""" 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. """ import math from six.moves import range # pylint: disable=import-error from rplibs.six import iteritems, itervalues from direct.stdpy.file import listdir, isfile, join from panda3d.core import SamplerState, ShaderAttrib, NodePath from rpcore.globals import Globals from rpcore.rpobject import RPObject from rpcore.image import Image from rpcore.loader import RPLoader class ScatteringMethod(RPObject): """ Base class for all scattering methods """ def __init__(self, plugin_handle): RPObject.__init__(self) self.handle = plugin_handle def load(self): """ Should load all required resources here """ raise NotImplementedError() def compute(self): """ Should compute the model here if necessary """ raise NotImplementedError() class ScatteringMethodHosekWilkie(ScatteringMethod): """ Scattering as suggested by Hosek and Wilkie """ def load(self): """ Loads the scattering method """ lut_src = self.handle.get_resource( "hosek_wilkie_scattering/scattering_lut.txo") if not isfile(lut_src): self.error("Could not find precompiled LUT for the Hosek Wilkie " "Scattering! Make sure you compiled the algorithm code!") return lut_tex = RPLoader.load_sliced_3d_texture(lut_src, 512, 128, 100) lut_tex.set_wrap_u(SamplerState.WM_repeat) lut_tex.set_wrap_v(SamplerState.WM_clamp) lut_tex.set_wrap_w(SamplerState.WM_clamp) lut_tex.set_minfilter(SamplerState.FT_linear) lut_tex.set_magfilter(SamplerState.FT_linear) # Setting the format explicitely shouldn't be necessary # lut_tex.set_format(Image.F_rgb16) self.handle.display_stage.set_shader_input("ScatteringLUT", lut_tex) self.handle.envmap_stage.set_shader_input("ScatteringLUT", lut_tex) def compute(self): """ Computes the scattering method, not required since we use a precomputed LUT """ pass class ScatteringMethodEricBruneton(ScatteringMethod): """ Precomputed atmospheric scattering by Eric Bruneton """ def load(self): """ Inits parameters, those should match with the ones specified in common.glsl """ self.use_32_bit = False self.trans_w, self.trans_h = 256 * 4, 64 * 4 self.sky_w, self.sky_h = 64 * 4, 16 * 4 self.res_r, self.res_mu, self.res_mu_s, self.res_nu = 32, 128, 32, 8 self.res_mu_s_nu = self.res_mu_s * self.res_nu self.create_shaders() self.create_textures() def create_textures(self): """ Creates all textures required for the scattering """ tex_format = "RGBA32" if self.use_32_bit else "RGBA16" img_2d, img_3d = Image.create_2d, Image.create_3d self.textures = { "transmittance": img_2d("scat-trans", self.trans_w, self.trans_h, tex_format), "irradiance": img_2d("scat-irrad", self.sky_w, self.sky_h, tex_format), "inscatter": img_3d("scat-inscat", self.res_mu_s_nu, self.res_mu, self.res_r, tex_format), # noqa # pylint: disable=line-too-long "delta_e": img_2d("scat-dx-e", self.sky_w, self.sky_h, tex_format), "delta_sr": img_3d("scat-dx-sr", self.res_mu_s_nu, self.res_mu, self.res_r, tex_format), "delta_sm": img_3d("scat-dx-sm", self.res_mu_s_nu, self.res_mu, self.res_r, tex_format), "delta_j": img_3d("scat-dx-j", self.res_mu_s_nu, self.res_mu, self.res_r, tex_format), } for img in itervalues(self.textures): img.set_minfilter(SamplerState.FT_linear) img.set_magfilter(SamplerState.FT_linear) img.set_wrap_u(SamplerState.WM_clamp) img.set_wrap_v(SamplerState.WM_clamp) img.set_wrap_w(SamplerState.WM_clamp) def create_shaders(self): """ Creates all the shaders used for precomputing """ self.shaders = {} resource_path = self.handle.get_shader_resource("eric_bruneton") for fname in listdir(resource_path): fpath = join(resource_path, fname) if isfile(fpath) and fname.endswith(".compute.glsl"): shader_name = fname.split(".")[0] shader_obj = RPLoader.load_shader(fpath) self.shaders[shader_name] = shader_obj def exec_compute_shader(self, shader_obj, shader_inputs, exec_size, workgroup_size=(16, 16, 1)): """ Executes a compute shader. The shader object should be a shader loaded with Shader.load_compute, the shader inputs should be a dict where the keys are the names of the shader inputs and the values are the inputs. The workgroup_size has to match the size defined in the compute shader """ ntx = int(math.ceil(exec_size[0] / workgroup_size[0])) nty = int(math.ceil(exec_size[1] / workgroup_size[1])) ntz = int(math.ceil(exec_size[2] / workgroup_size[2])) nodepath = NodePath("shader") nodepath.set_shader(shader_obj) nodepath.set_shader_inputs(**shader_inputs) attr = nodepath.get_attrib(ShaderAttrib) Globals.base.graphicsEngine.dispatch_compute( (ntx, nty, ntz), attr, Globals.base.win.gsg) def compute(self): """ Precomputes the scattering """ self.debug("Precomputing ...") exec_cshader = self.exec_compute_shader # Transmittance exec_cshader( self.shaders["transmittance"], { "dest": self.textures["transmittance"] }, (self.trans_w, self.trans_h, 1)) # Delta E exec_cshader( self.shaders["delta_e"], { "transmittanceSampler": self.textures["transmittance"], "dest": self.textures["delta_e"] }, (self.sky_w, self.sky_h, 1)) # Delta S exec_cshader( self.shaders["delta_sm_sr"], { "transmittanceSampler": self.textures["transmittance"], "destDeltaSR": self.textures["delta_sr"], "destDeltaSM": self.textures["delta_sm"] }, (self.res_mu_s_nu, self.res_mu, self.res_r), (8, 8, 8)) # Copy deltaE to irradiance texture exec_cshader( self.shaders["copy_irradiance"], { "k": 0.0, "deltaESampler": self.textures["delta_e"], "dest": self.textures["irradiance"] }, (self.sky_w, self.sky_h, 1)) # Copy delta s into inscatter texture exec_cshader( self.shaders["copy_inscatter"], { "deltaSRSampler": self.textures["delta_sr"], "deltaSMSampler": self.textures["delta_sm"], "dest": self.textures["inscatter"] }, (self.res_mu_s_nu, self.res_mu, self.res_r), (8, 8, 8)) for order in range(2, 5): first = order == 2 # Delta J exec_cshader( self.shaders["delta_j"], { "transmittanceSampler": self.textures["transmittance"], "deltaSRSampler": self.textures["delta_sr"], "deltaSMSampler": self.textures["delta_sm"], "deltaESampler": self.textures["delta_e"], "dest": self.textures["delta_j"], "first": first }, (self.res_mu_s_nu, self.res_mu, self.res_r), (8, 8, 8)) # Delta E exec_cshader( self.shaders["irradiance_n"], { "transmittanceSampler": self.textures["transmittance"], "deltaSRSampler": self.textures["delta_sr"], "deltaSMSampler": self.textures["delta_sm"], "dest": self.textures["delta_e"], "first": first }, (self.sky_w, self.sky_h, 1)) # Delta Sr exec_cshader( self.shaders["delta_sr"], { "transmittanceSampler": self.textures["transmittance"], "deltaJSampler": self.textures["delta_j"], "dest": self.textures["delta_sr"], "first": first }, (self.res_mu_s_nu, self.res_mu, self.res_r), (8, 8, 8)) # Add delta E to irradiance exec_cshader( self.shaders["add_delta_e"], { "deltaESampler": self.textures["delta_e"], "dest": self.textures["irradiance"], }, (self.sky_w, self.sky_h, 1)) # Add deltaSr to inscatter texture exec_cshader( self.shaders["add_delta_sr"], { "deltaSSampler": self.textures["delta_sr"], "dest": self.textures["inscatter"] }, (self.res_mu_s_nu, self.res_mu, self.res_r), (8, 8, 8)) # Make stages available for stage in [self.handle.display_stage, self.handle.envmap_stage]: stage.set_shader_inputs( InscatterSampler=self.textures["inscatter"], transmittanceSampler=self.textures["transmittance"], IrradianceSampler=self.textures["irradiance"])