rpplugins/vxgi/vxgi_stage.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.
"""
from __future__ import division
from panda3d.core import LVecBase2i, Vec2
from rpcore.render_stage import RenderStage
from rpcore.stages.ambient_stage import AmbientStage
class VXGIStage(RenderStage):
required_inputs = ["voxelGridPosition"]
required_pipes = ["ShadedScene", "SceneVoxels", "GBuffer", "ScatteringIBLSpecular",
"ScatteringIBLDiffuse", "PreviousFrame::VXGIPostSample",
"CombinedVelocity", "PreviousFrame::SceneDepth"]
@property
def produced_pipes(self):
return {
# "VXGISpecular": self.target_spec.color_tex,
"VXGIDiffuse": self.target_resolve.color_tex,
"VXGIPostSample": self.target_resolve.color_tex
}
def create(self):
# Create a target for the specular GI
# self.target_spec = self.create_target("SpecularGI")
# self.target_spec.add_color_attachment(bits=16, alpha=True)
# self.target_spec.prepare_buffer()
# Create a target for the diffuse GI
self.target_diff = self.create_target("DiffuseGI")
self.target_diff.size = -2
self.target_diff.add_color_attachment(bits=16)
self.target_diff.prepare_buffer()
# Create the target which blurs the diffuse result
self.target_blur_v = self.create_target("BlurV")
self.target_blur_v.size = -2
self.target_blur_v.add_color_attachment(bits=16)
self.target_blur_v.has_color_alpha = True
self.target_blur_v.prepare_buffer()
self.target_blur_v.set_shader_input("SourceTex", self.target_diff.color_tex)
self.target_blur_h = self.create_target("BlurH")
self.target_blur_h.size = -2
self.target_blur_h.add_color_attachment(bits=16)
self.target_blur_h.has_color_alpha = True
self.target_blur_h.prepare_buffer()
self.target_blur_h.set_shader_input("SourceTex", self.target_blur_v.color_tex)
# Set blur parameters
self.target_blur_v.set_shader_input("blur_direction", LVecBase2i(0, 1))
self.target_blur_h.set_shader_input("blur_direction", LVecBase2i(1, 0))
# Create the target which bilateral upsamples the diffuse target
self.target_upscale_diff = self.create_target("UpscaleDiffuse")
self.target_upscale_diff.add_color_attachment(bits=16)
self.target_upscale_diff.prepare_buffer()
self.target_upscale_diff.set_shader_inputs(
SourceTex=self.target_blur_h.color_tex,
upscaleWeights=Vec2(0.0001, 0.001))
self.target_resolve = self.create_target("ResolveVXGI")
self.target_resolve.add_color_attachment(bits=16)
self.target_resolve.prepare_buffer()
self.target_resolve.set_shader_input("CurrentTex", self.target_upscale_diff.color_tex)
# Make the ambient stage use the GI result
AmbientStage.required_pipes += ["VXGIDiffuse"]
def reload_shaders(self):
# self.target_spec.shader = self.load_plugin_shader("vxgi_specular.frag.glsl")
self.target_diff.shader = self.load_plugin_shader("vxgi_diffuse.frag.glsl")
self.target_upscale_diff.shader = self.load_plugin_shader(
"/$$rp/shader/bilateral_upscale.frag.glsl")
blur_shader = self.load_plugin_shader(
"/$$rp/shader/bilateral_halfres_blur.frag.glsl")
self.target_blur_v.shader = blur_shader
self.target_blur_h.shader = blur_shader
self.target_resolve.shader = self.load_plugin_shader("resolve_vxgi.frag.glsl")