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renderpipeline's Introduction

Join the chat at https://gitter.im/tobspr/RenderPipeline Build Status

Deferred Rendering Pipeline with Physically Based Shading

Deferred Realtime Rendering Pipeline with Physically Based Shading for the Panda3D Game Engine.

Core Features

  • Physically Based Shading
  • Deferred Rendering
  • Advanced Post-Processing Effects and Framework
  • Time of Day System
  • Plugin System

Screenshots

You can click on the images to enlarge them. Besides of that, you can find many more screenshots in my dropbox folder.

Forest

Material demo

Screen space reflections

Car rendering Car rendering

Plugin and Time of Day editor:

Terrain and volumetric clouds

See the Feature List for a list of features, and list of techniques I intend to implement.

You can find my todo list for the render pipeline here: Render Pipeline Roadmap.

Getting Started / Wiki

You should checkout the wiki if you want to find out more about the pipeline: Render Pipeline WIKI

There is also a page about getting started there: Getting Started

Requirements

  • OpenGL 4.3 capable GPU (and drivers)
  • Panda3D Development Build
  • 1 GB Graphics Memory recommended (Can run with less, depends on enabled plugins and resolution)

Notice: It seems that the drivers for Intel HD Graphics on Linux are not capable of all 4.3 features, so the pipeline is not able to run there!

If you want to use the C++ Modules, checkout Building the C++ Modules to get a list of requirements for them.

Reporting Bugs / Contributing

If you find bugs, or find information missing in the wiki, or want to contribute, you can find me most of the time in the #panda3d channel on freenode.

If I shouldn't be there, feel free to contact me per E-Mail: [email protected]

renderpipeline's People

Contributors

bluekyu avatar eswartz avatar gitter-badger avatar jakogut avatar loblao avatar rdb avatar thefinaldegree avatar tobspr avatar wolfgangp avatar

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renderpipeline's Issues

Shader compilation fails with "error(#206) Assigning non-constant to: const highp float"

I tried running some of the samples from Render Pipeline on Linux, with the 4.7-rc6 kernel amdgpu driver, and the 16.30.3.306809 release of amdgpu-pro in userspace. The driver supports OpenGL 4.5.

There are shader compilation errors, and Panda3D reports "no code generated" for the failing shaders. The graphical output is black.

I traced the problem to shaders which declare certain floats as const. I removed the const qualifiers from a few of the problematic shaders, and got 01-Material-Demo to run. (It looks and performs amazingly, fantastic work!)

Is this something that's vendor/driver specific? I seem to remember having a similar problem a little while back with the pipline on Intel HD Graphics on Windows. If removing the const qualifier in these shaders won't break compatibility with any other vendors or drivers, I'll make a pull request for it.

GLSL 4.30 is not supported

Panda3D version: 1.10 self compiled from git clone with Python 3.6.0
OS: Arch Linux
GPU: Laptop with Intel i7 integrated GPU and Nvidia GTX 960m, open source driver for Intel and Nvidia proprietary driver 378.13

Panda3d compilation output:

feanor@silmaril ~/D/P/panda3d> python makepanda/makepanda.py --everything --installer --no-egl --no-gles --no-gles2
/bin/sh: rpm: command not found
/bin/sh: rpm: command not found
Version: 1.10.0
Using Python 3.6
Target arch: x86_64
WARNING: Could not locate thirdparty package artoolkit, excluding from build
WARNING: Could not locate thirdparty package fcollada, excluding from build
WARNING: Could not locate thirdparty package assimp, excluding from build
WARNING: Could not locate thirdparty package fftw, excluding from build
WARNING: Could not locate thirdparty package fmodex, excluding from build
WARNING: Could not locate thirdparty package ode, excluding from build
WARNING: Could not locate thirdparty package squish, excluding from build
WARNING: Could not locate thirdparty package vrpn, excluding from build
WARNING: Could not locate thirdparty package opencv, excluding from build
WARNING: Could not locate thirdparty package rocket, excluding from build
Generating dependencies...
[100%] Building installer
Storing dependency cache.
Elapsed Time: 3 sec
To build an installer, either rpmbuild or dpkg-deb must be present on your system!
Build terminated.
feanor@silmaril ~/D/P/panda3d> ls

RenderPipeline setup.py output:

feanor@silmaril ~/D/P/RenderPipeline> python setup.py
-------------------------------------------------------------------------------

Render Pipeline Setup 1.3

-------------------------------------------------------------------------------


[ 01 ]  Checking Panda3D Modules


[ 02 ]  Checking requirements ..
	Running script: data/setup/check_requirements.py
Cannot connect to server socket err = No such file or directory
Cannot connect to server request channel
jack server is not running or cannot be started


The C++ modules of the pipeline are faster and produce better 
results, but we will have to compile them. As alternative, 
a Python fallback is used, which is slower and produces worse 
results. Also some plugins only partially work with the python 
fallback (e.g. PSSM). Do you want to compile the C++ modules? (y/n): y


[ 03 ]  Downloading the module builder ...
	Running script: rpcore/native/update_module_builder.py


[ 04 ]  Building the native code .. (This might take a while!)
	Running script: rpcore/native/build.py


[ 05 ]  Generating .txo files ...
	Running script: data/generate_txo_files.py
Cannot connect to server socket err = No such file or directory
Cannot connect to server request channel
jack server is not running or cannot be started


[ 06 ]  Filtering default cubemap ..
	Running script: data/default_cubemap/filter.py
Cannot connect to server socket err = No such file or directory
Cannot connect to server request channel
jack server is not running or cannot be started
:display:gsg:glgsg(error): An error occurred while compiling GLSL compute shader filter.compute.glsl:
filter.compute.glsl:1(10): error: GLSL 4.30 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
filter.compute.glsl:0(0): error: Compute shaders require GLSL 4.30 or GLSL ES 3.10
Assertion failed: do_has_ram_mipmap_image(cdata, n) at line 4948 of panda/src/gobj/texture.cxx
Traceback (most recent call last):
  File "filter.py", line 105, in <module>
    Application()
  File "filter.py", line 93, in __init__
    dest_cubemap.write(join(filter_dir, "{}-#.png".format(mipmap)), 0, 0, True, False)
AssertionError: do_has_ram_mipmap_image(cdata, n) at line 4948 of panda/src/gobj/texture.cxx
Failed to execute 'filter.py'
Output: Command '['/usr/bin/python', '-B', 'filter.py']' returned non-zero exit status 1. 
 Filtering mipmap 0
 Extracting data ..
 Writing data ..




It seems the setup failed, do you want to open the troubleshooting page for this step? (y/n): y
OK, opening https://github.com/tobspr/RenderPipeline/wiki/Setup-Troubleshooting#filtering-default-cubemap 


Setup failed:	 Python script didn't return properly!

Please fix the above errors and then restart the setup.

feanor@silmaril ~/D/P/RenderPipeline>    

Now why do the filter.compute.glsl says error: GLSL 4.30 is not supported and ` error: Compute shaders require GLSL 4.30' ?

Poor performance

Hello people!

At the begin of this year i made a complete upgrade on my devolpment hardware, now my specs are:

Processor: AMD APU 7890K
Ram: 16Gb hyberX 1866mhz in dual channel
Video: R7 250 - 2GB
OS: Windows 10 64bits
SSD 120gb hiperX 5gb /seg

With this config i can running the all Unreal 4 demos in Cinematic Quality but, i can't run the RP into HD resolutions (1280 x 720), when i try it i se many many lags :\

Question

Hi I wanted to reach out to you and ask you a few questions about what you do and where you are taking your software and to discuss a potential proposition.

