complexpbr is an IBL (Image-Based Lighting) rendering module which supports real-time reflections and post-processing effects in Panda3D. complexpbr supports realtime environment reflections for BSDF materials (the industry standard). 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.
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.
10/30/23 Project Naer (Project Naer complexpbr)
7/6/23 Lumberyard Bistro (Amazon Lumberyard Bistro | NVIDIA Developer)
6/1/23 Sponza (Intel GPU Research Samples)
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()
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], custom_dir='shaders/')
# 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
# call the append_shader() function, you may modify just 1 or all of the 4 shader files
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));'
custom_vert_body_mod = 'float default_noise(vec2 n)\n{\nreturn n[0];\n}'
custom_vert_main_mod = 'float whatever = default_noise(vec2(2.3,3.3));'
complexpbr.append_shader(test_sphere, custom_body_mod, custom_main_mod, custom_vert_body_mod, custom_vert_main_mod)
# example of how to turn on Global Illumination (GI)
self.main_bridge_tunnel.set_shader_input('shadow_boost', 0.3) # increases intrinsic brightness of a tunnel model
# example of how to specify a custom shader directory (you must have created the folder first)
complexpbr.apply_shader(self.render, custom_dir='shaders/')
# 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)
pip install panda3d-complexpbr
The module may be built using build.
python -m build
pip install 'path/to/panda3d-complexpbr.whl'
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.
As of version 0.5.8, an approximation of Global Illumination (GI) is provided via the "shadow_boost" (float) shader input. This feature allows node level objects to partially self-illuminate to remain visible all around even when shadowed. Secondly, you may now specify a custom directory for complexpbr-generated shader files, IE complexpbr.apply_shader(..., custom_dir='shaders/') . Thirdly, a default lighting setup is provided as an option to apply_shader(..., default_lighting=True) . Lastly, the node-level vertex shader is now available for modification using "append_shader()".
- panda3d
6/1/23 Sponza (Intel GPU Research Samples)
Vertex Displacement Mapping: