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IBL rendering module supporting real-time reflections and post-processing effects in Panda3D

Project description

panda3d-complexpbr

complexpbr is an IBL rendering module which supports real-time reflections and post-processing effects in Panda3D. complexpbr supports realtime environment reflections for BSDF materials. Your machine must support GLSL version 430 or higher. Sample screenshots and minimum usage examples below.

Featuring support for vertex displacement mapping, SSAO (Screen Space Ambient Occlusion), HSV color correction, Bloom, and Sobel based antialiasing in a screenspace kernel shader, which approximates temporal antialiasing. complexpbr.screenspace_init() automatically enables the AA, SSAO, and HSV color correction. To use the vertex displacement mapping, provide your displacement map as a shader input to your respective model node -- example below in the Usage section.

By default, the environment reflections dynamically track the camera view. You may set a custom position with the 'env_cam_pos' apply_shader() input variable to IE fix the view to a skybox somewhere on the scene graph. This env_cam_pos variable can be updated live afterwards by setting base.env_cam_pos = Vec3(some_pos). The option to disable or re-enable dynamic reflections is available.

As of version 0.5.2, complexpbr will default to a dummy BRDF LUT which it creates on the fly. complexpbr will remind you that you may create a custom BRDF LUT with the provided 'brdf_lut_calculator.py' script or copy the sample one provided. This feature is automatic, so if you provide the output_brdf_lut.png file in your program directory, it will default to that .png image ignoring the lut_fill input. The sample 'output_brdf_lut.png' and the creation script can be found in the panda3d-complexpbr git repo. For advanced users there is an option to set the LUT image RGB fill values via apply_shader(lut_fill=[r,g,b]) . See Usage section for an example of lut_fill.

As of version 0.5.3, hardware skinning support is provided via complexpbr.skin(your_actor) for models with skeletal animations. See Usage section for an example of hardware skinning.

As of version 0.5.4, panda3d-complexpbr may be considered mature and ready for production use. complexpbr will endeavor to continue supporting CommonFilters, which is still receiving some contemporary updates. complexpbr is still open to pull requests, feature requests, and so forth to continue expanding the filtering capabilities of screenspace_init() within reason.

As of version 0.5.6, dynamic environmental Z-tracking functionality has been expanded, and a function has been added to optionally clean up the created shader files.

As of version 0.5.7, shader composition functionality has been expanded. Using "append_shader()", you may provide custom model-level fragment shader functions and modifications to the main loop.

The goal of this project is to provide extremely easy to use scene shaders to expose the full functionality of Panda3D rendering, including interoperation with CommonFilters and setting shaders on a per-node basis.

complexpbr_screen_2

complexpbr_reflections_2

10/30/23 Project Naer (Project Naer complexpbr)

beige_screen_2

silver_screen_1

7/6/23 Lumberyard Bistro (Amazon Lumberyard Bistro | NVIDIA Developer)

bistro_exterior_11

bistro_interior_5

bistro_exterior_10

Minimal Usage:

from direct.showbase.ShowBase import ShowBase
from panda3d.core import *
import complexpbr

class main(ShowBase):
    def __init__(self):
        super().__init__()

        complexpbr.apply_shader(self.render)
        # complexpbr.screenspace_init()  # optional, starts the screenspace effects
        
app = main()
app.run()

Expanded Usage:

from direct.showbase.ShowBase import ShowBase
import complexpbr

class main(ShowBase):
    def __init__(self):
        super().__init__()
         
        # apply a scene shader with PBR IBL
        # node can be base.render or any model node, intensity is the desired AO
        # (ambient occlusion reflection) intensity (float, 0.0 to 1.0)
        # you may wish to define a specific position in your scene where the 
        # cube map is rendered from, to IE have multiple skyboxes preloaded
        # somewhere on the scene graph and have their reflections map to your
        # models -- to achieve this, set env_cam_pos=Vec3(your_pos)
        # you may set base.env_cam_pos after this, and it will update in realtime
        # env_res is the cube map resolution, can only be set once upon first call
        
        complexpbr.apply_shader(self.render)
        # complexpbr.screenspace_init()  # optional, starts the screenspace effects
        
        # apply_shader() with optional inputs
        # complexpbr.apply_shader(self.render, intensity=0.9, env_cam_pos=None, env_res=256, lut_fill=[1.0,0.0,0.0])

        # initialize complexpbr's screenspace effects (SSAO, SSR, AA, HSV color correction)
        # this replaces CommonFilters functionality
        complexpbr.screenspace_init()
        
        # make the cubemap rendering static (performance boost)
        complexpbr.set_cubebuff_inactive()
        
        # make the cubemap rendering dynamic (this is the default state)
        complexpbr.set_cubebuff_active()
        
        # adjustment factors for the cubemap rendering height (as of version 0.5.5)
        base.complexpbr_map_z = 2.1  # manual additive/subtractive factor on the rendering height
        # automatically adjust the environment reflections such that they
        # update relative to the base.cam position during movement
        base.complexpbr_z_tracking = True  # defaults to False
        