Feel free to email me at [email protected]

Best

Poor Performance

Hellor friend, i am trying some samples with my PC, and i have a performance problens. In all the samples the FPS rate is ever around 10fps. I try to reduce the resolution, but the problem persist.

My PC configs:

  • Core i7 3612QM
  • 8GB Ram
  • GPU Nvidia 630m

I belive the problem is into the Optimus GPU, so any ideia hou i can solve it?

Camera Artifacs

Right, i found a little glitch when i try to resposition my camera.

Here is a screenshot before i active the function:
erro01
... and here is a screenshot after i active the function:
erro02

And here is the function:

def CameraReposition(self):
base.camera.reparentTo(self.point)
base.camera.lookAt(self.orb)

The problem is directly related with the "reparentTo" command.

RP crashing

Hi, i'm attempting to use RenderPipeline but i have an issue. I've read where it could be the Visual Studio install but it seems to of compiled fine (according to the setup) but upon running it loads some stuff and crashes. Here's an image: https://gyazo.com/bb2db2ca6542d85fc454d98e6136e813 this is using the Roaming Ralph sample. Non RP samples do run however. GPU used was Intel HD 4600 (NVIDIA 740M uninstalled itself!!)

Error when running main.py

Just tried to run this out of the box.

Panda 1.9 (In the last month, can't recall which build)
ATI
Windows 8

I couldn't find 'setNumRegions' in the panda git repo?

Main                 Bitness = 32
Main                 Loading panda3d configuration from configuration.prc ..
Known pipe types:
  wglGraphicsPipe
(all display modules loaded.)
Main                 Creating pipeline
PipelineSettings     Loading ini-file from Config/pipeline.ini
RenderingPipeline    Setting up render pipeline
MountManager         Setting up virtual filesystem.
MountManager         Creating temp path, as it does not exist yet
MountManager         Mounting Temp/ as PipelineTemp/
RenderingPipeline    Setting up globals
RenderingPipeline    Window size is 1600 x 900
RenderingPipeline    Creating occlusion handle for SAO
GUIManager           Creating GUI ..
RenderingPipeline    (Re)Generating shader configuration
ShaderStructArray   Traceback (most recent call last): Init array, size = 8
ShadowAtlas          Creating atlas with size 4096 and tile size 128
ShaderStructArray    Init array, size = 4
ShaderStructArray    Init array, size = 24

  File "F:\dev\RenderPipeline-master\main.py", line 358, in <module>
    app = Main()
  File "F:\dev\RenderPipeline-master\main.py", line 75, in __init__
    self.renderPipeline.create()
  File "F:\dev\RenderPipeline-master\Code\RenderingPipeline.py", line 182, in create
    self.lightManager = LightManager(self)
  File "F:\dev\RenderPipeline-master\Code\LightManager.py", line 81, in __init__
    self._createShadowComputationBuffer()
  File "F:\dev\RenderPipeline-master\Code\LightManager.py", line 157, in _createShadowComputationBuffer
    self.shadowComputeTarget.getInternalRegion().setNumRegions(
AttributeError: 'panda3d.core.DisplayRegion' object has no attribute 'setNumRegions'
:display:gsg:glgsg(error): c:\buildslave\dev_sdk_win_i386\build\panda3d\panda\src\glstuff\glGraphicsBuffer_src.cxx, line 1364: GL error 1282

Could not import Panda3D modules.

Hi! I'm trying to run the 'setup.py' but the process don't works on W7 with all the 'Panda3D-1.9.4' and 'RenderPipeline' Path variables in place and both Python 2.7.13 and 3.5.2 versions...

Python 3.5.2 (v3.5.2:4def2a2901a5, Jun 25 2016, 22:01:18) [MSC v.1900 32 bit (Intel)] on win32
Type "copyright", "credits" or "license()" for more information.

=========== RESTART: C:\Panda3D-1.9.4\RenderPipeline-2.0\setup.py ===========

Render Pipeline Setup 1.3


[ 01 ] ๏ฟฝ[36m๏ฟฝ[1mChecking Panda3D Modules๏ฟฝ[0m

Could not import Panda3D modules! Please make sure they are
on your path, and you are using the correct python version!

๏ฟฝ[31m๏ฟฝ[1mSetup failed: ๏ฟฝ[0m Failed to import Panda3D modules
๏ฟฝ[31m๏ฟฝ[1m
Please fix the above errors and then restart the setup.
๏ฟฝ[0m

WIKI Effects page missing

Hi Tobspr,

This is a small non-functional issue, but the wiki page is linked to, yet missing.
Feel free to close this if that's a low priority TODO.

Regards,
Angus

Wiki about typo

"This wiki is far from beeing complete" -> "This wiki is far from being complete"

Linux: Nothing renders with Bumblebee + NVIDIA proprietary drivers

This is probably a hyper-specific issue, but I figured I'd report it anyway.

I'm attempting to run RenderPipeline on a Linux laptop running Bumblebee and using the NVIDIA proprietary drivers, but all that renders is a black screen. I've tested this with multiple samples and my own test applications. RenderPipeline reports no errors, and Panda3d behaves normally otherwise.

Currently the Nouveau drivers do not function with Bumblebee for certain newer NVIDIA graphics cards. As such they cannot be substituted in this scenario.

What is Bumblebee?

Bumblebee is an effort to make NVIDIA Optimus enabled laptops work in GNU/Linux systems. Such feature involves two graphics cards with two different power consumption profiles plugged in a layered way sharing a single framebuffer.

Basically it's for laptops with both integrated and discrete graphics. I am unable to disable integrated graphics in my BIOS/UEFI, so in order to use my discrete GPU at all I must use Bumblebee.

System Information

Panda3d Version: 1.10.0 (development build)
Python Version: 3.6
OpenGL Version: 4.6
NVIDIA Driver Version: 390.25-14
Bumblebee Version: 3.2.1
GPU: NVIDIA GTX 950m (NV110 Maxwell)

OS Info
NAME="Antergos Linux"
VERSION="18.3-Minimal-ISO-Rolling"
ID=antergos
ID_LIKE=arch
ARCHITECTURE=64-bit

