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A simple, lightweight PBR render pipeline for Panda3D

Project description

Build Status Panda3D Versions

panda3d-simplepbr

This is a simple, basic, lightweight, no-frills PBR render pipeline for Panda3D. It is currently intended to be used with panda3d-gltf, which will output textures in the right order. The PBR shader is heavily inspired by the Khronos glTF Sample Viewer. Note: this project does not make an attempt to match a reference renderer.

Features

  • Supports running on potatoes with an easy OpenGL 2.1+ requirement
  • Forward rendered metal-rough PBR
  • All Panda3D light types except ambient (point, directional, and spot)
  • Filmic tonemapping
  • Normal maps

Notable Todos

There are a few big things still missing and are planned to be implemented:

  • Shadow mapping
  • Environment maps

Other missing features

The goal is to keep this simple and lightweight. As such, the following missing features are not currently on the roadmap:

  • Something to deal with many lights (e.g., deferred, forward+, tiling, clustering, etc.)
  • Fancy post-process effects (temporal anti-aliasing, ambient occlusion, screen-space reflections)
  • Environment probes

Installation

Use pip to install the panda3d-simplepbr package:

pip install panda3d-simplepbr

To grab the latest development build, use:

pip install git+https://github.com/Moguri/panda3d-simplepbr.git

Usage

Just add simplepbr.init() to your ShowBase instance:

from direct.showbase.ShowBase import ShowBase

import simplepbr

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

        simplepbr.init()

The init() function will choose typical defaults, but the following can be modified via keyword arguments:

render_node : The node to attach the shader too, defaults to base.render if None window : The window to attach the framebuffer too, defaults to base.win if None camera_node : The NodePath of the camera to use when rendering the scene, defaults to base.cam if None msaa_samples : The number of samples to use for multisample anti-aliasing, defaults to 4 max_lights : The maximum number of lights to render, defaults to 8 use_normal_maps : Use normal maps to modify fragment normals, defaults to False (NOTE: Requires models with appropriate tangents defined)

Textures

The shader currently assumes that the following textures are in these slots:

  1. BaseColor
  2. MetalRoughness
  3. Normals

Example

For an example application using panda3d-simplepbr check out the viewer in the panda3d-gltf repo.

Running tests

python setup.py test

License

B3D 3-Clause

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