""" 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. """ # pylint: disable=line-too-long from direct.stdpy.file import isfile, open from rpcore.image import Image from rpcore.rpobject import RPObject from rpcore.loader import RPLoader class DisplayShaderBuilder(object): # pylint: disable=too-few-public-methods """ Utility class to generate shaders on the fly to display texture previews and also buffers """ @classmethod def build(cls, texture, view_width, view_height): """ Builds a shader to display in a view port with the size * """ view_width, view_height = int(view_width), int(view_height) cache_key = "/$$rptemp/$$TEXDISPLAY-X{}-Y{}-Z{}-TT{}-CT{}-VW{}-VH{}.frag.glsl".format( texture.get_x_size(), texture.get_y_size(), texture.get_z_size(), texture.get_texture_type(), texture.get_component_type(), view_width, view_height) # Only regenerate the file when there is no cache entry for it if not isfile(cache_key) or True: fragment_shader = cls._build_fragment_shader(texture, view_width, view_height) with open(cache_key, "w") as handle: handle.write(fragment_shader) return RPLoader.load_shader("/$$rp/shader/default_gui_shader.vert.glsl", cache_key) @classmethod def _build_fragment_shader(cls, texture, view_width, view_height): """ Internal method to build a fragment shader displaying the texture """ sampling_code, sampler_type = cls._generate_sampling_code(texture, view_width, view_height) # Build actual shader built = """ #version 400 #pragma include "render_pipeline_base.inc.glsl" #extension GL_ARB_shading_language_420pack : enable in vec2 texcoord; out vec3 result; uniform int mipmap; uniform int slice; uniform float brightness; uniform bool tonemap; uniform """ + sampler_type + """ p3d_Texture0; void main() { int view_width = """ + str(view_width) + """; int view_height = """ + str(view_height) + """; ivec2 display_coord = ivec2(texcoord * vec2(view_width, view_height)); int int_index = display_coord.x + display_coord.y * view_width; """ + sampling_code + """ result *= brightness; if (tonemap) result = result / (1 + result); } """ # Strip trailing spaces built = '\n'.join([i.strip() for i in built.split("\n")]) return built @classmethod def _generate_sampling_code(cls, texture, view_width, view_height): # noqa # pylint: disable=unused-argument,too-many-branches """ Generates the GLSL code to sample a texture and also returns the GLSL sampler type """ texture_type = texture.get_texture_type() comp_type = texture.get_component_type() # Useful snippets int_coord = "ivec2 int_coord = ivec2(texcoord * textureSize(p3d_Texture0, mipmap).xy);" slice_count = "int slice_count = textureSize(p3d_Texture0, 0).z;" float_types = [Image.T_float, Image.T_unsigned_byte] int_types = [Image.T_int, Image.T_unsigned_short, Image.T_unsigned_int_24_8] result = "result = vec3(1, 0, 1);", "sampler2D" if comp_type not in float_types + int_types: RPObject.global_warn( "DisplayShaderBuilder", "Unkown texture component type:", comp_type) # 2D Textures if texture_type == Image.TT_2d_texture: if comp_type in float_types: result = "result = textureLod(p3d_Texture0, texcoord, mipmap).xyz;", "sampler2D" elif comp_type in int_types: result = int_coord + "result = texelFetch(p3d_Texture0, int_coord, mipmap).xyz / 10.0;", "isampler2D" # noqa # Buffer Textures elif texture_type == Image.TT_buffer_texture: def range_check(code): return "if (int_index < textureSize(p3d_Texture0)) {" + code + "} else { result = vec3(1.0, 0.6, 0.2);};" # noqa if comp_type in float_types: result = range_check("result = texelFetch(p3d_Texture0, int_index).xyz;"), "samplerBuffer" # noqa elif comp_type in int_types: result = range_check("result = texelFetch(p3d_Texture0, int_index).xyz / 10.0;"), "isamplerBuffer" # noqa # 3D Textures elif texture_type == Image.TT_3d_texture: if comp_type in float_types: result = slice_count + "result = textureLod(p3d_Texture0, vec3(texcoord, (0.5 + slice) / slice_count), mipmap).xyz;", "sampler3D" # noqa elif comp_type in int_types: result = int_coord + "result = texelFetch(p3d_Texture0, ivec3(int_coord, slice), mipmap).xyz / 10.0;", "isampler3D" # noqa # 2D Texture Array elif texture_type == Image.TT_2d_texture_array: if comp_type in float_types: result = "result = textureLod(p3d_Texture0, vec3(texcoord, slice), mipmap).xyz;", "sampler2DArray" # noqa elif comp_type in int_types: result = int_coord + "result = texelFetch(p3d_Texture0, ivec3(int_coord, slice), mipmap).xyz / 10.0;", "isampler2DArray" # noqa # Cubemap elif texture_type == Image.TT_cube_map: code = "vec3 sample_dir = get_cubemap_coordinate(slice, texcoord*2-1);\n" code += "result = textureLod(p3d_Texture0, sample_dir, mipmap).xyz;" result = code, "samplerCube" # Cubemap array elif texture_type == Image.TT_cube_map_array: code = "vec3 sample_dir = get_cubemap_coordinate(slice % 6, texcoord*2-1);\n" code += "result = textureLod(p3d_Texture0, vec4(sample_dir, slice / 6), mipmap).xyz;" result = code, "samplerCubeArray" else: print("WARNING: Unhandled texture type", texture_type, "in display shader builder") return result