel("Data/InternalModels/Skybox.bam") skybox.setScale(scale) skytex = loader.loadTexture("Data/Skybox/sky.jpg") skytex.setWrapU(SamplerState.WMRepeat) skytex.setWrapV(SamplerState.WMRepeat) skytex.setMinfilter(SamplerState.FTLinear) skytex.setMagfilter(SamplerState.FTLinear) skytex.setFormat(Texture.FRed) skybox.setShaderInput("skytex", skytex) self.setEffect(skybox, "Effects/Skybox/Skybox.effect", { "castShadows": False, "normalMapping": False, "castGI": False}, 100) skybox.setName("Skybox") return skybox def reloadShaders(self): """ Reloads all shaders and regenerates all intitial states. This function also updates the shader autoconfig """ self.debug("Reloading shaders") if self.guiManager: self.guiManager.onRegenerateShaders() self.renderPassManager.writeAutoconfig() self.renderPassManager.setShaders() if self.settings.enableGlobalIllumination: self.globalIllum.reloadShader() def reloadEffects(self): """ Reloads all effects """ self.effectLoader.reloadEffects() def getRenderPassManager(self): """ Returns a handle to the render pass manager attribute """ return self.renderPassManager def _createTasks(self): """ Spanws the pipeline update tasks, this are mainly the pre-render and post-render tasks, whereas the pre-render task has a lower priority than the draw task, and the post-render task has a higher priority. """ self.showbase.addTask(self._preRenderUpdate, "RP_BeforeRender", sort=10) self.showbase.addTask(self._postRenderUpdate, "RP_AfterRender", sort=100) # for task in self.showbase.taskMgr.getAllTasks(): # print task, task.getSort() def _createLastFrameBuffers(self): """ Creates the buffers which store the last frame depth, as the render target matcher cannot handle this """ self.lastFrameDepth = Texture("LastFrameDepth") self.lastFrameDepth.setup2dTexture(Globals.resolution.x, Globals.resolution.y, Texture.TFloat, Texture.FR32) BufferViewerGUI.registerTexture("LastFrameDepth", self.lastFrameDepth) MemoryMonitor.addTexture("LastFrameDepth", self.lastFrameDepth) self.renderPassManager.registerStaticVariable("lastFrameDepth", self.lastFrameDepth) def _createInputHandles(self): """ Defines various inputs to be used in the shader passes. Most inputs use pta-arrays, so updating them is faster than using setShaderInput all the time. """ self.cameraPosition = PTAVecBase3f.emptyArray(1) self.currentViewMat = PTALMatrix4f.emptyArray(1) self.currentProjMatInv = PTALMatrix4f.emptyArray(1) self.lastMVP = PTALMatrix4f.emptyArray(1) self.currentMVP = PTALMatrix4f.emptyArray(1) self.frameIndex = PTAInt.emptyArray(1) self.frameDelta = PTAFloat.emptyArray(1) self.renderPassManager.registerStaticVariable("lastMVP", self.lastMVP) self.renderPassManager.registerStaticVariable("currentMVP", self.currentMVP) self.renderPassManager.registerStaticVariable("frameIndex", self.frameIndex) self.renderPassManager.registerStaticVariable("cameraPosition", self.cameraPosition) self.renderPassManager.registerStaticVariable("mainCam", self.showbase.cam) self.renderPassManager.registerStaticVariable("mainRender", self.showbase.render) self.renderPassManager.registerStaticVariable("frameDelta", self.frameDelta) self.renderPassManager.registerStaticVariable("currentViewMat", self.currentViewMat) self.renderPassManager.registerStaticVariable("currentProjMatInv", self.currentProjMatInv) self.renderPassManager.registerStaticVariable("zeroVec2", Vec2(0)) self.renderPassManager.registerStaticVariable("zeroVec3", Vec3(0)) self.renderPassManager.registerStaticVariable("zeroVec4", Vec4(0)) self.transformMat = TransformState.makeMat(Mat4.convertMat(CSYupRight, CSZupRight)) def _preRenderUpdate(self, task): """ This is the pre render task which handles updating of all the managers as well as calling the pipeline update task """ if not self.ready: return task.cont self._updateInputHandles() self.lightManager.update() if self.guiManager: self.guiManager.update() if self.settings.useTransparency: self.transparencyManager.update() self.antialiasingManager.update() self.renderPassManager.preRenderUpdate() self.sslrManager.update() if self.settings.enableClouds: self.cloudManager.update() if self.globalIllum: self.globalIllum.update() if self.scattering: self.scattering.update() self.dynamicObjectsManager.update() self._checkForStateClear() return task.cont def _checkForStateClear(self): """ This method regulary clears the state cache """ if not hasattr(self, "lastStateClear"): self.lastStateClear = 0 if Globals.clock.getFrameTime() - self.lastStateClear > self.settings.stateCacheClearInterval: RenderState.clearCache() TransformState.clearCache() self.lastStateClear = Globals.clock.getFrameTime() def _updateInputHandles(self): """ Updates the input-handles on a per frame basis defined in _createInputHandles """ # Compute camera bounds cameraBounds = self.showbase.camNode.getLens().makeBounds() cameraBounds.xform(self.showbase.camera.getMat(self.showbase.render)) self.lightManager.setCullBounds(cameraBounds) self.lastMVP[0] = UnalignedLMatrix4f(self.currentMVP[0]) self.currentMVP[0] = self._computeMVP() self.currentViewMat[0] = UnalignedLMatrix4f(self.transformMat.invertCompose(self.showbase.render.getTransform(self.showbase.cam)).getMat()) self.currentProjMatInv[0] = UnalignedLMatrix4f(self.showbase.camLens.getProjectionMatInv()) self.frameDelta[0] = Globals.clock.getDt() self.cameraPosition[0] = self.showbase.cam.getPos(self.showbase.render) self.frameIndex[0] = self.frameIndex[0] + 1 def _computeMVP(self, flattenProjection = False): """ Computes the current scene mvp. Actually, this is the worldViewProjectionMatrix, but for convience it's called mvp. When flattenProjection is True, the film offset will be removed from the matrix. """ camLens = self.showbase.camLens projMat = Mat4(camLens.getProjectionMat()) if flattenProjection: projMat.setCell(1, 0, 0.0) projMat.setCell(1, 1, 0.0) modelViewMat = self.showbase.render.getTransform(self.showbase.cam).getMat() return UnalignedLMatrix4f(modelViewMat * projMat) def _postRenderUpdate(self, task): """ This is the post render update, being called after the draw task. """ if not self.ready: return task.cont return task.cont def _createViewSpacePass(self): """ Creates a pass which computes the view space normals and position. This pass is only created if any render pass requires the provided inputs """ if self.renderPassManager.anyPassRequires("ViewSpacePass.normals") or \ self.renderPassManager.anyPassRequires("ViewSpacePass.position"): self.viewSpacePass = ViewSpacePass() self.renderPassManager.registerPass(self.viewSpacePass) def _createSkyboxMaskPass(self): """ Creates a pass which computes the skybox mask. This pass is only created if any render pass requires the provided inputs """ if self.renderPassManager.anyPassRequires("SkyboxMaskPass.resultTex"): self.skyboxMaskPass = SkyboxMaskPass() self.renderPassManager.registerPass(self.skyboxMaskPass) def _createDefaultTextureInputs(self): """ This method loads various textures used in the different render passes and provides them as inputs to the render pass manager """ for color in ["White", "Black"]: emptyTex = loader.loadTexture("Data/Textures/" + color + ".png") emptyTex.setMinfilter(SamplerState.FTLinear) emptyTex.setMagfilter(SamplerState.FTLinear) emptyTex.setWrapU(SamplerState.WMClamp) emptyTex.setWrapV(SamplerState.WMClamp) self.renderPassManager.registerStaticVariable("emptyTexture" + color, emptyTex) texNoise = loader.loadTexture("Data/Textures/noise4x4.png") texNoise.setMinfilter(SamplerState.FTNearest) texNoise.setMagfilter(SamplerState.FTNearest) self.renderPassManager.registerStaticVariable("noise4x4", texNoise) # Load the cubemap which is used for point light shadow rendering cubemapLookup = self.showbase.loader.loadCubeMap( "Data/Cubemaps/DirectionLookup/#.png") cubemapLookup.setMinfilter(SamplerState.FTNearest) cubemapLookup.setMagfilter(SamplerState.FTNearest) cubemapLookup.setFormat(Texture.FRgb8) self.renderPassManager.registerStaticVariable("directionToFaceLookup", cubemapLookup) # Load the default environment cubemap cubemapEnv = self.showbase.loader.loadCubeMap( self.settings.defaultReflectionCubemap, readMipmaps=True) cubemapEnv.setMinfilter(SamplerState.FTLinearMipmapLinear) cubemapEnv.setMagfilter(SamplerState.FTLinearMipmapLinear) cubemapEnv.setFormat(Texture.FRgba) self.renderPassManager.registerStaticVariable("defaultEnvironmentCubemap", cubemapEnv) self.renderPassManager.registerStaticVariable("defaultEnvironmentCubemapMipmaps", cubemapEnv.getExpectedNumMipmapLevels()) # Load the color LUT colorLUT = loader.loadTexture("Data/ColorLUT/" + self.settings.colorLookupTable) colorLUT.setWrapU(SamplerState.WMClamp) colorLUT.setWrapV(SamplerState.WMClamp) colorLUT.setFormat(Texture.F_rgb16) colorLUT.setMinfilter(SamplerState.FTLinear) colorLUT.setMagfilter(SamplerState.FTLinear) self.renderPassManager.registerStaticVariable("colorLUT", colorLUT) # Load the normal quantization tex normalQuantTex = loader.loadTexture("Data/NormalQuantization/NormalQuantizationTex.png") normalQuantTex.setMinfilter(Texture.FTLinearMipmapLinear) normalQuantTex.setMagfilter(Texture.FTLinear) normalQuantTex.setWrapU(Texture.WMRepeat) normalQuantTex.setWrapV(Texture.WMRepeat) normalQuantTex.setFormat(Texture.FRgba16) self.showbase.render.setShaderInput("normalQuantizationTex", normalQuantTex) def _createGenericDefines(self): """ Registers some of the configuration defines, mainly specified in the pipeline config, at the render pass manager """ define = lambda name, val: self.renderPassManager.registerDefine(name, val) define("WINDOW_WIDTH", Globals.resolution.x) define("WINDOW_HEIGHT", Globals.resolution.y) if self.settings.displayOnscreenDebugger: define("DEBUGGER_ACTIVE", 1) # TODO: Move to scattering module if self.settings.enableScattering: define("USE_SCATTERING", 1) if self.settings.useDebugAttachments: define("USE_DEBUG_ATTACHMENTS", 1) define("GLOBAL_AMBIENT_FACTOR", self.settings.globalAmbientFactor) if self.settings.useColorCorrection: define("USE_COLOR_CORRECTION", 1) # Pass camera near and far plane define("CAMERA_NEAR", Globals.base.camLens.getNear()) define("CAMERA_FAR", Globals.base.camLens.getFar()) # Motion blur settings define("MOTION_BLUR_SAMPLES", self.settings.motionBlurSamples) define("MOTION_BLUR_FACTOR", self.settings.motionBlurFactor) define("MOTION_BLUR_DILATE_PIXELS", self.settings.motionBlurDilatePixels) def _createGlobalIllum(self): """ Creates the global illumination manager if enabled in the settings """ if self.settings.enableGlobalIllumination: self.globalIllum = GlobalIllumination(self) self.globalIllum.setup() else: self.globalIllum = None def _precomputeScattering(self): """ Precomputes the scattering model for the default atmosphere if specified in the settings """ if self.settings.enableScattering: earthScattering = Scattering(self) scale = 150 earthScattering.setSettings({ "atmosphereOffset": Vec3(0, 0, - (6360.0 + 0.7) * scale), "atmosphereScale": Vec3(scale) }) earthScattering.precompute() earthScattering.provideInputs() self.scattering = earthScattering else: self.scattering = None def getScattering(self): """ Returns the scattering instance if scattering is enabled, otherwise throws an exception """ if not self.settings.enableScattering: raise Exception("Scattering is not enabled, you can not fetch the scattering instance.") return self.scattering def recreate(self): """ Destroys and recreates the pipeline, preserving all lights """ raise NotImplementedError() def destroy(self): """ Destroys the pipeline, cleaning up all buffers and textures """ raise NotImplementedError() def convertToPatches(self, model): """ Converts a model to patches. This is required before being able to use it with tessellation shaders """ self.debug("Converting model to patches ..") for node in model.findAllMatches("**/+GeomNode"): geomNode = node.node() numGeoms = geomNode.getNumGeoms() for i in range(numGeoms): geomNode.modifyGeom(i).makePatchesInPlace() def toggleGui(self): """ Toggles the gui, useful for creating screenshots """ if self.guiVisible: # Globals.base.pixel2d.hide() Globals.base.render2d.hide() Globals.base.setFrameRateMeter(False) else: # Globals.base.pixel2d.show() Globals.base.render2d.show() Globals.base.setFrameRateMeter(True) self.guiVisible = not self.guiVisible def _createBugReport(self): """ Creates a bug report """ w, h = self.showbase.win.getXSize(), self.showbase.win.getYSize() overlayBg = DirectFrame(parent=self.showbase.pixel2dp, frameColor=(0.05, 0.05, 0.05, 0.8), frameSize=(0, w, -h, 0)) # state=DGG.NORMAL overlay = BetterOnscreenImage(image="Data/GUI/BugReport.png", parent=self.showbase.pixel2dp, w=757, h=398, x=(w-757)/2, y=(h-398)/2) for i in xrange(2): self.showbase.graphicsEngine.renderFrame() reporter = BugReporter(self) overlay.remove() overlayBg.remove() def _setGuiShaders(self): """ Sets the default shaders to the gui, this is required when disabling the fixed function pipeline """ shader = Shader.load(Shader.SLGLSL, "Shader/GUI/vertex.glsl", "Shader/GUI/fragment.glsl") for target in [self.showbase.aspect2d, self.showbase.render2d, self.showbase.pixel2d, self.showbase.aspect2dp, self.showbase.render2dp, self.showbase.pixel2dp]: # target.setShader(shader, 50) pass def create(self): """ Creates the pipeline """ self.debug("Setting up render pipeline") self.guiVisible = True # Handy shortcuts self.showbase.accept("1", PStatClient.connect) self.showbase.accept("r", self.reloadShaders) self.showbase.accept("t", self.reloadEffects) self.showbase.accept("f7", self._createBugReport) self.showbase.accept("f8", self.toggleGui) if self.settings is None: self.error("You have to call loadSettings first!") return self.debug("Checking required Panda3D version ..") SystemAnalyzer.checkPandaVersionOutOfDate(12,8,2015) # SystemAnalyzer.analyze() # Mount everything first self.mountManager.mount() # Check if there is already another instance running, but only if specified # in the settings if self.settings.preventMultipleInstances and not self.mountManager.getLock(): self.fatal("Another instance of the rendering pipeline is already running") return # Store globals, as cython can't handle them self.debug("Setting up globals") Globals.load(self.showbase) Globals.resolution = LVecBase2i( \ int(self.showbase.win.getXSize() * self.settings.resolution3D), int(self.showbase.win.getYSize() * self.settings.resolution3D)) Globals.font = loader.loadFont("Data/Font/SourceSansPro-Semibold.otf") Globals.font.setPixelsPerUnit(25) # Check size if Globals.resolution.x % 2 == 1: self.fatal( "The window width has to be a multiple of 2 " "(Current: ", Globals.resolution.x, ")") return if self.settings.displayOnscreenDebugger: self.guiManager = PipelineGuiManager(self) else: self.guiManager = None # Some basic scene settings self.showbase.camLens.setNearFar(0.1, 70000) self.showbase.camLens.setFov(110) self.showbase.win.setClearColor(Vec4(1.0, 0.0, 1.0, 1.0)) self.showbase.camNode.setCameraMask(self.getMainPassBitmask()) self.showbase.render.setAttrib(TransparencyAttrib.make(TransparencyAttrib.MNone), 100) # Create render pass matcher self.renderPassManager = RenderPassManager() # Create last frame buffers self._createLastFrameBuffers() self._precomputeScattering() # Add initial pass self.initialRenderPass = InitialRenderPass() self.renderPassManager.registerPass(self.initialRenderPass) # Add deferred pass self.deferredScenePass = DeferredScenePass(self) self.renderPassManager.registerPass(self.deferredScenePass) # Add lighting pass self.lightingPass = LightingPass() self.renderPassManager.registerPass(self.lightingPass) # Add dynamic exposure pass if self.settings.useAdaptiveBrightness: self.dynamicExposurePass = DynamicExposurePass(self) self.renderPassManager.registerPass(self.dynamicExposurePass) # Add motion blur pass if self.settings.enableMotionBlur: self.motionBlurPass = MotionBlurPass() self.renderPassManager.registerPass(self.motionBlurPass) # Add volumetric lighting # self.volumetricLightingPass = VolumetricLightingPass() # self.renderPassManager.registerPass(self.volumetricLightingPass) # Add bloom pass if self.settings.enableBloom: self.bloomPass = BloomPass() self.renderPassManager.registerPass(self.bloomPass) # Add dof pass if self.settings.enableDOF: self.dofPass = DOFPass() self.renderPassManager.registerPass(self.dofPass) # Add final pass self.finalPostprocessPass = FinalPostprocessPass() self.renderPassManager.registerPass(self.finalPostprocessPass) # Add scene finish pass self.sceneFinishPass = SceneFinishPass(self) self.renderPassManager.registerPass(self.sceneFinishPass) # Create managers self.occlusionManager = AmbientOcclusionManager(self) self.lightManager = LightManager(self) self.antialiasingManager = AntialiasingManager(self) self.dynamicObjectsManager = DynamicObjectsManager(self) self.sslrManager = SSLRManager(self) if self.settings.useTransparency: self.transparencyManager = TransparencyManager(self) if self.settings.enableClouds: self.cloudManager = CloudManager(self) self._createGlobalIllum() # Make variables available self._createGenericDefines() self._createInputHandles() self._createDefaultTextureInputs() self._createViewSpacePass() self._createSkyboxMaskPass() # Create an empty node at render space to store all dummmy cameras on camDummyNode = render.attachNewNode("RPCameraDummys") camDummyNode.hide() # Create an empty node at render space to store the light debug nodes lightDebugNode = render.attachNewNode("RPLightDebugNodes") # Finally matchup all the render passes and set the shaders self.renderPassManager.createPasses() self.renderPassManager.writeAutoconfig() self.renderPassManager.setShaders() # Create the update tasks self._createTasks() # Create the effect loader self.effectLoader = EffectLoader(self) # Apply the default effect to the scene self.setEffect(Globals.render, "Effects/Default/Default.effect", { "transparent": False, "normalMapping": True, "alphaTest": True, }, -10) render.setAttrib(AlphaTestAttrib.make(AlphaTestAttrib.MNone, 1), 999999) # Apply the debug effect to the light debug nodes self.setEffect(lightDebugNode, "Effects/LightDebug.effect", { "transparent": False, "normalMapping": False, "alphaTest": True, "castShadows": False, "castGI": False }, 100) self._setGuiShaders() if self.settings.enableGlobalIllumination: self.globalIllum.reloadShader() # Give the gui a hint when the pipeline is done loading if self.guiManager: self.guiManager.onPipelineLoaded()
class RenderingPipeline(DebugObject): """ This is the core class, driving all other classes. To use this pipeline, your code has to call *after* the initialization of ShowBase: renderPipeline = RenderingPipeline() renderPipeline.loadSettings("pipeline.ini") renderPipeline.create() The pipeline will setup all required buffers, tasks and shaders itself. To add lights, see the documentation of LightManager. How it works: You can see an example buffer view at http://i.imgur.com/mZK6TVj.png The pipeline first renders all normal objects (parented to render) into a buffer, using multiple render targets. These buffers store normals, position and material properties. Your shaders have to output these values, but there is a handy api, just look at Shaders/DefaultObjectShader.fragment. After that, the pipeline splits the screen into tiles, typically of the size 32x32. For each tile, it computes which lights affect which tile, called Tiled Deferred Shading. This is written to a buffer. The next step is applying the lighting. This is done at half window resolution only, using Temporal Reprojection. I don't aim to explain Temporal Reprojection here, but basically, I render only each second pixel each frame. This is simply for performance. The lighting pass iterates through the list of lights per tile, and applies both lighting and shadows to each pixel, using the material information from the previous rendered buffers. After the lighting pass, a combiner pass combines both the current frame and the last frame, this is required because of Temporal Reprojection. At this step, we already have a frame we could display. In the next passes, only anti-aliasing and post-processing effects like motion blur are added. In the meantime, the LightManager builds a list of ShadowSources which need an update. It creates a scene render and renders the scene from the view of the shadow sources to the global shadow atlas. There are a limited amount of shadow updates per frame available, and the updates are stored in a queue. So when displaying many shadow-lights, not each shadowmap is update each frame. The reason is, again, performance. When you need a custom shadow caster shader, e.g. for alpha blending, you should use the Shader/DefaultShaowCaster.* as prefab. """ def __init__(self, showbase): """ Creates a new pipeline """ DebugObject.__init__(self, "RenderingPipeline") self.showbase = showbase self.settings = None self.mountManager = MountManager() def getMountManager(self): """ Returns the mount manager. You can use this to set the write directory and base path """ return self.mountManager def loadSettings(self, filename): """ Loads the pipeline settings from an ini file """ self.settings = PipelineSettingsManager() self.settings.loadFromFile(filename) def getSettings(self): """ Returns the current pipeline settings """ return self.settings def create(self): """ Creates this pipeline """ self.debug("Setting up render pipeline") if self.settings is None: self.error("You have to call loadSettings first!") return # Mount everything first self.mountManager.mount() # Store globals, as cython can't handle them self.debug("Setting up globals") Globals.load(self.showbase) # Setting up shader loading BetterShader._DumpShaders = self.settings.dumpGeneratedShaders # We use PTA's for shader inputs, because that's faster than # using setShaderInput self.temporalProjXOffs = PTAInt.emptyArray(1) self.cameraPosition = PTAVecBase3f.emptyArray(1) self.motionBlurFactor = PTAFloat.emptyArray(1) self.lastMVP = PTALMatrix4f.emptyArray(1) self.currentMVP = PTALMatrix4f.emptyArray(1) # Create onscreen gui # For the temporal reprojection it is important that the window width # is a multiple of 2 if self.showbase.win.getXSize() % 2 == 1: self.error( "The window has to have a width which is a multiple of 2 " "(Current: ", self.showbase.win.getXSize(), ")") self.error( "I'll correct that for you, but next time pass the correct " "window size!") wp = WindowProperties() wp.setSize( self.showbase.win.getXSize() + 1, self.showbase.win.getYSize()) self.showbase.win.requestProperties(wp) self.showbase.graphicsEngine.openWindows() self.camera = self.showbase.cam self.size = self._getSize() self.cullBounds = None # Debug variables to disable specific features self.haveLightingPass = True # haveCombiner can only be true when haveLightingPass is enabled self.haveCombiner = True self.haveMRT = True # Not as good as I want it, so disabled. I'll work on it. self.blurEnabled = False self.debug("Window size is", self.size.x, "x", self.size.y) self.showbase.camLens.setNearFar(0.1, 50000) self.showbase.camLens.setFov(90) self.showbase.win.setClearColor(Vec4(1.0,0.0,1.0,1.0)) # Create occlusion handler self._setupOcclusion() if self.settings.displayOnscreenDebugger: self.guiManager = PipelineGuiManager(self) self.guiManager.setup() # Generate auto-configuration for shaders self._generateShaderConfiguration() # Create light manager, which handles lighting + shadows if self.haveLightingPass: self.lightManager = LightManager(self) self.patchSize = LVecBase2i( self.settings.computePatchSizeX, self.settings.computePatchSizeY) # Create