        # clean up the shader files (not recommended for distributable builds)
        # complexpbr.remove_shader_files()

        # example of how to apply hardware skinning
        fp_character = actor_data.player_character  # this is an Actor() model
        fp_character.reparent_to(self.render)
        fp_character.set_scale(1)
        # set hardware skinning for the Actor()
        complexpbr.skin(fp_character)

        # example of how to use the vertex displacement mapping
        wood_sphere_3 = loader.load_model('assets/models/wood_sphere_3.gltf')
        wood_sphere_3.reparent_to(base.render)
        wood_sphere_3.set_pos(0,0,1)
        dis_tex = Texture()
        dis_tex.read('assets/textures/WoodFloor057_2K-PNG/WoodFloor057_2K_Displacement.png')
        wood_sphere_3.set_shader_input('displacement_map', dis_tex)
        wood_sphere_3.set_shader_input('displacement_scale', 0.1)
        
        # example of how to use the shader composition functionality
        complexpbr.apply_shader(test_sphere)  # example sphere model
        complexpbr.apply_shader(test_sphere_2)  # example sphere model
        # call the append_shader() function
        custom_body_mod = 'float default_noise(vec2 n)\n{\nfloat n2  = fract(sin(dot(n.xy,vec2(11.78,77.443)))*44372.7263);\nreturn n2;\n}'
        custom_main_mod = 'o_color += default_noise(vec2(2.3,3.3));'
        complexpbr.append_shader(test_sphere, custom_body_mod, custom_main_mod)
        
        # example of how to set up bloom -- complexpbr.screenspace_init() must have been called first
        screen_quad = base.screen_quad
        
        bloom_intensity = 5.0  # bloom defaults to 0.0 / off
        bloom_blur_width = 10
        bloom_samples = 6
        bloom_threshold = 0.7

        screen_quad.set_shader_input("bloom_intensity", bloom_intensity)
        screen_quad.set_shader_input("bloom_threshold", bloom_threshold)
        screen_quad.set_shader_input("bloom_blur_width", bloom_blur_width)
        screen_quad.set_shader_input("bloom_samples", bloom_samples)
        
        # example of how to customize SSR
        ssr_intensity = 0.5  
        ssr_step = 4.0
        ssr_fresnel_pow = 3.0
        ssr_samples = 128  # ssr_samples defaults to 0 / off
        
        screen_quad.set_shader_input("ssr_intensity", ssr_intensity)
        screen_quad.set_shader_input("ssr_step", ssr_step)
        screen_quad.set_shader_input("ssr_fresnel_pow", ssr_fresnel_pow)
        screen_quad.set_shader_input("ssr_samples", ssr_samples)
        
        # example of how to customize SSAO
        ssao_samples = 32  # ssao_samples defaults to 8
        
        screen_quad.set_shader_input("ssao_samples", ssao_samples)
        
        # example of how to HSV adjust the final image
        screen_quad.set_shader_input("hsv_g", 1.3)  # hsv_g (saturation factor) defaults to 1.0
        
        # example of how to modify the specular contribution
        self.render.set_shader_input("specular_factor", 10.0)  # the specular_factor defaults to 1.0
        
        # example of how to directly fill your BRDF LUT texture instead of providing one in your game folder
        complexpbr.apply_shader(base.render, 1.0, env_res=1024, lut_fill=[1.0,0.0,0.0])  # lut_fill=[red, green, blue]
        
        # if complexpbr.screenspace_init() has not been called, you may use CommonFilters
        # scene_filters = CommonFilters(base.win, base.cam)
        # scene_filters.set_bloom(size='medium')
        # scene_filters.set_exposure_adjust(1.1)
        # scene_filters.set_gamma_adjust(1.1)
        # scene_filters.set_blur_sharpen(0.9)

Installing with PyPI:

pip install panda3d-complexpbr

Building:

The module may be built using build.

python -m build
pip install 'path/to/panda3d-complexpbr.whl'

Requirements:

  • panda3d

6/1/23 Sponza (Intel GPU Research Samples)

sponza_screen_1-Thu-Jun-01-08-16-18-2023-26

sponza_screen_1-Thu-Jun-01-08-17-47-2023-15

sponza_screen_1-Thu-Jun-01-06-02-59-2023-22

sponza_screen_2-Thu-Jun-01-05-56-06-2023-591

sponza_screen_1-Fri-Jun-02-08-54-07-2023-428

sponza_screen_1-Thu-Jun-01-05-39-29-2023-111

sponza_screen_3-Thu-Jun-01-05-56-32-2023-657

sponza_screen_1-Thu-Jun-01-05-55-48-2023-540

sponza_screen_1-Thu-Jun-01-08-28-36-2023-104

sponza_screen_2-Thu-Jun-01-08-23-21-2023-1500

complexpbr_daytime_screen_1

complexpbr_daytime_screen_2

complexpbr_daytime_screen_3

complexpbr_screen_2

complexpbr_screen_3

Vertex Displacement Mapping:

complexpbr_screen_4

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