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https://github.com/panda3d/panda3d.git
synced 2025-10-03 02:15:43 -04:00
Well-working stable screen-space ambient occlusion
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parent
9d68072b83
commit
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@ -65,6 +65,7 @@ class CommonFilters:
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self.finalQuad = None
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self.bloom = []
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self.blur = []
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self.ssao = []
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if self.task != None:
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taskMgr.remove(self.task)
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self.task = None
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@ -88,6 +89,13 @@ class CommonFilters:
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if (configuration.has_key("CartoonInk")):
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needtex["aux"] = True
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auxbits |= AuxBitplaneAttrib.ABOAuxNormal
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if (configuration.has_key("AmbientOcclusion")):
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needtex["depth"] = True
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needtex["ssao0"] = True
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needtex["ssao1"] = True
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needtex["ssao2"] = True
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needtex["aux"] = True
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auxbits |= AuxBitplaneAttrib.ABOAuxNormal
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if (configuration.has_key("BlurSharpen")):
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needtex["blur0"] = True
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needtex["blur1"] = True
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@ -120,6 +128,22 @@ class CommonFilters:
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self.blur[1].setShaderInput("src", blur0)
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self.blur[1].setShader(self.loadShader("filter-blury.sha"))
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if (configuration.has_key("AmbientOcclusion")):
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ssao0=self.textures["ssao0"]
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ssao1=self.textures["ssao1"]
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ssao2=self.textures["ssao2"]
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self.ssao.append(self.manager.renderQuadInto(colortex=ssao0))
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self.ssao.append(self.manager.renderQuadInto(colortex=ssao1,div=2))
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self.ssao.append(self.manager.renderQuadInto(colortex=ssao2))
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self.ssao[0].setShaderInput("depth", self.textures["depth"])
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self.ssao[0].setShaderInput("normal", self.textures["aux"])
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self.ssao[0].setShaderInput("random", loader.loadTexture("maps/random.rgb"))
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self.ssao[0].setShader(self.loadShader("filter-ssao.sha"))
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self.ssao[1].setShaderInput("src", ssao0)
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self.ssao[1].setShader(self.loadShader("filter-blurx.sha"))
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self.ssao[2].setShaderInput("src", ssao1)
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self.ssao[2].setShader(self.loadShader("filter-blury.sha"))
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if (configuration.has_key("Bloom")):
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bloomconf = configuration["Bloom"]
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bloom0=self.textures["bloom0"]
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@ -164,6 +188,9 @@ class CommonFilters:
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if (configuration.has_key("BlurSharpen")):
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text += " uniform float4 texpad_txblur1,\n"
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text += " out float4 l_texcoordBS : TEXCOORD3,\n"
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if (configuration.has_key("AmbientOcclusion")):
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text += " uniform float4 texpad_txssao2,\n"
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text += " out float4 l_texcoordAO : TEXCOORD4,\n"
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text += " uniform float4x4 mat_modelproj)\n"
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text += "{\n"
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text += " l_position=mul(mat_modelproj, vtx_position);\n"
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@ -174,6 +201,8 @@ class CommonFilters:
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text += " l_texcoordB=(vtx_position.xzxz * texpad_txbloom3) + texpad_txbloom3;\n"
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if (configuration.has_key("BlurSharpen")):
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text += " l_texcoordBS=(vtx_position.xzxz * texpad_txblur1) + texpad_txblur1;\n"
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if (configuration.has_key("AmbientOcclusion")):
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text += " l_texcoordAO=(vtx_position.xzxz * texpad_txssao2) + texpad_txssao2;\n"
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if (configuration.has_key("HalfPixelShift")):
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text += " l_texcoordC+=texpix_txcolor*0.5;\n"
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if (configuration.has_key("CartoonInk")):
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@ -191,6 +220,8 @@ class CommonFilters:
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if (configuration.has_key("BlurSharpen")):
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text += "float4 l_texcoordBS : TEXCOORD3,\n"
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text += "uniform float4 k_blurval,\n"
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if (configuration.has_key("AmbientOcclusion")):
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text += "float4 l_texcoordAO : TEXCOORD4,\n"
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for key in self.textures:
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text += "uniform sampler2D k_tx" + key + ",\n"
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if (configuration.has_key("CartoonInk")):
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@ -203,6 +234,8 @@ class CommonFilters:
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text += " o_color = tex2D(k_txcolor, l_texcoordC.xy);\n"
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if (configuration.has_key("CartoonInk")):
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text += CARTOON_BODY