separate scene graphs. The deferred graph is render self.forwardScene = NodePath("Forward-Rendering") self.transparencyScene = NodePath("Transparency-Rendering") # We need no transparency (we store other information in the alpha # channel) self.showbase.render.setAttrib( TransparencyAttrib.make(TransparencyAttrib.MNone), 100) # Now create deferred render buffers self._makeDeferredTargets() # Create the target which constructs the view-space normals and # position from world-space position if self.occlusion.requiresViewSpacePosNrm(): self._createNormalPrecomputeBuffer() # Setup the buffers for lighting self._createLightingPipeline() # Setup combiner for temporal reprojetion if self.haveCombiner: self._createCombiner() if self.occlusion.requiresBlurring(): self._createOcclusionBlurBuffer() self._setupAntialiasing() if self.blurEnabled: self._createDofStorage() self._createBlurBuffer() self._setupFinalPass() self._setShaderInputs() # add update task self._attachUpdateTask() # display shadow atlas is defined # todo: move this to the gui manager # if self.settings.displayShadowAtlas and self.haveLightingPass: # self.atlasDisplayImage = OnscreenImage( # image=self.lightManager.getAtlasTex(), pos=( # self.showbase.getAspectRatio() - 0.55, 0, 0.2), # scale=(0.5, 0, 0.5)) def getForwardScene(self): """ Reparent objects to this scene to use forward rendering. Objects in this scene will directly get rendered, with no lighting etc. applied. """ return self.forwardScene def getTransparentScene(self): """ Reparent objects to this scene to allow this objects to have transparency. Objects in this scene will get directly rendered and no lighting will get applied. """ return self.transparencyScene def _createCombiner(self): """ Creates the target which combines the result from the lighting computation and last frame together (Temporal Reprojection) """ self.combiner = RenderTarget("Combine-Temporal") self.combiner.addColorTexture() self.combiner.setColorBits(16) self.combiner.prepareOffscreenBuffer() self._setCombinerShader() def _setupAntialiasing(self): """ Creates the antialiasing technique """ technique = self.settings.antialiasingTechnique self.debug("Creating antialiasing handler for", technique) if technique == "None": self.antialias = AntialiasingTechniqueNone() elif technique == "SMAA": self.antialias = AntialiasingTechniqueSMAA() else: self.error( "Unkown antialiasing technique", technique, "-> using None:") self.antialias = AntialiasingTechniqueNone() if self.occlusion.requiresBlurring(): self.antialias.setColorTexture( self.blurOcclusionH.getColorTexture()) else: if self.haveCombiner: self.antialias.setColorTexture(self.combiner.getColorTexture()) else: self.antialias.setColorTexture( self.deferredTarget.getColorTexture()) self.antialias.setDepthTexture(self.deferredTarget.getDepthTexture()) self.antialias.setup() def _setupOcclusion(self): """ Creates the occlusion technique """ technique = self.settings.occlusionTechnique self.debug("Creating occlusion handle for", technique) if technique == "None": self.occlusion = AmbientOcclusionTechniqueNone() elif technique == "SAO": self.occlusion = AmbientOcclusionTechniqueSAO() else: self.error("Unkown occlusion technique:", technique) self.occlusion = AmbientOcclusionTechniqueNone() def _makeDeferredTargets(self): """ Creates the multi-render-target """ self.debug("Creating deferred targets") self.deferredTarget = RenderTarget("DeferredTarget") self.deferredTarget.addColorAndDepth() if self.haveMRT: self.deferredTarget.addAuxTextures(3) self.deferredTarget.setAuxBits(16) self.deferredTarget.setColorBits(16) self.deferredTarget.setDepthBits(32) # GL_INVALID_OPERATION ? # self.deferredTarget.setMultisamples(1) self.deferredTarget.prepareSceneRender() def _setupFinalPass(self): """ Setups the final pass which applies motion blur and so on """ # Set wrap for motion blur colorTex = self.antialias.getResultTexture() colorTex.setWrapU(Texture.WMClamp) colorTex.setWrapV(Texture.WMClamp) self._setFinalPassShader() def _makeLightPerTileStorage(self): """ Creates a texture to store the lights per tile into. Should get replaced with ssbos later """ storageSizeX = self.precomputeSize.x * 8 storageSizeY = self.precomputeSize.y * 8 self.debug( "Creating per tile storage of size", storageSizeX, "x", storageSizeY) self.lightPerTileStorage = Texture("LightsPerTile") self.lightPerTileStorage.setup2dTexture( storageSizeX, storageSizeY, Texture.TUnsignedShort, Texture.FR32i) self.lightPerTileStorage.setMinfilter(Texture.FTNearest) self.lightPerTileStorage.setMagfilter(Texture.FTNearest) def _createLightingPipeline(self): """ Creates the lighting pipeline, including shadow handling """ if not self.haveLightingPass: self.debug("Skipping lighting pipeline") return self.debug("Creating lighting pipeline ..") # size has to be a multiple of the compute unit size # but still has to cover the whole screen sizeX = int(math.ceil(float(self.size.x) / self.patchSize.x)) sizeY = int(math.ceil(float(self.size.y) / self.patchSize.y)) self.precomputeSize = LVecBase2i(sizeX, sizeY) self.debug("Batch size =", sizeX, "x", sizeY, "Actual Buffer size=", int(sizeX * self.patchSize.x), "x", int(sizeY * self.patchSize.y)) self._makeLightPerTileStorage() # Create a buffer which computes which light affects which tile self._makeLightBoundsComputationBuffer(sizeX, sizeY) # Create a buffer which applies the lighting self._makeLightingComputeBuffer() # Register for light manager self.lightManager.setLightingComputator(self.lightingComputeContainer) self.lightManager.setLightingCuller(self.lightBoundsComputeBuff) self._loadFallbackCubemap() self._loadLookupCubemap() def _setShaderInputs(self): """ Sets most of the required shader inputs to the targets """ # Shader inputs for the light-culling pass if self.haveLightingPass: self.lightBoundsComputeBuff.setShaderInput( "destination", self.lightPerTileStorage) self.lightBoundsComputeBuff.setShaderInput( "depth", self.deferredTarget.getDepthTexture()) self.lightBoundsComputeBuff.setShaderInput( "mainCam", self.showbase.cam) self.lightBoundsComputeBuff.setShaderInput( "mainRender", self.showbase.render) # Shader inputs for the light-applying pass self.lightingComputeContainer.setShaderInput( "data0", self.deferredTarget.getColorTexture()) self.lightingComputeContainer.setShaderInput( "data1", self.deferredTarget.getAuxTexture(0)) self.lightingComputeContainer.setShaderInput( "data2", self.deferredTarget.getAuxTexture(1)) self.lightingComputeContainer.setShaderInput( "data3", self.deferredTarget.getAuxTexture(2)) self.lightingComputeContainer.setShaderInput( "depth", self.deferredTarget.getDepthTexture()) if self.occlusion.requiresViewSpacePosNrm(): self.lightingComputeContainer.setShaderInput( "viewSpaceNormals", self.normalPrecompute.getColorTexture()) self.lightingComputeContainer.setShaderInput( "viewSpacePosition", self.normalPrecompute.getAuxTexture(0)) self.lightingComputeContainer.setShaderInput( "shadowAtlas", self.lightManager.getAtlasTex()) self.lightingComputeContainer.setShaderInput( "destination", self.lightingComputeCombinedTex) self.lightingComputeContainer.setShaderInput( "temporalProjXOffs", self.temporalProjXOffs) self.lightingComputeContainer.setShaderInput( "cameraPosition", self.cameraPosition) self.lightingComputeContainer.setShaderInput( "noiseTexture", self.showbase.loader.loadTexture("Data/Occlusion/noise4x4.png")) self.lightingComputeContainer.setShaderInput( "lightsPerTile", self.lightPerTileStorage) # Shader inputs for the occlusion blur passes if self.occlusion.requiresBlurring() and self.haveCombiner: self.blurOcclusionH.setShaderInput( "colorTex", self.blurOcclusionV.getColorTexture()) self.blurOcclusionV.setShaderInput( "colorTex", self.combiner.getColorTexture()) self.blurOcclusionH.setShaderInput( "normalTex", self.deferredTarget.getAuxTexture(0)) self.blurOcclusionV.setShaderInput( "normalTex", self.deferredTarget.getAuxTexture(0)) self.blurOcclusionH.setShaderInput( "normalsView", self.normalPrecompute.getAuxTexture(0)) self.blurOcclusionV.setShaderInput( "normalsView", self.normalPrecompute.getAuxTexture(0)) # Shader inputs for the blur passes if self.blurEnabled: self.blurColorH.setShaderInput( "dofStorage", self.dofStorage) self.blurColorV.setShaderInput( "dofStorage", self.dofStorage) self.blurColorH.setShaderInput("colorTex", self.antialias.getResultTexture()) self.blurColorH.setShaderInput("depthTex", self.deferredTarget.getDepthTexture()) self.blurColorV.setShaderInput("colorTex", self.blurColorH.getColorTexture()) # Shader inputs for the temporal reprojection if self.haveCombiner: self.combiner.setShaderInput( "currentComputation", self.lightingComputeContainer.getColorTexture()) self.combiner.setShaderInput( "lastFrame", self.lightingComputeCombinedTex) self.combiner.setShaderInput( "positionBuffer", self.deferredTarget.getColorTexture()) self.combiner.setShaderInput( "velocityBuffer", self.deferredTarget.getAuxTexture(1)) if self.blurEnabled: self.combiner.setShaderInput( "dofStorage", self.dofStorage) self.combiner.setShaderInput( "depthTex", self.deferredTarget.getDepthTexture()) self.combiner.setShaderInput( "lastPosition", self.lastPositionBuffer) self.combiner.setShaderInput( "temporalProjXOffs", self.temporalProjXOffs) self.combiner.setShaderInput("lastMVP", self.lastMVP) self.combiner.setShaderInput("cameraPosition", self.cameraPosition) self.combiner.setShaderInput("currentMVP", self.lastMVP) # Shader inputs for the final pass if self.blurEnabled: self.deferredTarget.setShaderInput( "colorTex", self.blurColorV.getColorTexture()) else: self.deferredTarget.setShaderInput( "colorTex", self.antialias.getResultTexture()) if self.occlusion.requiresBlurring(): self.normalPrecompute.setShaderInput( "positionTex", self.deferredTarget.getColorTexture()) self.normalPrecompute.setShaderInput( "mainCam", self.showbase.cam) self.normalPrecompute.setShaderInput( "mainRender", self.showbase.render) self.normalPrecompute.setShaderInput( "depthTex", self.deferredTarget.getDepthTexture()) if self.haveMRT: self.deferredTarget.setShaderInput( "velocityTex", self.deferredTarget.getAuxTexture(1)) self.deferredTarget.setShaderInput( "depthTex", self.deferredTarget.getDepthTexture()) self.deferredTarget.setShaderInput( "motionBlurFactor", self.motionBlurFactor) if self.haveLightingPass: self.deferredTarget.setShaderInput( "lastFrame", self.lightingComputeCombinedTex) if self.haveCombiner: self.deferredTarget.setShaderInput( "newFrame", self.combiner.getColorTexture()) self.deferredTarget.setShaderInput( "lastPosition", self.lastPositionBuffer) self.deferredTarget.setShaderInput( "currentPosition", self.deferredTarget.getColorTexture()) # Set last / current mvp handles self.showbase.render.setShaderInput("lastMVP", self.lastMVP) # Finally, set shaders self.reloadShaders() def _loadFallbackCubemap(self): """ Loads the cubemap for image based lighting """ cubemap = self.showbase.loader.loadCubeMap( "Data/Cubemaps/Default/#.png") cubemap.setMinfilter(Texture.FTLinearMipmapLinear) cubemap.setMagfilter(Texture.FTLinearMipmapLinear) cubemap.setFormat(Texture.F_srgb_alpha) self.lightingComputeContainer.setShaderInput( "fallbackCubemap", cubemap) def _loadLookupCubemap(self): self.debug("Loading lookup cubemap") cubemap = self.showbase.loader.loadCubeMap( "Data/Cubemaps/DirectionLookup/#.png") cubemap.setMinfilter(Texture.FTNearest) cubemap.setMagfilter(Texture.FTNearest) cubemap.setFormat(Texture.F_rgb8) self.lightingComputeContainer.setShaderInput( "directionToFace", cubemap) def _makeLightBoundsComputationBuffer(self, w, h): """ Creates the buffer which precomputes the lights per tile """ self.debug("Creating light precomputation buffer of size", w, "x", h) self.lightBoundsComputeBuff = RenderTarget("ComputeLightTileBounds") self.lightBoundsComputeBuff.setSize(w, h) self.lightBoundsComputeBuff.setColorWrite(False) self.lightBoundsComputeBuff.prepareOffscreenBuffer() def _makeLightingComputeBuffer(self): """ Creates the buffer which applies the lighting """ self.lightingComputeContainer = RenderTarget("ComputeLighting") self.lightingComputeContainer.setSize( self.showbase.win.getXSize() / 2, self.showbase.win.getYSize()) self.lightingComputeContainer.addColorTexture() self.lightingComputeContainer.setColorBits(16) self.lightingComputeContainer.prepareOffscreenBuffer() self.lightingComputeCombinedTex = Texture("Lighting-Compute-Combined") self.lightingComputeCombinedTex.setup2dTexture( self.showbase.win.getXSize(), self.showbase.win.getYSize(), Texture.TFloat, Texture.FRgba8) self.lightingComputeCombinedTex.setMinfilter(Texture.FTLinear) self.lightingComputeCombinedTex.setMagfilter(Texture.FTLinear) self.lastPositionBuffer = Texture("Last-Position-Buffer") self.lastPositionBuffer.setup2dTexture( self.showbase.win.getXSize(), self.showbase.win.getYSize(), Texture.TFloat, Texture.FRgba16) self.lastPositionBuffer.setMinfilter(Texture.FTNearest) self.lastPositionBuffer.setMagfilter(Texture.FTNearest) def _createOcclusionBlurBuffer(self): """ Creates the buffers needed to blur the occlusion """ self.blurOcclusionV = RenderTarget("blurOcclusionVertical") self.blurOcclusionV.addColorTexture() self.blurOcclusionV.prepareOffscreenBuffer() self.blurOcclusionH = RenderTarget("blurOcclusionHorizontal") self.blurOcclusionH.addColorTexture() self.blurOcclusionH.prepareOffscreenBuffer() # Mipmaps for blur? # self.blurOcclusionV.getColorTexture().setMinfilter( # Texture.FTLinearMipmapLinear) # self.combiner.getColorTexture().setMinfilter( # Texture.FTLinearMipmapLinear) def _createBlurBuffer(self): """ Creates the buffers for the dof """ self.blurColorV = RenderTarget("blurColorVertical") self.blurColorV.addColorTexture() self.blurColorV.prepareOffscreenBuffer() self.blurColorH = RenderTarget("blurColorHorizontal") self.blurColorH.addColorTexture() self.blurColorH.prepareOffscreenBuffer() # self.blurColorH.getColorTexture().setMinfilter( # Texture.FTLinearMipmapLinear) # self.antialias.getResultTexture().setMinfilter( # Texture.FTLinearMipmapLinear) def _createNormalPrecomputeBuffer(self): """ Creates a buffer which reconstructs the normals and position from view-space """ self.normalPrecompute = RenderTarget("PrecomputeNormals") self.normalPrecompute.addColorTexture() self.normalPrecompute.addAuxTextures(1) self.normalPrecompute.setColorBits(16) self.normalPrecompute.setAuxBits(16) self.normalPrecompute.prepareOffscreenBuffer() def _createDofStorage(self): """ Creates the texture where the dof factor is stored in, so we don't recompute it each pass """ self.dofStorage = Texture("DOFStorage") self.dofStorage.setup2dTexture( self.showbase.win.getXSize(), self.showbase.win.getYSize(), Texture.TFloat, Texture.FRg16) def _setOcclusionBlurShader(self): """ Sets the shaders which blur the occlusion """ blurVShader = BetterShader.load( "Shader/DefaultPostProcess.vertex", "Shader/BlurOcclusionVertical.fragment") blurHShader = BetterShader.load( "Shader/DefaultPostProcess.vertex", "Shader/BlurOcclusionHorizontal.fragment") self.blurOcclusionV.setShader(blurVShader) self.blurOcclusionH.setShader(blurHShader) def _setBlurShader(self): """ Sets the shaders which blur the color """ blurVShader = BetterShader.load( "Shader/DefaultPostProcess.vertex", "Shader/BlurVertical.fragment") blurHShader = BetterShader.load( "Shader/DefaultPostProcess.vertex", "Shader/BlurHorizontal.fragment") self.blurColorV.setShader(blurVShader) self.blurColorH.setShader(blurHShader) def _setLightingShader(self): """ Sets the shader which applies the light """ lightShader = BetterShader.load( "Shader/DefaultPostProcess.vertex", "Shader/ApplyLighting.fragment") self.lightingComputeContainer.setShader(lightShader) def _setCombinerShader(self): """ Sets the shader which combines the lighting with the previous frame (temporal reprojection) """ cShader = BetterShader.load( "Shader/DefaultPostProcess.vertex", "Shader/Combiner.fragment") self.combiner.setShader(cShader) def _setPositionComputationShader(self): """ Sets the shader which computes the lights per tile """ pcShader = BetterShader.load( "Shader/DefaultPostProcess.vertex", "Shader/PrecomputeLights.fragment") self.lightBoundsComputeBuff.setShader(pcShader) def _setFinalPassShader(self): """ Sets the shader which computes the final frame, with motion blur and so on """ fShader = BetterShader.load( "Shader/DefaultPostProcess.vertex", "Shader/Final.fragment") self.deferredTarget.setShader(fShader) def _getSize(self): """ Returns the window size. """ return LVecBase2i( self.showbase.win.getXSize(), self.showbase.win.getYSize()) def reloadShaders(self): """ Reloads all shaders """ if self.haveLightingPass: self.lightManager.debugReloadShader() self._setPositionComputationShader() self._setLightingShader() if self.haveCombiner: self._setCombinerShader() self._setFinalPassShader() if self.occlusion.requiresBlurring(): self._setOcclusionBlurShader() if self.blurEnabled: self._setBlurShader() if self.occlusion.requiresViewSpacePosNrm(): self._setNormalExtractShader() self.antialias.reloadShader() def _setNormalExtractShader(self): """ Sets the shader which constructs the normals from position """ npShader = BetterShader.load( "Shader/DefaultPostProcess.vertex", "Shader/ExtractNormals.fragment") self.normalPrecompute.setShader(npShader) def _attachUpdateTask(self): """ Attaches the update tasks to the showbase """ self.showbase.addTask( self._update, "UpdateRenderingPipeline", sort=-10) if self.haveLightingPass: self.showbase.addTask( self._updateLights, "UpdateLights", sort=-9) self.showbase.addTask( self._updateShadows, "updateShadows", sort=-8) if self.settings.displayOnscreenDebugger: self.showbase.addTask( self._updateGUI, "UpdateGUI", sort=7) def _computeCameraBounds(self): """ Computes the current camera bounds, i.e. for light culling """ cameraBounds = self.camera.node().getLens().makeBounds() cameraBounds.xform(self.camera.getMat(self.showbase.render)) return cameraBounds def _updateLights(self, task=None): """ Task which updates/culls the lights """ self.lightManager.updateLights() if task is not None: return task.cont def _updateShadows(self, task=None): """ Task which updates the shadow maps """ self.lightManager.updateShadows() if task is not None: return task.cont def _updateGUI(self, task=None): """ Task which updates the onscreen gui debugger """ self.guiManager.update() if task is not None: return task.cont def _update(self, task=None): """ Main update task """ currentFPS = 1.0 / self.showbase.taskMgr.globalClock.getDt() self.temporalProjXOffs[0] = 1 - self.temporalProjXOffs[0] self.cameraPosition[0] = self.showbase.cam.getPos(self.showbase.render) self.motionBlurFactor[0] = min(1.5, currentFPS / 60.0) * self.settings.motionBlurFactor self.cullBounds = self._computeCameraBounds() if self.haveLightingPass: self.lightManager.setCullBounds(self.cullBounds) self.lastMVP[0] = self.currentMVP[0] self.currentMVP[0] = self._computeMVP() if task is not None: return task.cont def _computeMVP(self): """ Computes the current mvp. Actually, this is the worldViewProjectionMatrix, but for convience it's called mvp. """ camLens = self.showbase.camLens projMat = Mat4.convertMat( CSYupRight, camLens.getCoordinateSystem()) * camLens.getProjectionMat() transformMat = TransformState.makeMat( Mat4.convertMat(self.showbase.win.getGsg().getInternalCoordinateSystem(), CSZupRight)) modelViewMat = transformMat.invertCompose( self.showbase.render.getTransform(self.showbase.cam)).getMat() return UnalignedLMatrix4f(modelViewMat * projMat) def getLightManager(self): """ Returns a handle to the light manager """ return self.lightManager def getDefaultObjectShader(self, tesselated=False): """ Returns the default shader for objects """ if not tesselated: shader = BetterShader.load( "Shader/DefaultObjectShader/vertex.glsl", "Shader/DefaultObjectShader/fragment.glsl") else: self.warn( "Tesselation is only experimental! Remember " "to convert the geometry to patches first!") shader = BetterShader.load( "Shader/DefaultObjectShader/vertex.glsl", "Shader/DefaultObjectShader/fragment.glsl", "", "Shader/DefaultObjectShader/tesscontrol.glsl", "Shader/DefaultObjectShader/tesseval.glsl") return shader def addLight(self, light): """ Adds a light to the list of rendered lights """ if self.haveLightingPass: self.lightManager.addLight(light) else: self.warn("Lighting is disabled, so addLight has no effect") def _generateShaderConfiguration(self): """ Genrates the global shader include which defines most values used in the shaders. """ self.debug("(Re)Generating shader configuration") # Generate list of defines defines = [] if self.settings.antialiasingTechnique == "SMAA": quality = self.settings.smaaQuality.upper() if quality in ["LOW", "MEDIUM", "HIGH", "ULTRA"]: defines.append(("SMAA_PRESET_" + quality, "")) else: self.error("Unrecognized SMAA quality:", quality) return defines.append( ("LIGHTING_COMPUTE_PATCH_SIZE_X", self.settings.computePatchSizeX)) defines.append( ("LIGHTING_COMPUTE_PATCH_SIZE_Y", self.settings.computePatchSizeY)) defines.append( ("LIGHTING_MIN_MAX_DEPTH_ACCURACY", self.settings.minMaxDepthAccuracy)) if self.blurEnabled: defines.append(("USE_DOF", 1)) if self.settings.useSimpleLighting: defines.append(("USE_SIMPLE_LIGHTING", 1)) if self.settings.anyLightBoundCheck: defines.append(("LIGHTING_ANY_BOUND_CHECK", 1)) if self.settings.accurateLightBoundCheck: defines.append(("LIGHTING_ACCURATE_BOUND_CHECK", 1)) if self.settings.renderShadows: defines.append(("USE_SHADOWS", 1)) defines.append( ("SHADOW_MAP_ATLAS_SIZE", self.settings.shadowAtlasSize)) defines.append( ("SHADOW_MAX_UPDATES_PER_FRAME", self.settings.maxShadowUpdatesPerFrame)) defines.append( ("SHAODOW_GEOMETRY_MAX_VERTICES", self.settings.maxShadowUpdatesPerFrame * 3)) defines.append(("SHADOWS_NUM_SAMPLES", self.settings.numShadowSamples)) if self.settings.useHardwarePCF: defines.append(("USE_HARDWARE_PCF", 1)) defines.append(("WINDOW_WIDTH", self.showbase.win.getXSize())) defines.append(("WINDOW_HEIGHT", self.showbase.win.getYSize())) if self.settings.motionBlurEnabled: defines.append(("USE_MOTION_BLUR", 1)) defines.append( ("MOTION_BLUR_SAMPLES", self.settings.motionBlurSamples)) # Occlusion defines.append( ("OCCLUSION_TECHNIQUE_" + self.occlusion.getIncludeName(), 1)) defines.append( ("OCCLUSION_RADIUS", self.settings.occlusionRadius)) defines.append( ("OCCLUSION_STRENGTH", self.settings.occlusionStrength)) defines.append( ("OCCLUSION_SAMPLES", self.settings.occlusionSampleCount)) if self.settings.displayOnscreenDebugger: defines.append(("DEBUGGER_ACTIVE", 1)) extraSettings = self.guiManager.getDefines() defines += extraSettings # Pass near far defines.append(("CAMERA_NEAR", Globals.base.camLens.getNear())) defines.append(("CAMERA_FAR", Globals.base.camLens.getFar())) # Generate output = "// Autogenerated by RenderingPipeline.py\n" output += "// Do not edit! Your changes will be lost.\n\n" for key, value in defines: output += "#define " + key + " " + str(value) + "\n" # Try to write the file # Todo: add error handling with open("PipelineTemp/ShaderAutoConfig.include", "w") as handle: handle.write(output) def onWindowResized(self): """ Call this whenever the window resized """ raise NotImplementedError() def destroy(self): """ Call this when you want to shut down the pipeline """ self.mountManager.unmount() self.error("Destroy is not implemented yet") def reload(self): """ This reloads the whole pipeline, same as destroy(); create() """ self.debug("Reloading pipeline") self.destroy() self.create() def setActive(self, active): """ You can enable/disable the pipeline, for example when the user is in the menu, the 3d scene does not have to be rendered """ raise NotImplementedError()