Output from RenderPipeline

[>] CORE Using panda3d-supplied core module
[>] RenderPipeline Using Python 3.6 with architecture linux_amd64
[>] RenderPipeline Using Panda3D 1.10.0 built on Mar 2 2018 09:03:16
[>] RenderPipeline Using git commit 43914f4e758524f2583dd3bb60bc83529195dcb7
[>] MountManager Auto-Detected base path to /home/nick/Panda/Test/RenderPipeline
[>] RenderPipeline Mount manager was not mounted, mounting now ...
[>] MountManager Setting up virtual filesystem
[>] MountManager Mounting auto-detected config dir: /home/nick/Panda/Test/RenderPipeline/config/
[>] MountManager Mounting ramdisk as /$$rptemp
[>] RenderPipeline No settings loaded, loading from default location
Known pipe types:
glxGraphicsPipe
(all display modules loaded.)
:display(warning): FrameBufferProperties available less than requested.
requested: depth_bits=1 red_bits=1 green_bits=1 blue_bits=1 alpha_bits=1 back_buffers=1 force_hardware
got: depth_bits=24 color_bits=24 red_bits=8 green_bits=8 blue_bits=8 alpha_bits=8 accum_bits=64 force_hardware force_software
[>] RenderPipeline Driver Version = 4.6.0 NVIDIA 390.25
[>] RenderPipeline Driver Vendor = NVIDIA Corporation
[>] RenderPipeline Driver Renderer = GeForce GTX 950M/PCIe/SSE2
[>] RenderPipeline Render resolution is 800 x 600
[!] RPLoader Loading '/$$rp/data/gui/loading_screen_bg.txo' took 90.74 ms
[>] LightManager Tile size = 24 x 16 , Num tiles = 34 x 38
[>] GPUCommandQueue Allocating command buffer of size 32768
[>] GroupedInputBlock Native UBO support = False
[!] RPLoader Loading '/$$rp/data/default_cubemap/cubemap.txo' took 308.61 ms
[!] RPLoader Loading '/$$rp/data/builtin_models/skybox/skybox.txo' took 119.97 ms
[>] PluginManager Loading plugin settings
[>] PluginManager Creating plugin instances ..
[>] Debugger Creating debugger
[>] plugin:scattering Loading scattering method for 'eric_bruneton'
[>] StageManager Setup stages ..
[>] StageManager Preparing stages ..
[>] AOStage Blur quality is MEDIUM
[>] StageManager Awaiting future pipe Exposure
[>] UpdatePreviousPipesStage Creating previous pipes stage ..
[>] StageManager Writing shader config
[>] ScatteringMethodEricBruneton Precomputing ...
[>] plugin:pssm Initializing pssm ..
[!] RPLoader Loading '/$$rp/rpplugins/bloom/resources/lens_dirt.txo' took 122.28 ms
[>] RenderPipeline Finished initialization in 1.774 s, first frame: 3
[>] RenderPipeline Took 0.001 s until first frame
[!] Panda3D :linmath(warning): Tried to invert singular LMatrix4.
[>] RenderPipeline Hiding loading screen after 10 pre-rendered frames.

Interrogate: Unrecognized option '-nomangle'

When building the C++ files during setup, interrogate fails because of an unrecognized argument.

python setup.py                                                                                                                                                                            [1]
-------------------------------------------------------------------------------

Render Pipeline Setup 1.3

-------------------------------------------------------------------------------


[ 01 ]  Checking Panda3D Modules


[ 02 ]  Checking requirements ..
        Running script: data/setup/check_requirements.py


The C++ modules of the pipeline are faster and produce better 
results, but we will have to compile them. As alternative, 
a Python fallback is used, which is slower and produces worse 
results. Also some plugins only partially work with the python 
fallback (e.g. PSSM). Do you want to compile the C++ modules? (y/n): y


[ 03 ]  Downloading the module builder ...
        Running script: rpcore/native/update_module_builder.py


[ 04 ]  Building the native code .. (This might take a while!)
        Running script: rpcore/native/build.py




------------------------------------------------------------

CMake Error:


------------------------------------------------------------




Failed to execute 'build.py'
Output: Command '['/home/drluke/prog/pandarenderpipelinetest/pandarptest/venv/bin/python', '-B', 'build.py']' returned non-zero exit status 255. 
 Creating directory /home/drluke/prog/pandarenderpipelinetest/render_pipeline/rpcore/native/linux_amd64_panda1.10.0_py36
Executing command:  cmake /home/drluke/prog/pandarenderpipelinetest/render_pipeline/rpcore/native -DCMAKE_BUILD_TYPE=RelWithDebInfo -DPYTHON_EXECUTABLE:STRING=/home/drluke/prog/pandarenderpipelinetest/pandarptest/venv/bin/python -DPROJECT_NAME:STRING=native_ -DINTERROGATE_LIB:STRING=p3interrogatedb -DPYTHONVERDOT:STRING=3.6 -DTHIRDPARTY_WIN_DIR= -DHAVE_LIB_EIGEN=TRUE -DIGATE_VERBOSE=0 -DOPTIMIZE=3 

-- Could NOT find Panda (missing: PANDA_LIBRARIES) 
CMake Error at CMakeLists.txt:261 (message):
  Interrogate failed: Executing command: /usr/bin/interrogate -fnames -string
  -refcount -assert -python-native -S/usr/include/panda3d/parser-inc
  -S/usr/include/panda3d/ -srcdir .  -oc interrogate_wrapper.cpp -od
  interrogate.in -module native_ -library native_ -nomangle -DINTERROGATE
  -DCPPPARSER -D__STDC__=1 -D__cplusplus=201103L -D__attribute__\(x\)=
  -D__i386__ ./ies_dataset.h ./internal_light_manager.h ./shadow_manager.h
  ./pssm_camera_rig.h ./gpu_command.h ./shadow_atlas.h ./tag_state_manager.h
  ./pointer_slot_storage.h ./pssm_helper.h ./gpu_command_list.h
  ./config_rsnative.h ./rp_point_light.h ./shadow_source.h ./rp_spot_light.h
  ./rp_light.h

  

  /usr/bin/interrogate: unrecognized option '-nomangle'

   Traceback (most recent call last):
    File "scripts/interrogate.py", line 135, in <module>
      interrogate()
    File "scripts/interrogate.py", line 108, in interrogate
      try_execute(*cmd)
    File "/home/drluke/prog/pandarenderpipelinetest/render_pipeline/rpcore/native/scripts/common.py", line 253, in try_execute
      raise Exception("Process had non-zero returncode:", process.returncode)

  Exception: ('Process had non-zero returncode:', 1)



-- Configuring incomplete, errors occurred!
See also "/home/drluke/prog/pandarenderpipelinetest/render_pipeline/rpcore/native/linux_amd64_panda1.10.0_py36/CMakeFiles/CMakeOutput.log".




It seems the setup failed, do you want to open the troubleshooting page for this step? (y/n): ```

ImportError: /usr/share/panda3d/rpcore/native/native_.so

I'm still new to most to all of this, but I can't get RP to run.
I dropped the render pipeline files with Panda3D and had it originally in its own subfolder with a link to the rpcore folder. Still got the same error.

All files are in "/usr/share/pand3d"

python main.py [>] CORE Using native core module Traceback (most recent call last): File "main.py", line 315, in <module> w = World().run() File "main.py", line 69, in __init__ from rpcore import RenderPipeline, SpotLight File "/usr/share/panda3d/rpcore/__init__.py", line 32, in <module> from rpcore.render_pipeline import RenderPipeline File "/usr/share/panda3d/rpcore/render_pipeline.py", line 47, in <module> from rpcore.native import TagStateManager, PointLight, SpotLight File "/usr/share/panda3d/rpcore/native/__init__.py", line 77, in <module> from rpcore.native import native_ as _native_module # pylint: disable=wrong-import-position ImportError: /usr/share/panda3d/rpcore/native/native_.so: undefined symbol: _Z16LookupNamedClassRKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE

Can't Build RP on Windows

Hello friend.

