RenderPipeline | Physically Based Shading and Deferred Rendering | Game Engine library

 by   tobspr Python Version: v2.0-pre License: Non-SPDX

kandi X-RAY | RenderPipeline Summary

kandi X-RAY | RenderPipeline Summary

RenderPipeline is a Python library typically used in Gaming, Game Engine applications. RenderPipeline has no bugs, it has no vulnerabilities, it has build file available and it has medium support. However RenderPipeline has a Non-SPDX License. You can install using 'pip install RenderPipeline' or download it from GitHub, PyPI.

Deferred Realtime Rendering Pipeline with Physically Based Shading for the Panda3D Game Engine.
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            kandi-support Support

              RenderPipeline has a medium active ecosystem.
              It has 926 star(s) with 130 fork(s). There are 80 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 32 open issues and 52 have been closed. On average issues are closed in 95 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of RenderPipeline is v2.0-pre

            kandi-Quality Quality

              RenderPipeline has no bugs reported.

            kandi-Security Security

              RenderPipeline has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              RenderPipeline has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              RenderPipeline releases are available to install and integrate.
              Deployable package is available in PyPI.
              Build file is available. You can build the component from source.
              Installation instructions are available. Examples and code snippets are not available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed RenderPipeline and discovered the below as its top functions. This is intended to give you an instant insight into RenderPipeline implemented functionality, and help decide if they suit your requirements.
            • Setup the UI
            • Translate the UI
            • Prepare scene
            • Adds an environment probe
            • Update the bounding box
            • Set the transformation matrix
            • Compute the shader
            • Print a debug message
            • Print debug information
            • Run the rendering pipeline
            • Update the view matrix
            • Create the voxel grid
            • Creates the mesh
            • Update the mouse position
            • Mount the system
            • Download a submodule
            • Create the scene
            • Create the board
            • Create the target
            • Update the state of the simulation
            • Setup input blocks
            • Create the stage
            • Copy the render pipeline
            • Create the PSSM image
            • Load an IES profile file
            • Create the target mesh
            Get all kandi verified functions for this library.

            RenderPipeline Key Features

            No Key Features are available at this moment for RenderPipeline.

            RenderPipeline Examples and Code Snippets

            No Code Snippets are available at this moment for RenderPipeline.

            Community Discussions

            QUESTION

            How to resolve Unity HDRP will not work until error is fixed problem
            Asked 2021-Jan-27 at 08:47

            Recently me and my team decided to go from GitHub to Unity Collab and when my coworker created unity collaboration the project only works on his computer. When I downloaded it I got a bunch of errors which I was able to resolve except of this one:

            System.Exception: Compute Shader compilation error on platform Metal in file Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl:8: failed to open source file: 'Packages/com.unity.render-pipelines.high-definition-config/Runtime/ShaderConfig.cs.hlsl' at kernel LightVolumeColors HDRP will not run until the error is fixed. at UnityEngine.Rendering.HighDefinition.HDRenderPipeline.ValidateResources () [0x00054] in /Users/adrianlorencic/Desktop/Programming/2020/Unity/Island Escape Soul Bonded NEW/Library/PackageCache/com.unity.render-pipelines.high-definition@7.3.1/Runtime/RenderPipeline/HDRenderPipeline.cs:536 at UnityEngine.Rendering.HighDefinition.HDRenderPipeline..ctor (UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset asset, UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset defaultAsset) [0x006d5] in /Users/adrianlorencic/Desktop/Programming/2020/Unity/Island Escape Soul Bonded NEW/Library/PackageCache/com.unity.render-pipelines.high-definition@7.3.1/Runtime/RenderPipeline/HDRenderPipeline.cs:352 at UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset.CreatePipeline () [0x00000] in /Users/adrianlorencic/Desktop/Programming/2020/Unity/Island Escape Soul Bonded NEW/Library/PackageCache/com.unity.render-pipelines.high-definition@7.3.1/Runtime/RenderPipeline/HDRenderPipelineAsset.cs:33 at UnityEngine.Rendering.RenderPipelineAsset.InternalCreatePipeline () [0x00004] in /Users/bokken/buildslave/unity/build/Runtime/Export/RenderPipeline/RenderPipelineAsset.cs:12 UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:197)

