A simple, lightweight PBR render pipeline for Panda3D
Project description
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:
- BaseColor
- MetalRoughness
- Normals
Example
For an example application using panda3d-simplepbr
check out the viewer in the panda3d-gltf repo.
Distributing
When using Panda3D's build_apps
the data files (i.e., shader files) will not be copied by default.
Options are being explored to make this more automatic, but for the time being, add the following to setup.py
:
setup(
# ...
'package_data_dirs': {
'simplepbr': [
('simplepbr/*.vert', '', {}),
('simplepbr/*.frag', '', {}),
],
}
# ...
)
Running tests
python setup.py test
License
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