I am trying to build RP on my new PC, on Linux everthing works fine, but on windows is occour a strange error:
`Running script: rpcore/native/build.py
Traceback (most recent call last):
File "build.py", line 52, in
run_cmake_build(config, args)
File "C:\Render\rpcore\native\scripts\setup.py", line 156, in run_cmake_build
try_execute("cmake", "--build", ".", "--config", configuration, "--", core_option)
File "C:\Render\rpcore\native\scripts\common.py", line 216, in try_execute
raise Exception("Process had non-zero returncode:", process.returncode)
Exception: ('Process had non-zero returncode:', 1)
Failed to execute 'build.py'
Output: Command '['C:\Panda3D-1.10.0-x64\python\python.exe', '-B', 'build.py']' returned non-zero exit status 1
WARNING: Removing obsolete parameter 'vc_version', is now auto-detected.
WARNING: Removing obsolete parameter 'use_lib_eigen', is now auto-detected.
Creating directory C:\Render\rpcore\native\scripts..\win_amd64_panda1.10.0_py27_vc100
Executing command: cmake C:/Render/rpcore/native -DCMAKE_BUILD_TYPE=RelWithDebInfo -DPYTHON_EXECUTABLE:STRING=C:\Panda3D-1.10.0-x64\python\python.exe -DPROJECT_NAME:STRING=native_ -DINTERROGATE_LIB:STRING=libp3interrogatedb -GVisual Studio 10 2010 Win64 -DPYTHONVER:STRING=27 -DHAVE_LIB_EIGEN=TRUE -DHAVE_LIB_BULLET=TRUE -DHAVE_LIB_FREETYPE=TRUE -DIGATE_VERBOSE=0 -DOPTIMIZE=3

-- Found Windows SDK v7.1: C:\Program Files\Microsoft SDKs\Windows\v7.1
-- The C compiler identification is MSVC 16.0.30319.1
-- The CXX compiler identification is MSVC 16.0.30319.1
-- Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio 10.0/VC/bin/x86_amd64/cl.exe
-- Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio 10.0/VC/bin/x86_amd64/cl.exe -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio 10.0/VC/bin/x86_amd64/cl.exe
-- Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio 10.0/VC/bin/x86_amd64/cl.exe -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Bitness: 64 bit ('1')
-- Detected panda3d installation: C:\Panda3D-1.10.0-x64
-- Detected visual studio version: vc10
-- Detected thirdparty directory: C:\Panda3D-1.10.0-x64/thirdparty/win-libs-vc10-x64
-- Configuring done
-- Generating done
-- Build files have been written to: C:/Render/rpcore/native/win_amd64_panda1.10.0_py27_vc100
Executing command: cmake --build . --config RelWithDebInfo -- /m

Microsoft (R) Verso do Mecanismo de Compilao 4.6.1586.0
[Microsoft .NET Framework, Verso 4.0.30319.42000]
Copyright (C) Microsoft Corporation. Todos os direitos reservados.

Compilao de 15/01/2017 12:14:28 iniciada.
1>Projeto "C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\ALL_BUILD.vcxproj" no n 1 (destinos padro).
1>O projeto "C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\ALL_BUILD.vcxproj" (1) est compilando "C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\ZERO_CHECK.vcxproj" (2) no n 1 (destinos padro).
2>PrepareForBuild:
Criando o diretrio "x64\RelWithDebInfo\ZERO_CHECK".
InitializeBuildStatus:
Criando "x64\RelWithDebInfo\ZERO_CHECK\ZERO_CHECK.unsuccessfulbuild" porque "AlwaysCreate" foi especificado.
CustomBuild:
Checking Build System
CMake does not need to re-run because C:/Render/rpcore/native/win_amd64_panda1.10.0_py27_vc100/CMakeFiles/generate.stamp is up-to-date.
FinalizeBuildStatus:
Excluindo o arquivo "x64\RelWithDebInfo\ZERO_CHECK\ZERO_CHECK.unsuccessfulbuild".
Tocando "x64\RelWithDebInfo\ZERO_CHECK\ZERO_CHECK.lastbuildstate".
2>Projeto de compilao pronto "C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\ZERO_CHECK.vcxproj" (destinos padro).
1>O projeto "C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\ALL_BUILD.vcxproj" (1) est compilando "C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\native_.vcxproj" (3) no n 2 (destinos padro).
3>PrepareForBuild:
Criando o diretrio "native_.dir\RelWithDebInfo".
Criando o diretrio "C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\RelWithDebInfo".
InitializeBuildStatus:
Criando "native_.dir\RelWithDebInfo\native_.unsuccessfulbuild" porque "AlwaysCreate" foi especificado.
CustomBuild:
Building Custom Rule C:/Render/rpcore/native/CMakeLists.txt
CMake does not need to re-run because C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\CMakeFiles\generate.stamp is up-to-date.
ClCompile:
C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin\x86_amd64\CL.exe /c /I"C:\Panda3D-1.10.0-x64\thirdparty\win-libs-vc10-x64\bullet\include" /I"C:\Panda3D-1.10.0-x64\thirdparty\win-libs-vc10-x64\eigen\include" /I"C:\Panda3D-1.10.0-x64\thirdparty\win-libs-vc10-x64\freetype\include" /I"C:\Panda3D-1.10.0-x64\thirdparty\win-libs-vc10-x64\freetype\include\freetype2" /I"C:\Panda3D-1.10.0-x64\include" /I"C:\Panda3D-1.10.0-x64\python\include" /IC:\Render\rpcore\native\source /Zi /nologo /W3 /WX- /MP /O2 /Ob2 /Oi /Ot /D WIN32 /D WINDOWS /D WIN64_VC /D WIN64 /D WIN32_VC /D WIN32 /D EIGEN_MPL2_ONLY= /D EIGEN_NO_DEBUG= /D EIGEN_NO_STATIC_ASSERT= /D HAS_EXCEPTIONS=0 /D PB_MODULE=native /D PB_CFG_MODULE=native /D "CMAKE_INTDIR="RelWithDebInfo"" /D native__EXPORTS /D WINDLL /D MBCS /Gm- /EHsc /MD /GS- /fp:fast /Zc:wchar_t /Zc:forScope /GR- /Fo"native.dir\RelWithDebInfo\" /Fd"native.dir\RelWithDebInfo\vcWindows7.1SDK.pdb" /Gd /TP /wd4996 /wd4275 /wd4267 /wd4101 /wd4273 /errorReport:queue ..\source\config_rsnative.cpp ..\source\gpu_command.cpp ..\source\gpu_command_list.cpp ..\source\ies_dataset.cpp ..\source\internal_light_manager.cpp ..\source\interrogate_module.cpp ..\source\interrogate_wrapper.cpp ..\source\pssm_camera_rig.cpp ..\source\pssm_helper.cpp ..\source\rp_light.cpp ..\source\rp_point_light.cpp ..\source\rp_spot_light.cpp ..\source\shadow_atlas.cpp ..\source\shadow_manager.cpp ..\source\shadow_source.cpp ..\source\tag_state_manager.cpp /favor:blend /bigobj /Zm300
config_rsnative.cpp
gpu_command.cpp
gpu_command_list.cpp
ies_dataset.cpp
internal_light_manager.cpp
interrogate_module.cpp
interrogate_wrapper.cpp
pssm_camera_rig.cpp
pssm_helper.cpp
rp_light.cpp
rp_point_light.cpp
rp_spot_light.cpp
shadow_atlas.cpp
shadow_manager.cpp
shadow_source.cpp
tag_state_manager.cpp
ManifestResourceCompile:
C:\Program Files\Microsoft SDKs\Windows\v7.1\bin\rc.exe /nologo /fo"native_.dir\RelWithDebInfo\native_.dll.embed.manifest.res" native_.dir\RelWithDebInfo\native__manifest.rc
Link:
C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin\x86_amd64\link.exe /ERRORREPORT:QUEUE /OUT:"C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\RelWithDebInfo\native_.dll" /INCREMENTAL /NOLOGO /LIBPATH:"C:/Panda3D-1.10.0-x64/thirdparty/win-libs-vc10-x64/bullet/lib" /LIBPATH:"C:/Panda3D-1.10.0-x64/thirdparty/win-libs-vc10-x64/bullet/lib/RelWithDebInfo" /LIBPATH:"C:/Panda3D-1.10.0-x64/thirdparty/win-libs-vc10-x64/freetype/lib" /LIBPATH:"C:/Panda3D-1.10.0-x64/thirdparty/win-libs-vc10-x64/freetype/lib/RelWithDebInfo" /LIBPATH:"C:/Panda3D-1.10.0-x64/lib" /LIBPATH:"C:/Panda3D-1.10.0-x64/lib/RelWithDebInfo" kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib "C:\Panda3D-1.10.0-x64\python\libs\python27.lib" libpandabullet.lib libp3framework.lib libpanda.lib libpandaexpress.lib libp3dtool.lib libp3dtoolconfig.lib libp3direct.lib libp3interrogatedb.lib LinearMath.lib BulletCollision.lib BulletDynamics.lib BulletSoftBody.lib freetype.lib /MANIFEST /ManifestFile:"native_.dir\RelWithDebInfo\native_.dll.intermediate.manifest" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"C:/Render/rpcore/native/win_amd64_panda1.10.0_py27_vc100/RelWithDebInfo/native_.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:"C:/Render/rpcore/native/win_amd64_panda1.10.0_py27_vc100/RelWithDebInfo/native_.lib" /MACHINE:X64 /DLL native_.dir\RelWithDebInfo\native_.dll.embed.manifest.res
native_.dir\RelWithDebInfo\config_rsnative.obj
native_.dir\RelWithDebInfo\gpu_command.obj
native_.dir\RelWithDebInfo\gpu_command_list.obj
native_.dir\RelWithDebInfo\ies_dataset.obj
native_.dir\RelWithDebInfo\internal_light_manager.obj
native_.dir\RelWithDebInfo\interrogate_module.obj
native_.dir\RelWithDebInfo\interrogate_wrapper.obj
native_.dir\RelWithDebInfo\pssm_camera_rig.obj
native_.dir\RelWithDebInfo\pssm_helper.obj
native_.dir\RelWithDebInfo\rp_light.obj
native_.dir\RelWithDebInfo\rp_point_light.obj
native_.dir\RelWithDebInfo\rp_spot_light.obj
native_.dir\RelWithDebInfo\shadow_atlas.obj
native_.dir\RelWithDebInfo\shadow_manager.obj
native_.dir\RelWithDebInfo\shadow_source.obj
native_.dir\RelWithDebInfo\tag_state_manager.obj /machine:x64
3>LINK : fatal error LNK1104: cannot open file 'LinearMath.lib' [C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\native_.vcxproj]
3>Projeto de compilao pronto "C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\native_.vcxproj" (destinos padro) -- FALHA.
1>Projeto de compilao pronto "C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\ALL_BUILD.vcxproj" (destinos padro) -- FALHA.