            I am using unity version 2019.4.16f, template is High Definition RP, I imported HDRP through package manager(version 7.3.1 - somehow I can't upgrade to the newest version 7.5.2, there is a display every time I open up unity saying that there is a newer version available). Before moving to Collab everything was working ok but now HDRP suddenly isn't working and this error is displayed over 300 times even if I clear it It always comes back and I don't even press the "PLAY" button.

            ...

            ANSWER

            Answered 2021-Jan-27 at 08:47

            The only reference I could find to this issue is this issue tracker entry, stating that updating the package fixed it. As I see you can not upgrade your HDRP package, which is definitely unwanted behavior. You can try these steps:

            • Delete and redownload the whole project
            • Back up your project and delete the "library" folder in your unity project, it gets auto-created on startup.
            • Remove and reinstall the HDRP package
            • Check if your Unity Collaborations Host is passing you guys some system-specific files which should be ignored

            Source https://stackoverflow.com/questions/65915347

            QUESTION

            Rendering a rectangle using Metal
            Asked 2020-Jul-14 at 11:27

            I'm trying to render a rectangle using Metal. But the rectangle is skewed as in the screenshot. I would like to understand what's going wrong here.

            It seems like vertices of the rectangle aren't loaded correctly using the vertex index. I'm trying to follow the example as in this article - https://coldfunction.com/mgen/p/5a

            Below is the code for MetalView and the shader used -

            ...

            ANSWER

            Answered 2020-Jul-14 at 11:27

            Your third vertex has 0 in the w position when it should have 1

            Source https://stackoverflow.com/questions/62891472

            QUESTION

            How can I add a ZWrite pass to a transparent shader graph?
            Asked 2019-Dec-19 at 16:50

            I have been trying to achieve this effect from Tim-C (which all seems to be outdated, even the fixes posted in the comments) with ShaderGraph (Unity 2019.3.0f3), but as far as I know you can't do that within ShaderGraph, so after looking at this page on the ShaderLab documentation I came up with the following shaders that use a shader graph I made.

            Using this shader displays the shader graph completely fine:

            ...

            ANSWER

            Answered 2019-Dec-19 at 16:50

            Turns out, LWRP/URP using only the first pass is a “feature”. https://issuetracker.unity3d.com/issues/lwrp-only-first-pass-gets-rendered-when-using-multi-pass-shaders

            I will probably get around this by using two rendered meshes layered over each other. One will do the ZWrite (first), and the other will just be the normal shader graph.

            Update This works:

            Source https://stackoverflow.com/questions/59400762

            QUESTION

            What is the dhall idiomatic way to associate different schemas to union values?
            Asked 2019-Nov-10 at 02:50

            I'm trying to represent the pipeline system of the Zuul-CI project using Dhall types: a pipeline can use different connections with different trigger events.

            I'd like to provide a default pipeline that setups the correct trigger event for each type of connections in such a way that:

            ...

            ANSWER

            Answered 2019-Nov-10 at 02:50

            Yes, you can do this by transforming the triggers field before passing it as a record of handlers to merge. That way the user doesn't have to wrap the triggers themselves; the RenderPipeline function does it for them:

            Source https://stackoverflow.com/questions/58782992

            QUESTION

            Is this swift extension extending the metalview class or the vector?
            Asked 2019-Jun-30 at 13:48

            In this Swift Metal example I do not understand the concept of extentions and how they are used here. In an effort to understand it can anyone explain to me what is extended in this example?

            ...

            ANSWER

            Answered 2019-Jun-30 at 13:48

            Is this swift extension extending the metalview class or the vector?

            It is an extension of the MetalView. It adds a nested struct called Vertex to MetalView.

