""" 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 print_function from rplibs.six.moves import range # pylint: disable=import-error from panda3d.core import PTAVecBase3f from rpcore.globals import Globals from rpcore.pluginbase.base_plugin import BasePlugin from rpcore.native import PSSMCameraRig, NATIVE_CXX_LOADED from .pssm_stage import PSSMStage from .pssm_shadow_stage import PSSMShadowStage from .pssm_scene_shadow_stage import PSSMSceneShadowStage from .pssm_dist_shadow_stage import PSSMDistShadowStage class Plugin(BasePlugin): name = "Sun Shadows" author = "tobspr " description = ("This plugin adds support for Parallel Split Shadow Maps " "(PSSM), and also sun lighting.") version = "1.2" required_plugins = ("scattering",) def on_stage_setup(self): if not NATIVE_CXX_LOADED: self.debug("Setting max splits to 1 since python is used") self._pipeline.plugin_mgr.settings["pssm"]["split_count"].set_value(1) self.update_enabled = True self.pta_sun_vector = PTAVecBase3f.empty_array(1) self.last_cache_reset = 0 self.shadow_stage = self.create_stage(PSSMShadowStage) self.pssm_stage = self.create_stage(PSSMStage) self.shadow_stage.num_splits = self.get_setting("split_count") self.shadow_stage.split_resolution = self.get_setting("resolution") self.scene_shadow_stage = self.create_stage(PSSMSceneShadowStage) self.scene_shadow_stage.resolution = self.get_setting("scene_shadow_resolution") self.scene_shadow_stage.sun_distance = self.get_setting("scene_shadow_sundist") # Enable distant shadow map if specified if self.get_setting("use_distant_shadows"): self.dist_shadow_stage = self.create_stage(PSSMDistShadowStage) self.dist_shadow_stage.resolution = self.get_setting("dist_shadow_resolution") self.dist_shadow_stage.clip_size = self.get_setting("dist_shadow_clipsize") self.dist_shadow_stage.sun_distance = self.get_setting("dist_shadow_sundist") self.pssm_stage.required_pipes.append("PSSMDistSunShadowMap") self.pssm_stage.required_inputs.append("PSSMDistSunShadowMapMVP") def on_pipeline_created(self): self.debug("Initializing pssm ..") # Construct a dummy node to parent the rig to self.node = Globals.base.render.attach_new_node("PSSMCameraRig") self.node.hide() # Construct the actual PSSM rig self.camera_rig = PSSMCameraRig(self.get_setting("split_count")) # noqa # pylint: disable=undefined-variable self.camera_rig.set_sun_distance(self.get_setting("sun_distance")) self.camera_rig.set_pssm_distance(self.get_setting("max_distance")) self.camera_rig.set_logarithmic_factor(self.get_setting("logarithmic_factor")) self.camera_rig.set_border_bias(self.get_setting("border_bias")) self.camera_rig.set_use_stable_csm(True) self.camera_rig.set_use_fixed_film_size(True) self.camera_rig.set_resolution(self.get_setting("resolution")) self.camera_rig.reparent_to(self.node) # Attach the cameras to the shadow stage for i in range(self.get_setting("split_count")): camera_np = self.camera_rig.get_camera(i) camera_np.node().set_scene(Globals.base.render) region = self.shadow_stage.split_regions[i] region.set_camera(camera_np) # camera_np.node().show_frustum() # Make sure the pipeline knows about our camera, so it can apply # the correct bitmasks self._pipeline.tag_mgr.register_camera("shadow", camera_np.node()) # Accept a shortcut to enable / disable the update of PSSM Globals.base.accept("u", self.toggle_update_enabled) # Set inputs self.pssm_stage.set_shader_inputs( pssm_mvps=self.camera_rig.get_mvp_array(), pssm_nearfar=self.camera_rig.get_nearfar_array()) if self.is_plugin_enabled("volumetrics"): handle = self.get_plugin_instance("volumetrics") handle.stage.set_shader_inputs( pssm_mvps=self.camera_rig.get_mvp_array(), pssm_nearfar=self.camera_rig.get_nearfar_array()) def on_pre_render_update(self): sun_vector = self.get_plugin_instance("scattering").sun_vector if sun_vector.z < 0.0: self.shadow_stage.active = False self.scene_shadow_stage.active = False self.pssm_stage.set_render_shadows(False) if self.get_setting("use_distant_shadows"): self.dist_shadow_stage.active = False # Return, no need to update the pssm splits return else: self.shadow_stage.active = True self.scene_shadow_stage.active = True self.pssm_stage.set_render_shadows(True) if self.get_setting("use_distant_shadows"): self.dist_shadow_stage.active = True if self.update_enabled: self.camera_rig.update(Globals.base.camera, sun_vector) # Eventually reset cache cache_diff = Globals.clock.get_frame_time() - self.last_cache_reset if cache_diff > 5.0: self.last_cache_reset = Globals.clock.get_frame_time() self.camera_rig.reset_film_size_cache() self.scene_shadow_stage.sun_vector = sun_vector if self.get_setting("use_distant_shadows"): self.dist_shadow_stage.sun_vector = sun_vector def update_max_distance(self): self.camera_rig.set_pssm_distance(self.get_setting("max_distance")) def update_logarithmic_factor(self): self.camera_rig.set_logarithmic_factor(self.get_setting("logarithmic_factor")) def update_border_bias(self): self.camera_rig.set_border_bias(self.get_setting("border_bias")) def update_sun_distance(self): self.camera_rig.set_sun_distance(self.get_setting("sun_distance")) def update_dist_shadow_clipsize(self): self.dist_shadow_stage.clip_size = self.get_setting("dist_shadow_clipsize") def update_dist_shadow_sundist(self): self.dist_shadow_stage.sun_distance = self.get_setting("dist_shadow_sundist") def update_scene_shadow_sundist(self): self.scene_shadow_stage.sun_distance = self.get_setting("scene_shadow_sundist") def toggle_update_enabled(self): self.update_enabled = not self.update_enabled self.debug("Update enabled:", self.update_enabled)