FALHA da compilao.

   "C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\ALL_BUILD.vcxproj" (destino padro) (1) ->
   "C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\native_.vcxproj" (destino padro) (3) ->
   (Link destino) ->
     LINK : fatal error LNK1104: cannot open file 'LinearMath.lib' [C:\Render\rpcore\native\win_amd64_panda1.10.0_py27_vc100\native_.vcxproj]

0 Aviso(s)
1 Erro(s)

Tempo Decorrido 00:02:26.98`

This error occour into RP V1.3, downloaded today from RP master branch.
After i found this error, i try build the older version into my older PC, the older version is 1.2, and he build normally a few months ago, but when i try to build, i give the same error.

RP Crashing with AMD Crossfire

Hello, recently i made a upgrade on my to get more performance on RP. Now mi system config is:

APU: A10 7890k
GPU: Radeon R7 250
RAM: HyperX 16gb (2x8) 1866mhz

So i am using a Crossfire between APU and GPU, but when i try to run the RP into this config, the apliccation won't start.

Contribution - New Chromatic Aberration Options

Hello, it's me again!

Here is another contribution for project, here is a new variation of Chromatic Aberration Shader, no i add two another options from rendering.

Linear Distortion
lineardistortion
Into this distortion type the R and B offset are the same in all screen.

Radial Distortion
radialdistortion
Into this distortion type the R and B offset become more stronger into the screen border's and more week into center.

Lens Distortion
This is a standard Render Pipeline Chromatic Aberration.

Link to Shader:
Chromatic Aberration for RP.zip

setup.py thinks I don't have panda3d installed?

Hi, first off this looks amazing, thanks for making it, I can't wait to use it.

Edit:

Operating System: Arch Linux

I'm having trouble getting started though. I've compiled and installed panda3d at ~/.local/lib/python3.6/site-packages (the git version found here: https://github.com/panda3d/panda3d)

setup.py 'asks' whether panda3d is installed by:

    try:
        from panda3d.core import NodePath
    except ImportError:
        print("\n")
        print("Could not import Panda3D modules! Please make sure they are ")
        print("on your path, and you are using the correct python version!")
        error("Failed to import Panda3D modules")

With the version of panda installed from git, I don't have panda3d.core.NodePath ...

I compiled using this:

export DESTDIR=/home/roman/.local/lib/python3.6/site-packages/
export PYTHONPATH=/usr/bin/python3 
export LD_LIBRARY_PATH=/home/roman/.local/lib/python3.6/site-packages/

python makepanda/makepanda.py --everything --installer --no-egl --no-gles --no-gles2 --no-opencv --threads=16

python makepanda/makewheel.py
python makepanda/installpanda.py

How should I compile panda3d to get NodePath so that I can use render_pipeline?

Thank you

Edit:

Here's output for setup.py

$ python setup.py

-------------------------------------------------------------------------------

Render Pipeline Setup 1.3

-------------------------------------------------------------------------------


[ 01 ]  Checking Panda3D Modules


Could not import Panda3D modules! Please make sure they are 
on your path, and you are using the correct python version!

Setup failed:	 Failed to import Panda3D modules

Please fix the above errors and then restart the setup.

Shader input scatteringOptions is not present

Hi,

I ran the sample and received the following issues:

  File "F:\dev\Work\tobspr\main.py", line 43, in __init__
    self.skybox = self.renderPipeline.getDefaultSkybox()
AttributeError: RenderingPipeline instance has no attribute 'getDefaultSkybox'

So I commented out the skybox code.

Traceback (most recent call last):
  File "F:\dev\Work\tobspr\main.py", line 61, in <module>
    app = App()
  File "F:\dev\Work\tobspr\main.py", line 49, in __init__
    self.controller.setInitialPositionHpr(
AttributeError: MovementController instance has no attribute 'setInitialPositionHpr'

Commented out the controller code

  File "F:\dev\Work\tobspr\main.py", line 61, in <module>
    app = App()
  File "F:\dev\Work\tobspr\main.py", line 58, in __init__
    self.renderPipeline.onSceneInitialized()
AttributeError: RenderingPipeline instance has no attribute 'onSceneInitialized'

Commented out the onSceneInitialized...

