rpplugins/scattering/scattering_methods.py
"""
RenderPipeline
Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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 rplibs.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"])