class RenderingPipeline(DebugObject): """ This is the main rendering pipeline module. It setups the whole pipeline process, as well as creating the managers for the different effects/passes. It also handles some functions to prepare the scene, e.g. for tesselation. """ def __init__(self, showbase): """ Creates a new pipeline """ DebugObject.__init__(self, "RenderingPipeline") self.showbase = showbase self.settings = None self.ready = False self.mountManager = MountManager() def getMountManager(self): """ Returns the mount manager. You can use this to set the write directory and base path """ return self.mountManager def loadSettings(self, filename): """ Loads the pipeline settings from an ini file """ self.settings = PipelineSettingsManager() self.settings.loadFromFile(filename) # This has to be here, before anything is printed DebugObject.setOutputLevel(self.settings.pipelineOutputLevel) def getSettings(self): """ Returns the current pipeline settings """ return self.settings def addLight(self, light): """ Attaches a new light to the pipeline, this just forwards the call to the light manager. """ self.lightManager.addLight(light) def removeLight(self, light): """ Removes a light from the pipeline, this just forwards the call to the light manager. """ self.lightManager.removeLight(light) def onSceneInitialized(self): """ Tells the pipeline that the scene is ready to be rendered. This starts shadow updates """ self.ready = True def setGILightSource(self, lightSource): """ Sets the light used to compute GI. For now, only directional lights can cast GI. """ if self.settings.enableGlobalIllumination: self.globalIllum.setTargetLight(lightSource) def getMainPassBitmask(self): """ Returns the camera bit used to render the main scene """ return BitMask32.bit(2) def getShadowPassBitmask(self): """ Returns the camera bit used to render the shadow scene """ return BitMask32.bit(3) def getVoxelizePassBitmask(self): """ Returns the camera bit used to voxelize the scene for GI """ return BitMask32.bit(4) def fillTextureStages(self, nodePath): """ Prepares all materials of a given nodepath to have at least the 4 default textures in the correct order: [diffuse, normal, specular, roughness] """ emptyDiffuseTex = loader.loadTexture("Data/Textures/EmptyDiffuseTexture.png") emptyNormalTex = loader.loadTexture("Data/Textures/EmptyNormalTexture.png") emptySpecularTex = loader.loadTexture("Data/Textures/EmptySpecularTexture.png") emptyRoughnessTex = loader.loadTexture("Data/Textures/EmptyRoughnessTexture.png") textureOrder = [emptyDiffuseTex, emptyNormalTex, emptySpecularTex, emptyRoughnessTex] textureSorts = [0, 10, 20, 30] # Prepare the textures for tex in textureOrder: tex.setMinfilter(SamplerState.FTLinear) tex.setMagfilter(SamplerState.FTLinear) tex.setFormat(Texture.FRgba) # Iterate over all geom nodes for np in nodePath.findAllMatches("**/+GeomNode"): # Check how many texture stages the nodepath already has stages = np.findAllTextureStages() numStages = len(stages) # Fill the texture stages up for i in xrange(numStages, 4): stage = TextureStage("DefaultTexStage" + str(i)) stage.setSort(textureSorts[i]) stage.setMode(TextureStage.CMModulate) stage.setColor(Vec4(0, 0, 0, 1)) np.setTexture(stage, textureOrder[i]) # self.debug(np,"has",numStages,"stages, filled up the rest") def getDefaultTransparencyShader(self): """ Returns the default shader to render transparent objects. """ if not self.settings.useTransparency: raise Exception("Transparency is disabled. You cannot fetch the transparency shader.") return self.transparencyManager.getDefaultShader() def prepareTransparentObject(self, np): """ Prepares a transparent object, this should be called on every transparent object """ np.setTag("ShadowPassShader", "Transparent") def getDefaultSkybox(self, scale=40000): """ Loads the default skybox, scaling it by the given scale factor. Note that there should always be a noticeable difference between the skybox scale and the camera far plane, to avoid z-fighting issues. The default skybox also comes with a default skybox shader aswell as a default skybox texture. The shaders and textures can be overridden by the user if required. """ skybox = loader.loadModel("Models/Skybox/Model.egg.bam") skybox.setScale(scale) skytex = loader.loadTexture("Data/Skybox/sky.jpg") skytex.setWrapU(SamplerState.WMRepeat) skytex.setWrapV(SamplerState.WMRepeat) skytex.setMinfilter(SamplerState.FTLinear) skytex.setMagfilter(SamplerState.FTLinear) skybox.setShaderInput("skytex", skytex) skybox.setShader(Shader.load(Shader.SLGLSL, "Shader/DefaultShaders/Opaque/vertex.glsl", "Shader/Skybox/fragment.glsl"), 70) skybox.setName("Skybox") return skybox def reloadShaders(self): """ Reloads all shaders and regenerates all intitial states. This function also updates the shader autoconfig """ self.debug("Reloading shaders") self.renderPassManager.writeAutoconfig() self.renderPassManager.setShaders() # todo: gi -> reload shaders def getRenderPassManager(self): """ Returns a handle to the render pass manager attribute """ return self.renderPassManager def getSize(self): """ Returns the window size """ return self._size def _createTasks(self): """ Spanws the pipeline update tasks, this are mainly the pre-render and post-render tasks, whereas the pre-render task has a lower priority than the draw task, and the post-render task has a higher priority. """ self.showbase.addTask(self._preRenderUpdate, "RP_BeforeRender", sort=-5000) self.showbase.addTask(self._postRenderUpdate, "RP_AfterRender", sort=5000) def _createInputHandles(self): """ Defines various inputs to be used in the shader passes. Most inputs use pta-arrays, so updating them is faster than using setShaderInput all the time. """ self.cameraPosition = PTAVecBase3f.emptyArray(1) self.currentViewMat = PTALMatrix4f.emptyArray(1) self.lastMVP = PTALMatrix4f.emptyArray(1) self.currentMVP = PTALMatrix4f.emptyArray(1) self.frameIndex = PTAInt.emptyArray(1) self.frameDelta = PTAFloat.emptyArray(1) self.renderPassManager.registerStaticVariable("lastMVP", self.lastMVP) self.renderPassManager.registerStaticVariable("currentMVP", self.currentMVP) self.renderPassManager.registerStaticVariable("frameIndex", self.frameIndex) self.renderPassManager.registerStaticVariable("cameraPosition", self.cameraPosition) self.renderPassManager.registerStaticVariable("mainCam", self.showbase.cam) self.renderPassManager.registerStaticVariable("mainRender", self.showbase.render) self.renderPassManager.registerStaticVariable("frameDelta", self.frameDelta) self.renderPassManager.registerStaticVariable("currentViewMat", self.currentViewMat) # self.transformMat = TransformState.makeMat(Mat4.convertMat(Globals.base.win.getGsg().getInternalCoordinateSystem(), CSZupRight)) self.transformMat = TransformState.makeMat(Mat4.convertMat(CSYupRight, CSZupRight)) def _preRenderUpdate(self, task): """ This is the pre render task which handles updating of all the managers as well as calling the pipeline update task """ if not self.ready: return task.cont self._updateInputHandles() self.lightManager.update() if self.guiManager: self.guiManager.update() if self.transparencyManager: self.transparencyManager.update() self.antialiasingManager.update() self.renderPassManager.preRenderUpdate() if self.globalIllum: self.globalIllum.update() return task.cont def _updateInputHandles(self): """ Updates the input-handles on a per frame basis defined in _createInputHandles """ # Compute camera bounds cameraBounds = self.showbase.camNode.getLens().makeBounds() cameraBounds.xform(self.showbase.camera.getMat(self.showbase.render)) self.lightManager.setCullBounds(cameraBounds) self.lastMVP[0] = self.currentMVP[0] self.currentMVP[0] = self._computeMVP() self.currentViewMat[0] = UnalignedLMatrix4f(self.transformMat.invertCompose(self.showbase.render.getTransform(self.showbase.cam)).getMat()) self.frameDelta[0] = Globals.clock.getDt() self.cameraPosition[0] = self.showbase.cam.getPos(self.showbase.render) def _computeMVP(self): """ Computes the current scene mvp. Actually, this is the worldViewProjectionMatrix, but for convience it's called mvp. """ camLens = self.showbase.camLens projMat = camLens.getProjectionMat() modelViewMat = self.showbase.render.getTransform(self.showbase.cam).getMat() return UnalignedLMatrix4f(modelViewMat * projMat) def _postRenderUpdate(self, task): """ This is the post render update, being called after the draw task. """ if not self.ready: return task.cont return task.cont def _createViewSpacePass(self): """ Creates a pass which computes the view space normals and position. This pass is only created if any render pass requires the provided inputs """ if self.renderPassManager.anyPassRequires("ViewSpacePass.normals") or \ self.renderPassManager.anyPassRequires("ViewSpacePass.position"): self.viewSpacePass = ViewSpacePass() self.renderPassManager.registerPass(self.viewSpacePass) def _createDefaultTextureInputs(self): """ This method loads various textures used in the different render passes and provides them as inputs to the render pass manager """ for color in ["White", "Black"]: emptyTex = loader.loadTexture("Data/Textures/" + color + ".png") emptyTex.setMinfilter(SamplerState.FTLinear) emptyTex.setMagfilter(SamplerState.FTLinear) emptyTex.setWrapU(SamplerState.WMClamp) emptyTex.setWrapV(SamplerState.WMClamp) self.renderPassManager.registerStaticVariable("emptyTexture" + color, emptyTex) texNoise = loader.loadTexture("Data/Textures/noise4x4.png") texNoise.setMinfilter(SamplerState.FTNearest) texNoise.setMagfilter(SamplerState.FTNearest) self.renderPassManager.registerStaticVariable("noise4x4", texNoise) # Load the cubemap which is used for point light shadow rendering cubemapLookup = self.showbase.loader.loadCubeMap( "Data/Cubemaps/DirectionLookup/#.png") cubemapLookup.setMinfilter(SamplerState.FTNearest) cubemapLookup.setMagfilter(SamplerState.FTNearest) cubemapLookup.setFormat(Texture.FRgb8) self.renderPassManager.registerStaticVariable("directionToFaceLookup", cubemapLookup) # Load the default environment cubemap cubemapEnv = self.showbase.loader.loadCubeMap( self.settings.defaultReflectionCubemap, readMipmaps=True) cubemapEnv.setMinfilter(SamplerState.FTLinearMipmapLinear) cubemapEnv.setMagfilter(SamplerState.FTLinearMipmapLinear) cubemapEnv.setFormat(Texture.FRgba) self.renderPassManager.registerStaticVariable("defaultEnvironmentCubemap", cubemapEnv) self.renderPassManager.registerStaticVariable("defaultEnvironmentCubemapMipmaps", cubemapEnv.getExpectedNumMipmapLevels()) # Load the color LUT colorLUT = loader.loadTexture("Data/ColorLUT/" + self.settings.colorLookupTable) colorLUT.setWrapU(SamplerState.WMClamp) colorLUT.setWrapV(SamplerState.WMClamp) colorLUT.setFormat(Texture.F_rgb16) colorLUT.setMinfilter(SamplerState.FTLinear) colorLUT.setMagfilter(SamplerState.FTLinear) self.renderPassManager.registerStaticVariable("colorLUT", colorLUT) def _createGenericDefines(self): """ Registers some of the configuration defines, mainly specified in the pipeline config, at the render pass manager """ define = lambda name, val: self.renderPassManager.registerDefine(name, val) define("WINDOW_WIDTH", self._size.x) define("WINDOW_HEIGHT", self._size.y) if self.settings.displayOnscreenDebugger: define("DEBUGGER_ACTIVE", 1) if self.settings.enableGlobalIllumination: define("USE_GLOBAL_ILLUMINATION", 1) # TODO: Move to scattering module if self.settings.enableScattering: define("USE_SCATTERING", 1) # TODO: Add sslr # if self.settings.enableSSLR: # define("USE_SSLR", 1) # Pass camera near and far plane define("CAMERA_NEAR", Globals.base.camLens.getNear()) define("CAMERA_FAR", Globals.base.camLens.getFar()) def _createGlobalIllum(self): """ Creates the global illumination manager if enabled in the settings """ if self.settings.enableGlobalIllumination: self.globalIllum = GlobalIllumination(self) self.globalIllum.setup() else: self.globalIllum = None def _precomputeScattering(self): """ Precomputes the scattering model for the default atmosphere if if specified in the settings """ if self.settings.enableScattering: earthScattering = Scattering(self) scale = 100000 earthScattering.setSettings({ "atmosphereOffset": Vec3(0, 0, - (6360.0 + 9.5) * scale), "atmosphereScale": Vec3(scale) }) earthScattering.precompute() earthScattering.provideInputs() def create(self): """ Creates the pipeline """ self.debug("Setting up render pipeline") if self.settings is None: self.error("You have to call loadSettings first!") return self.debug("Checking required Panda3D version ..") SystemAnalyzer.checkPandaVersionOutOfDate(29,04,2015) # Mount everything first self.mountManager.mount() # Check if there is already another instance running if not self.mountManager.getLock(): self.fatal("Another instance of the rendering pipeline is already running") return # Store globals, as cython can't handle them self.debug("Setting up globals") Globals.load(self.showbase) Globals.font = loader.loadFont("Data/Font/SourceSansPro-Semibold.otf") Globals.font.setPixelsPerUnit(25) self._size = LVecBase2i(self.showbase.win.getXSize(), self.showbase.win.getYSize()) # Check size if self._size.x % 2 == 1: self.fatal( "The window width has to be a multiple of 2 " "(Current: ", self._size.x, ")") return if self.settings.displayOnscreenDebugger: self.guiManager = PipelineGuiManager(self) else: self.guiManager = None # Some basic scene settings self.showbase.camLens.setNearFar(0.1, 50000) self.showbase.camLens.setFov(90) self.showbase.win.setClearColor(Vec4(1.0, 0.0, 1.0, 1.0)) self.showbase.camNode.setCameraMask(self.getMainPassBitmask()) self.showbase.render.setAttrib(TransparencyAttrib.make(TransparencyAttrib.MNone), 100) # Create render pass matcher self.renderPassManager = RenderPassManager() self._precomputeScattering() # Add initial pass self.initialRenderPass = InitialRenderPass() self.renderPassManager.registerPass(self.initialRenderPass) # Add deferred pass self.deferredScenePass = DeferredScenePass() self.renderPassManager.registerPass(self.deferredScenePass) # Add lighting pass self.lightingPass = LightingPass() self.renderPassManager.registerPass(self.lightingPass) # Add dynamic exposure pass if self.settings.useAdaptiveBrightness: self.dynamicExposurePass = DynamicExposurePass(self) self.renderPassManager.registerPass(self.dynamicExposurePass) # Add volumetric lighting # self.volumetricLightingPass = VolumetricLightingPass() # self.renderPassManager.registerPass(self.volumetricLightingPass) # Add final pass self.finalPostprocessPass = FinalPostprocessPass() self.renderPassManager.registerPass(self.finalPostprocessPass) # Create managers self.occlusionManager = AmbientOcclusionManager(self) self.lightManager = LightManager(self) self.antialiasingManager = AntialiasingManager(self) if self.settings.useTransparency: self.transparencyManager = TransparencyManager(self) else: self.transparencyManager = None self._createGlobalIllum() # Make variables available self._createGenericDefines() self._createInputHandles() self._createDefaultTextureInputs() self._createViewSpacePass() # Finally matchup all the render passes and set the shaders self.renderPassManager.createPasses() self.renderPassManager.writeAutoconfig() self.renderPassManager.setShaders() # Create the update tasks self._createTasks() # TODO: Make GI use render passes if self.settings.enableGlobalIllumination: self.globalIllum.reloadShader() # Give the gui a hint when the pipeline is done loading if self.guiManager: self.guiManager.onPipelineLoaded()