  File "F:\dev\Work\tobspr\main.py", line 62, in <module>
    app.run()
  File "F:\dev\Panda3D-1.10.0\direct\showbase\ShowBase.py", line 2979, in run
    self.taskMgr.run()
  File "F:\dev\Panda3D-1.10.0\direct\task\Task.py", line 508, in run
    self.step()
  File "F:\dev\Panda3D-1.10.0\direct\task\Task.py", line 465, in step
    self.mgr.poll()
  File "F:\dev\Panda3D-1.10.0\direct\showbase\ShowBase.py", line 1886, in __igLoop
    self.graphicsEngine.renderFrame()
AssertionError: Shader input scatteringOptions.transmittanceNonLinear is not present.
 at line 412 of c:\buildslave\sdk-windows-amd64\build\panda\src\pgraph\shaderAttrib.cxx

And - I couldn't get past this issue. I initially tried setting up the render pipeline in my existing project, and got the same issue, but I thought it might be because I'm using some custom shaders. So I setup a clean project, and get the same problem. Any ideas? Do I need to throw render some default shader inputs?

Intel+Nvidia "Compute shaders not supported"

Hi.

This might sound silly, but it got me very frustrated. I'm trying to setup.py but I get an error that compute shaders are not supported. I don't have a powerful video card but I do think they are supported. Anyway my laptop has a Nvidia 650M which should support compute.

My assumption is that the Intel "graphic card" is used when testing for compute shaders. Unfortunately, I cannot completely disable that card as the Nvidia card is a slave to the Intel card, if I disable Intel card Nvidia becomes unavailable too. No BIOS options to disable it either. All I can do externally from windows or Nvidia control panel is to 'prefer' the Nvidia card, but that goes right past panda3d.

I tried a lot to find a way to setup panda3d or this plugin or my computer to make the second graphic card the default graphic card, but I'm just not seeing it. How do I do that?

Thanks!

Issues building the native modules

Hello,
I am trying to setup the RenderPipeline on my machine running Ubuntu Gnome 17.04. However I ran into some issues while building the native modules.
I am unsure if this is a RenderPipeline issue, or a Panda3D issue, so I am hoping that posting this here, someone might be able to help me. I have tried solving the issue myself, but to no avail.

This is what the script outputs:

[ 04 ]  Building the native code .. (This might take a while!)
	Running script: rpcore/native/build.py




------------------------------------------------------------

CMake Error:


------------------------------------------------------------




Failed to execute 'build.py'
Output: Command '['/usr/bin/python', '-B', 'build.py']' returned non-zero exit status 255 
 Creating directory /home/radu/Projects/Panda3D-RenderPipeline/rpcore/native/scripts/../linux_amd64_panda1.10.0_py27
Executing command:  cmake /home/radu/Projects/Panda3D-RenderPipeline/rpcore/native -DCMAKE_BUILD_TYPE=RelWithDebInfo -DPYTHON_EXECUTABLE:STRING=/usr/bin/python -DPROJECT_NAME:STRING=native_ -DINTERROGATE_LIB:STRING=p3interrogatedb -DPYTHONVERDOT:STRING=2.7 -DHAVE_LIB_EIGEN=TRUE -DIGATE_VERBOSE=0 -DOPTIMIZE=3 

-- Bitness: 32 bit ('')
CMake Error at CMakeLists.txt:266 (message):
  Interrogate failed: Executing command: /usr/bin/interrogate -fnames -string
  -refcount -assert -python-native -S/usr/include/panda3d/parser-inc
  -S/usr/include/panda3d/ -srcdir .  -oc interrogate_wrapper.cpp -od
  interrogate.in -module native_ -library native_ -nomangle -DINTERROGATE
  -DCPPPARSER -D__STDC__=1 -D__cplusplus=201103L -D__attribute__\(x\)=
  -D__i386__ ./rp_spot_light.h ./tag_state_manager.h ./shadow_manager.h
  ./gpu_command_list.h ./rp_light.h ./shadow_source.h ./config_rsnative.h
  ./gpu_command.h ./internal_light_manager.h ./pssm_helper.h
  ./rp_point_light.h ./ies_dataset.h ./pointer_slot_storage.h
  ./pssm_camera_rig.h ./shadow_atlas.h

  

  /usr/include/panda3d/mutexPosixImpl.h:43:10: error: unknown type
  'pthread_mutex_t'

    INLINE pthread_mutex_t *get_posix_lock();
           ^~~~~~~~~~~~~~~

  /usr/include/panda3d/mutexPosixImpl.h:46:3: error: unknown type
  'pthread_mutex_t'

    pthread_mutex_t _lock;
    ^~~~~~~~~~~~~~~

  /usr/include/panda3d/mutexPosixImpl.h:71:10: error: unknown type
  'pthread_mutex_t'

    INLINE pthread_mutex_t *get_posix_lock();
           ^~~~~~~~~~~~~~~

  /usr/include/panda3d/mutexPosixImpl.h:74:3: error: unknown type
  'pthread_mutex_t'

    pthread_mutex_t _lock;
    ^~~~~~~~~~~~~~~

  /usr/include/panda3d/mutexPosixImpl.I:65:8: error: unknown type
  'pthread_mutex_t'

  INLINE pthread_mutex_t *MutexPosixImpl::

         ^~~~~~~~~~~~~~~

  /usr/include/panda3d/mutexPosixImpl.I:134:8: error: unknown type
  'pthread_mutex_t'

  INLINE pthread_mutex_t *ReMutexPosixImpl::

         ^~~~~~~~~~~~~~~

  /usr/include/panda3d/memoryHook.h:43:42: error: syntax error, unexpected
  IDENTIFIER, expecting ')'

    virtual void *heap_alloc_single(size_t size);
                                           ^~~~

  Error parsing file: './rp_spot_light.h'

   Traceback (most recent call last):
    File "scripts/interrogate.py", line 135, in <module>
      interrogate()
    File "scripts/interrogate.py", line 108, in interrogate
      try_execute(*cmd)
    File "/home/radu/Projects/Panda3D-RenderPipeline/rpcore/native/scripts/common.py", line 216, in try_execute
      raise Exception("Process had non-zero returncode:", process.returncode)

  Exception: ('Process had non-zero returncode:', 1)



-- Configuring incomplete, errors occurred!
See also "/home/radu/Projects/Panda3D-RenderPipeline/rpcore/native/linux_amd64_panda1.10.0_py27/CMakeFiles/CMakeOutput.log".




It seems the setup failed, do you want to open the troubleshooting page for this step? (y/n):

P.S: When running the terrain sample with the fallback modules(python), it looks like in the attached screenshot. Is there an issue with the sample, or is this how the fallback module should look? The others look and run just fine.

screenshot from 2017-04-18 22-16-45

P.P.S: When running the setup script, this error pops up every once in a while. Is there any way to solve this?
JackShmReadWritePtr::~JackShmReadWritePtr - Init not done for 4294967295, skipping unlock

Mesa 3d or proprietary gl library

Hi!
Do you use mesa 3d or nvidia-gl or etc?
Mesa implemented openGL 4.2. How you implement this pipeline?

Another quick question: Can I use this pipeline with my python 3 compiled panda3d? and can I use this pipeline with c++ (like panda3d c++ api)?

Many issues on GeForce 1070

I recently got a GeForce 1070, unfortunately the pipeline runs very poorly (12 fps at best) and shows bad artifacts, both on Windows and Linux:
http://rdb.name/2016-07-19-224127_1920x1080_scrot.png

The shadows randomise every frame, the camera wobbles, and some parts of objects go missing depending on the camera position.