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if (configuration.has_key("AmbientOcclusion")):
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text += "o_color *= tex2D(k_txssao2, l_texcoordAO.xy).r;\n"
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if (configuration.has_key("BlurSharpen")):
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text += " o_color = lerp(tex2D(k_txblur1, l_texcoordBS.xy), o_color, k_blurval.x);\n"
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if (configuration.has_key("Bloom")):
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@ -261,6 +294,12 @@ class CommonFilters:
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tcparam = config.density / float(config.numsamples)
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self.finalQuad.setShaderInput("vlparams", config.numsamples, tcparam, config.decay, config.exposure)
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if (changed == "AmbientOcclusion") or fullrebuild:
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if (configuration.has_key("AmbientOcclusion")):
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config = configuration["AmbientOcclusion"]
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self.ssao[0].setShaderInput("params1", config.numsamples, -float(config.amount) / config.numsamples, config.radius, 0)
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self.ssao[0].setShaderInput("params2", config.strength, config.falloff, 0, 0)
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self.update()
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return True
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@ -378,3 +417,20 @@ class CommonFilters:
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return self.reconfigure(True, "BlurSharpen")
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return True
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def setAmbientOcclusion(self, numsamples = 16, radius = 0.05, amount = 2.0, strength = 0.01, falloff = 0.000002):
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fullrebuild = (self.configuration.has_key("AmbientOcclusion") == False)
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newconfig = FilterConfig()
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newconfig.numsamples = numsamples
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newconfig.radius = radius
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newconfig.amount = amount
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newconfig.strength = strength
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newconfig.falloff = falloff
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self.configuration["AmbientOcclusion"] = newconfig
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return self.reconfigure(fullrebuild, "AmbientOcclusion")
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def delAmbientOcclusion(self):
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if (self.configuration.has_key("AmbientOcclusion")):
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del self.configuration["AmbientOcclusion"]
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return self.reconfigure(True, "AmbientOcclusion")
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return True
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@ -6,10 +6,11 @@ void vshader(float4 vtx_position : POSITION,
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float2 vtx_texcoord0 : TEXCOORD0,
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out float4 l_position : POSITION,
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out float2 l_texcoord0 : TEXCOORD0,
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uniform float4 texpad_src,
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uniform float4x4 mat_modelproj)
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{
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l_position=mul(mat_modelproj, vtx_position);
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l_texcoord0=vtx_texcoord0;
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l_texcoord0 = (vtx_position.xz * texpad_src.xy) + texpad_src.xy;
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}
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@ -18,7 +19,7 @@ void fshader(float2 l_texcoord0 : TEXCOORD0,
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uniform float2 texpix_src,
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uniform sampler2D k_src : TEXUNIT0)
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{
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float3 offset = float3(2.0*texpix_src.x, 3.0*texpix_src.x, 5.0*texpix_src.x);
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float3 offset = float3(1.0*texpix_src.x, 2.0*texpix_src.x, 3.0*texpix_src.x);
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o_color = tex2D(k_src, l_texcoord0);
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o_color += tex2D(k_src, float2(l_texcoord0.x - offset.z, l_texcoord0.y));
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o_color += tex2D(k_src, float2(l_texcoord0.x - offset.y, l_texcoord0.y));
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@ -5,11 +5,12 @@
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void vshader(float4 vtx_position : POSITION,
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float2 vtx_texcoord0 : TEXCOORD0,
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out float4 l_position : POSITION,
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out float2 l_texcoord0 : TEXCOORD0,
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out float2 l_texcoord0 : TEXCOORD0,
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uniform float4 texpad_src,
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uniform float4x4 mat_modelproj)
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{
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l_position=mul(mat_modelproj, vtx_position);
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l_texcoord0=vtx_texcoord0;
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l_texcoord0 = (vtx_position.xz * texpad_src.xy) + texpad_src.xy;
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}
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@ -18,7 +19,7 @@ void fshader(float2 l_texcoord0 : TEXCOORD0,
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uniform float2 texpix_src,
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uniform sampler2D k_src : TEXUNIT0)
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{
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float3 offset = float3(2.0*texpix_src.y, 3.0*texpix_src.y, 5.0*texpix_src.y);
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float3 offset = float3(1.0*texpix_src.y, 2.0*texpix_src.y, 3.0*texpix_src.y);
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o_color = tex2D(k_src, l_texcoord0);
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o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y - offset.z));
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o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y - offset.y));
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