""" RenderPipeline Copyright (c) 2014-2016 tobspr Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. """ from __future__ import division from panda3d.core import CS_yup_right, CS_zup_right, invert, Vec3, Mat4, Vec4 from panda3d.core import SamplerState from direct.stdpy.file import open from rpcore.globals import Globals from rpcore.rpobject import RPObject from rpcore.loader import RPLoader from rpcore.util.shader_input_blocks import GroupedInputBlock class CommonResources(RPObject): """ This class manages the loading and binding of commonly used resources, such as textures, models, but also shader inputs """ def __init__(self, pipeline): RPObject.__init__(self) self._pipeline = pipeline self._showbase = Globals.base self._ptas = {} self._load_fonts() self._load_textures() self._setup_inputs() def _load_fonts(self): """ Loads the default font used for rendering and assigns it to Globals.font for further usage """ font = RPLoader.load_font("/$$rp/data/font/Roboto-Medium.ttf") font.set_pixels_per_unit(35) font.set_poly_margin(0.0) font.set_texture_margin(1) font.set_bg(Vec4(1, 1, 1, 0)) font.set_fg(Vec4(1, 1, 1, 1)) Globals.font = font def _setup_inputs(self): """ Creates commonly used shader inputs such as the current mvp and registers them to the stage manager so they can be used for rendering """ self._input_ubo = GroupedInputBlock("MainSceneData") inputs = ( ("camera_pos", "vec3"), ("view_proj_mat_no_jitter", "mat4"), ("last_view_proj_mat_no_jitter", "mat4"), ("last_inv_view_proj_mat_no_jitter", "mat4"), ("view_mat_z_up", "mat4"), ("proj_mat", "mat4"), ("inv_proj_mat", "mat4"), ("view_mat_billboard", "mat4"), ("frame_delta", "float"), ("smooth_frame_delta", "float"), ("frame_time", "float"), ("current_film_offset", "vec2"), ("frame_index", "int"), ("screen_size", "ivec2"), ("native_screen_size", "ivec2"), ("lc_tile_count", "ivec2"), ("ws_frustum_directions", "mat4"), ("vs_frustum_directions", "mat4"), ) for name, ipt_type in inputs: self._input_ubo.register_pta(name, ipt_type) self._pipeline.stage_mgr.input_blocks.append(self._input_ubo) # Main camera and main render have to be regular inputs, since they are # used in the shaders by that name. self._pipeline.stage_mgr.inputs["mainCam"] = self._showbase.cam self._pipeline.stage_mgr.inputs["mainRender"] = self._showbase.render # Set the correct frame rate interval Globals.clock.set_average_frame_rate_interval(3.0) # Set initial value for view_proj_mat_no_jitter view_mat = Globals.render.get_transform(self._showbase.cam).get_mat() proj_mat = Mat4(self._showbase.camLens.get_projection_mat()) proj_mat.set_cell(1, 0, 0.0) proj_mat.set_cell(1, 1, 0.0) self._input_ubo.update_input("view_proj_mat_no_jitter", view_mat * proj_mat) def write_config(self): """ Generates the shader configuration for the common inputs """ content = self._input_ubo.generate_shader_code() try: # Try to write the temporary file with open("/$$rptemp/$$main_scene_data.inc.glsl", "w") as handle: handle.write(content) except IOError as msg: self.error("Failed to write common resources shader configuration!", msg) def _load_textures(self): """ Loads commonly used textures and makes them available via the stage manager """ self._load_environment_cubemap() self._load_prefilter_brdf() self._load_skydome() def _load_environment_cubemap(self): """ Loads the default cubemap used for the environment, which is used when no other environment data is available """ envmap = RPLoader.load_cube_map( "/$$rp/data/default_cubemap/cubemap.txo", read_mipmaps=True) envmap.set_minfilter(SamplerState.FT_linear_mipmap_linear) # envmap.set_format(Image.F_rgba16) envmap.set_magfilter(SamplerState.FT_linear) envmap.set_wrap_u(SamplerState.WM_repeat) envmap.set_wrap_v(SamplerState.WM_repeat) envmap.set_wrap_w(SamplerState.WM_repeat) self._pipeline.stage_mgr.inputs["DefaultEnvmap"] = envmap def _load_prefilter_brdf(self): """ Loads the prefiltered brdf """ luts = [ {"src": "slices/env_brdf_#.png", "input": "PrefilteredBRDF"}, {"src": "slices_metal/env_brdf.png", "input": "PrefilteredMetalBRDF"}, {"src": "slices_coat/env_brdf.png", "input": "PrefilteredCoatBRDF"}, ] for config in luts: loader_method = RPLoader.load_texture if "#" in config["src"]: loader_method = RPLoader.load_3d_texture brdf_tex = loader_method("/$$rp/data/environment_brdf/{}".format(config["src"])) brdf_tex.set_minfilter(SamplerState.FT_linear) brdf_tex.set_magfilter(SamplerState.FT_linear) brdf_tex.set_wrap_u(SamplerState.WM_clamp) brdf_tex.set_wrap_v(SamplerState.WM_clamp) brdf_tex.set_wrap_w(SamplerState.WM_clamp) brdf_tex.set_anisotropic_degree(0) self._pipeline.stage_mgr.inputs[config["input"]] = brdf_tex def _load_skydome(self): """ Loads the skydome """ skydome = RPLoader.load_texture("/$$rp/data/builtin_models/skybox/skybox.txo") skydome.set_wrap_u(SamplerState.WM_clamp) skydome.set_wrap_v(SamplerState.WM_clamp) self._pipeline.stage_mgr.inputs["DefaultSkydome"] = skydome def load_default_skybox(self): skybox = RPLoader.load_model("/$$rp/data/builtin_models/skybox/skybox.bam") return skybox def update(self): """ Updates the commonly used resources, mostly the shader inputs """ update = self._input_ubo.update_input # Get the current transform matrix of the camera view_mat = Globals.render.get_transform(self._showbase.cam).get_mat() # Compute the view matrix, but with a z-up coordinate system zup_conversion = Mat4.convert_mat(CS_zup_right, CS_yup_right) update("view_mat_z_up", view_mat * zup_conversion) # Compute the view matrix without the camera rotation view_mat_billboard = Mat4(view_mat) view_mat_billboard.set_row(0, Vec3(1, 0, 0)) view_mat_billboard.set_row(1, Vec3(0, 1, 0)) view_mat_billboard.set_row(2, Vec3(0, 0, 1)) update("view_mat_billboard", view_mat_billboard) update("camera_pos", self._showbase.camera.get_pos(Globals.render)) # Compute last view projection mat curr_vp = self._input_ubo.get_input("view_proj_mat_no_jitter") update("last_view_proj_mat_no_jitter", curr_vp) curr_vp = Mat4(curr_vp) curr_vp.invert_in_place() curr_inv_vp = curr_vp update("last_inv_view_proj_mat_no_jitter", curr_inv_vp) proj_mat = Mat4(self._showbase.camLens.get_projection_mat()) # Set the projection matrix as an input, but convert it to the correct # coordinate system before. proj_mat_zup = Mat4.convert_mat(CS_yup_right, CS_zup_right) * proj_mat update("proj_mat", proj_mat_zup) # Set the inverse projection matrix update("inv_proj_mat", invert(proj_mat_zup)) # Remove jitter and set the new view projection mat proj_mat.set_cell(1, 0, 0.0) proj_mat.set_cell(1, 1, 0.0) update("view_proj_mat_no_jitter", view_mat * proj_mat) # Store the frame delta update("frame_delta", Globals.clock.get_dt()) update("smooth_frame_delta", 1.0 / max(1e-5, Globals.clock.get_average_frame_rate())) update("frame_time", Globals.clock.get_frame_time()) # Store the current film offset, we use this to compute the pixel-perfect # velocity, which is otherwise not possible. Usually this is always 0 # except when SMAA and reprojection is enabled update("current_film_offset", self._showbase.camLens.get_film_offset()) update("frame_index", Globals.clock.get_frame_count()) # Compute frustum corners in the order BL, BR, TL, TR ws_frustum_directions = Mat4() vs_frustum_directions = Mat4() inv_proj_mat = Globals.base.camLens.get_projection_mat_inv() view_mat_inv = Mat4(view_mat) view_mat_inv.invert_in_place() for i, point in enumerate(((-1, -1), (1, -1), (-1, 1), (1, 1))): result = inv_proj_mat.xform(Vec4(point[0], point[1], 1.0, 1.0)) vs_dir = (zup_conversion.xform(result)).xyz.normalized() vs_frustum_directions.set_row(i, Vec4(vs_dir, 1)) ws_dir = view_mat_inv.xform(Vec4(result.xyz, 0)) ws_frustum_directions.set_row(i, ws_dir) update("vs_frustum_directions", vs_frustum_directions) update("ws_frustum_directions", ws_frustum_directions) update("screen_size", Globals.resolution) update("native_screen_size", Globals.native_resolution) update("lc_tile_count", self._pipeline.light_mgr.num_tiles)