PSSM splits: http://rdb.name/2016-07-19-224839_1601x896_scrot.png
Buffers: http://rdb.name/2016-07-19-225024_1136x647_scrot.png

Disabling all plug-ins fixes most issues except for the flickering (note the foreground card being chopped off):
http://rdb.name/2016-07-19-225855_1561x834_scrot.png

Any suggestions for where to start debugging would be greatly appreciated. I can attach an apitrace if it is helpful.

Error messages on AMD graphics

I'm using an AMD Radeon R9 Fury Nano graphics card and build panda 3d with win10 and vs2015.

Panda3d and RenderPipeline sources are cloned from github.

my build command is:
thirdparty\win-python3.6-x64\python.exe makepanda\makepanda.py --everything --threads 5 --msvc-version=14 --windows-sdk=10 --no-dx9 --no-tinydisplay --no-nvidiacg --no-fmodex --no-ode --no-physx --no-pandaphysics --no-maya6 --no-maya65 --no-maya7 --no-maya8 --no-maya85 --no-maya2008 --no-maya2009 --no-maya2010 --no-maya2011 --no-maya2012 --no-maya2013 --no-maya20135 --no-maya2014 --no-maya2015 --no-maya2016 --no-maya20165 --no-maya2017 --no-max6 --no-max7 --no-max8 --no-max9 --no-max2009 --no-max2010 --no-max2011 --no-max2012 --no-max2013 --no-max2014 --no-deploytools

I changed vc_version=Visual Studio 14 2015 in rpcore/native/config.ini and build RenderPipeline.

All build successed, but almost every sample from RenderPipeline-Samples-master shows:

[!] Panda3D :linmath(warning): Tried to invert singular LMatrix4.

[!!!] Panda3D :display(error): Shader input IESDatasetTex is not present.

this errors do not appear when i use NVIDIA GT 730 card.

any way to solve it?
Thanks!

error in shader?

hi i have been experimenting with your pipeline.
i recently updated to an newer version of the main branch but got errors about Includes/LightingModels.include missing.
I can't find it anywhere in the repository.

i am using debian jessie x64

the full error code:

$ python2.7 main.py
[-] Main Bit System = 64
[-] Main Loading panda3d configuration from configuration.prc ..
Known pipe types:
glxGraphicsPipe
(all display modules loaded.)
[-] Main Creating pipeline
[-] MountManager Set base path to '.'
[-] PipelineSettings Loading ini-file from Config/pipeline.ini
[-] RenderingPipeline Setting up render pipeline
[-] RenderingPipeline Checking required Panda3D version ..
[-] MountManager Setting up virtual filesystem.
[-] MountManager Creating temp path, as it does not exist yet
[-] MountManager Mounting Temp/ as PipelineTemp/
[-] RenderingPipeline Setting up globals
[-] GUIManager Creating GUI ..
[-] PerformanceOverlay Init performance overlay ..
[-] PerformanceOverlay Starting dummy pstats (text-stats)
:net(error): Unable to open TCP connection to server 127.0.0.1 on port 5185
:pstats(error): Couldn't connect to PStatServer at localhost:5185
[-] AtmosphericScattering Precomputing ..
[-] AtmosphericScattering Disabled 1 windows while rendering
[-] AtmosphericScattering Finished precomputing, also reenabled windows.
[-] ShaderStructArray Init array, size = 6 floats= 32 total = 192
[-] ShadowAtlas Creating atlas with size 8192 and tile size 256
[-] ShaderStructArray Init array, size = 7 floats= 21 total = 147
[-] ShaderStructArray Init array, size = 36 floats= 21 total = 756
[-] LightManager Batch size = 30 x 17 Actual Buffer size= 1920 x 1088
[-] IESLoader Loading IES Profiles from Data/IESProfiles/
[!] IESLoader Only 1 lamp is supported, 2 found: Comet
[!] IESLoader Only 1 lamp is supported, 8 found: Overhead
[!] IESLoader Only 1 lamp is supported, 8 found: Round
[!] IESLoader Only 1 lamp is supported, 2 found: Comet
[!] IESLoader Only 1 lamp is supported, 8 found: Overhead
[!] IESLoader Only 1 lamp is supported, 8 found: Round
[-] RenderPassManager Writing shader autoconfig
:shader(error): Could not find shader file: Includes/LightingModels.include
included at line 5 of file Includes/Lighting.include:
#pragma include "Includes/LightingModels.include"
included at line 5 of file Includes/Lights.include:
#pragma include "Includes/Lighting.include"
included at line 34 of file Shader/UnshadowedLightsPass.fragment:
#pragma include "Includes/Lights.include"
Traceback (most recent call last):
File "main.py", line 551, in
app = Main()
File "main.py", line 82, in init
self.renderPipeline.create()
File "/media/subject546/DESERT/libs/RenderPipeline-master/Code/RenderingPipeline.py", line 727, in create
self.renderPassManager.setShaders()
File "/media/subject546/DESERT/libs/RenderPipeline-master/Code/RenderPassManager.py", line 158, in setShaders
generatedShaders += renderPass.setShaders()
File "/media/subject546/DESERT/libs/RenderPipeline-master/Code/RenderPasses/UnshadowedLightsPass.py", line 57, in setShaders
self.target.setShader(shader)
File "/media/subject546/DESERT/libs/RenderPipeline-master/Code/RenderTarget.py", line 166, in setShader
self.getNode().setShader(shader)
TypeError: NodePath.set_shader() argument 1 must be Shader, not NoneType
[-] PerformanceOverlay Stopping dummy pstats
[-] MountManager Cleaning up ..

subject546,
btw what markup should i use for errorcode?

Material Dobouts

Hello!

I am using the Render Pipeline with a egg file to load a 3D animated character, i easily can load the model and set the basic parameters, and here is result:
antes
But i want use normal maps, and different types of shading models (in this case Default and Skin), i use the material editor to configure the scene, and here is the result:
depois
But the modifications of Material Editor are temporary, so i want know how i can modify this specific materials into script or file, to make this modifications permanently?

And i want know how i can load Emissive Maps and Metallic maps?

Error in `#pragma include` while setup.py

I'm getting this error while setup.py:

[ 05 ] Precomputing film grain ..
Running script: data/film_grain/generate.py
:display:gsg:glgsg(error): An error occurred while compiling GLSL compute shader grain.compute.glsl:
ERROR: grain.compute.glsl:10: '' : illegal character (") (0x22)
ERROR: grain.compute.glsl:10: '' : #pragma directive must end with a newline

:display:gsg:glgsg(error): An error occurred while linking GLSL shader
Link called without any attached shader objects.

Windows 10
Intel HD 4600 (latest drivers)

Is #pragma include part of GLSL (I couldn't find info about this directive) or it processed somewhere else?

TCP connection failed and changing the ground effect

I have an error which arises randomly while running my game using the render pipeline which cause the game to stop for few seconds and runs again while the error appears on the screen
Here's the error Link http://pastebin.com/eyxJRe0i

Also another thing , the ground texture has some effects that i don't want , it seems like there's water on the ground , how can I change this ?

Hide a NodePath from a Plugin

Hello!

It's me, bothering you again, so now my problem is with Motion Blur:
captura de tela de 2016-12-30 13-20-20

So i wank know if is possible hide some Nodepah from one plugin, in this case, the motion Blur. How you can see into image above, the are applying a strong distortion into the main character because he is always in front of camera. So i want hide the character Nodepath only from motionblur plugin. Something like the camera masks, but only with this specific plugin.
#https://www.panda3d.org/manual/index.php/Common_State_Changes

Editor Won't open

Hello!

I have updated the RP yesterday, and i found the material editor into the Toolkit folder. But, when i try to open it, i found this error:

material editor - error

I already install the PyQT5, and the other tools are working normally. I need install another dependency to use it, or its bug?

Python 3 support

Would a simple 2to3 make this compatible enough for python 3?

Feature request

Hi!
I have a question. Where is demos?
and I have a feature request:
1 - Volumetric Fog
2- Area lights
3- Particle system (light sensitive and collision-detection)
Thx

Unable to create GLSL compute shader on intel integrated graphics

Hi

I'm attempting to install Render Pipeline on an integrated intel gpu - Intel Ivybridge Mobile.

-------------------------------------------------------------------------------`

Render Pipeline Setup 1.3

-------------------------------------------------------------------------------


[ 01 ]  Checking Panda3D Modules


[ 02 ]  Checking requirements ..
	Running script: data/setup/check_requirements.py


The C++ modules of the pipeline are faster and produce better 
results, but we will have to compile them. As alternative, 
a Python fallback is used, which is slower and produces worse 
results. Also some plugins only partially work with the python 
fallback (e.g. PSSM). Do you want to compile the C++ modules? (y/n): y


[ 03 ]  Downloading the module builder ...
	Running script: rpcore/native/update_module_builder.py
	Downloading:   0.00  B/s |                               |  0%   ETA:  --:--:-- Downloading:  92.82 GB/s |################################|100%   Time: 0:00:00


[ 04 ]  Building the native code .. (This might take a while!)
	Running script: rpcore/native/build.py


[ 05 ]  Generating .txo files ...
	Running script: data/generate_txo_files.py


[ 06 ]  Filtering default cubemap ..
	Running script: data/default_cubemap/filter.py
:display:gsg:glgsg(error): Could not create a GLSL compute shader.
Assertion failed: do_has_ram_mipmap_image(cdata, n) at line 4948 of panda/src/gobj/texture.cxx
Traceback (most recent call last):
  File "filter.py", line 105, in <module>
    Application()
  File "filter.py", line 93, in __init__
    dest_cubemap.write(join(filter_dir, "{}-#.png".format(mipmap)), 0, 0, True, False)
AssertionError: do_has_ram_mipmap_image(cdata, n) at line 4948 of panda/src/gobj/texture.cxx
Failed to execute 'filter.py'
Output: Command '['/usr/bin/python', '-B', 'filter.py']' returned non-zero exit status 1 
 Filtering mipmap 0
 Extracting data ..
 Writing data ..




It seems the setup failed, do you want to open the troubleshooting page for this step? (y/n):  n

Setup failed:	 Python script didn't return properly!

Please fix the above errors and then restart the setup.

I've tried reinstalling drivers, updating and removing them, to no avail.
I'm using Panda 1.10 with the latest version of render pipeline.

Any idea what the issue is, any way to solve it?
Thanks!

Working GI sample

Hi,

Would it be possible to have a working GI sample scene ? Some sample files are not included in the repo.

Thank you.

Discussion Thread: Questions about the process and Suggestions for Performance

I have just a few questions about how the Render Pipeline does it's global Illumination.

The first would probably be some recommendations on performance improvement.

I noticed right away that you are using an incredible resolution 256^3, which amounts to 16777216 voxels which does amount to a lot of space being used. Though being sparse does make it compact. The amount of resolution for that however is still quite massive, traversing it isn't entirely trivial, and it's fixed as things grow further from the camera.

Why not use several cascades of much smaller textures?

Example... if we use about 128 bytes per voxel, assuming isotropic, and we have four grids of 32^3 voxels the memory usage drops to... 16.8 Megabytes. Or close to it.

When you voxelize, render at a slightly higher resolution, then sample for each of the cascades. if the model is too small to fill some volume of a voxel, it should be ignored.

A higher resolution would be focused on areas closer to the camera. And as we grow farther, the cascades grow larger in an exponential fashion (Focus on better quality up close. Less focus on such in the back).

Contribution - Material and Physics Calibration Scene

Hello!

Today a not come here to report a bug, but i am here to contribute with the project, with a new tool, a Material / Physics Calibration Scene:

https://youtu.be/yMH74Ie5Hjo

Features:

  • Drag, Orbit and Zoon movements made for easy model detail viewing.
  • Fully compatible with Bullet Physics.
  • Enable and Disable colliders viewing into real time.
  • Reload egg and bam files into real time, and see the material modification impact.
  • Sample with all Bullet collider types.
  • Compatible with animated models.

Link for Download:
https://drive.google.com/open?id=0BwmAR8xnyflqNUdvSVJiNXBBRE0

Theft

You've literally stolen code from a person that has shared so much already.

Karis has shared so much but you find it fit to literally copy and paste his work into your project and call it your own?

This is beyond offensive. You don't even bother to state that by using this the end user is subjected to Epic's license?

Setup not running correctly.

Hey, the set up does not seem to run correctly with windows 10. So... just a quick note, because it's borderline impossible to find VS 2010, I have two different VS installed on my system. 2013, 2015. To build panda, I had to swap the projects to Windows SDK 7.1 and it was built with Eigen.

I ran across a rather frustrating part in the setup process.

This is a copy and paste from the setup when I tried to build the C++ modules. My first thought was to simply go into the python script and make the change. However it appears that Cmake 3.x does not see Windows SDK 7.1

http://pastebin.com/yZayy77d

So I tried to just roll with the python scripts... annnnd this shows up.

http://pastebin.com/ePcLRHXv

I'm not even sure what to do with this one. I see two errors that's caused by some sort of finnickyness with GLSL's compiler. Then that bottom was is the kicker... the file doesn't even go past 2000 lines.

Shader errors on intel HD graphics

Trying to run any of example leads to error on intel HD videocard:

[>] ScatteringMethodEricBruneton Precomputing ...
:display:gsg:glgsg(error): SHADER_ID_COMPILE error has been generated. GLSL compile failed for shader 2, "/$$rp/rpplugins/scattering/shader/eric_bruneton/transmittance.compute.glsl": ERROR: 0:34: 'restrict' : syntax error syntax error

I tried to remove all "RESTRICT" keywords from shaders. Looks like shaders compiles, but I got warnings:

:display:gsg:glgsg(warning): SHADER_ID_COMPILE other warning has been generated. GLSL compile warning(s) for shader 18, "/$$rp/rpplugins/scattering/shader/eric_bruneton/add_delta_e.compute.glsl": WARNING: 0:38: 'image format' : redundant image format layout qualifier

[...]

:display:gsg:glgsg(warning): SHADER_ID_COMPILE other warning has been generated. GLSL compile warning(s) for shader 20, "/$$rp/rpplugins/scattering/shader/eric_bruneton/add_delta_sr.compute.glsl": WARNING: 0:38: 'image format' : redundant image format layout qualifier

And after this warning interpreter crashes.

Windows 10
Intel HD 4600
Latest Panda dev build and Pipeline

Shadow visual errors

I recently started experimenting with the render pipeline and noticed shadows do not seem to render correctly. They always have this weird look to them and are not just flat.

image

Screenshot from Gyazo

In some cases it is even fuzzy and moving
Animation

My machine has a 1080 gtx and a 3.40GHz i7. I am also using the latest build of Panda3D

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