            In this case, the purpose of the extension is not really to "extend the functionality of MetalView". We can see this from the fact that the declaration of MetalView (the one that says final class MetalView...) uses Vertex. So whatever is in the extension could be considered an integral part of the functionality of MetalView, not an extension of its functionality.

            The purpose of the extension is probably to separate code into "chunks" so that it is easier to read and manage. You probably have come across or written code like this:

            Source https://stackoverflow.com/questions/56825254

            QUESTION

            Masking in Metal iOS
            Asked 2019-Feb-19 at 06:54

            I did masking like this in opengl as follows

            ...

            ANSWER

            Answered 2019-Feb-18 at 16:06

            Given you're not using maskCol in your return I'm going to assume you were trying to do something like:

            Source https://stackoverflow.com/questions/54708049

            QUESTION

            transparency issues with repeated stamping of textures on an MTKView
            Asked 2018-Aug-28 at 06:24

            I am trying to implement a metal-backed drawing application where brushstrokes are drawn on an MTKView by stamping a textured square repeatedly along a path. The problem I'm having is that, while each brush stamp properly shows the texture's opacity, overlapping squares do not build value, but rather override each other. In the caption below, each stamp is a textured circle with an alpha component

            I have a feeling that because all the stamps are being rendered at once, there is no way for the renderer to "build up" value. However, I'm a little out of my depth with my metal know-how, so I'm hoping someone can point me in the right direction.

            Below is further pertinent information:

            For a single brush stroke, all geometry is stored in an array vertexArrayBrush3DMesh that contains all the square stamps (each square is made up of 2 triangles). The coordinates for each vertex have a z-value of 0.0 which means they all occupy the same 3d 'plane'. Could this be an issue? (I tested putting randomized z-values, but I saw no visual difference in behavior)

            Below is my renderPipeline set up. Note that ".isBlendingEnabled = true" and ".alphaBlendingOperation = .add" are both commented out, as they had no effect in solving my problem

            ...

            ANSWER

            Answered 2018-Jan-16 at 23:19

            Your blend factors need some work. By default, even with blending enabled, the output of your fragment shader replaces the current contents of the color buffer (note that I'm ignoring the depth buffer here, since that's probably irrelevant).

            The blend equation you currently have is:

            cdst′ = 1 * csrc + 0 * cdst

            For classic source-over compositing, what you want is something more like:

            cdst′ = αsrc * csrc + (1 - αsrc) * cdst

            Source https://stackoverflow.com/questions/48276449

            QUESTION

            vkQueueSubmit() call includes a stageMask with VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT bit set when device does not have geometryShader feature enabled
            Asked 2018-Jun-26 at 10:30

            First of all, I'm a total newbie with Vulkan (I'm using the binding provided by LWJGL). I know I should copy/paste more code, but I don't even know what would be relevant for now (so don't hesitate to ask me some specific piece of code).

            I try to make something like that :

            • Use a ComputeShader to compute a buffer of pixel.
            • Use vkCmdCopyBufferToImage to directly copy this array into a framebuffer image.

            So, no vertex/fragment shaders for now.

            I allocated a Compute Pipeline, and a FrameBuffer. I have one {Queue/CommandPool/CommandBuffer} for Computation, and one other for Rendering.

            When I try to submit the graphic queue with:

            ...

            ANSWER

            Answered 2018-Jun-26 at 10:30

            Ok, I found my problem: The pWaitDstStageMask must be an array with the same size than pWaitSemaphores.

            I only putted 1 stage mask, for 2 semaphores.

            Source https://stackoverflow.com/questions/51035234

            QUESTION

            Metal: Do I need multiple RenderPipelines to have multiple shaders?
            Asked 2017-Nov-25 at 10:39

            I am very new to metal so bear with me as I am transitioning from the ugly state machine calls of OpenGL to modern graphics frameworks. I really want to make sure I understand how everything works and works together.

            I have read most of Apples documentation but it does a better job describing the function of individual components than how they come together.

            I am trying to understand essentially whether I should have multiple renderPipelines and renderEncoders are needed in my situation.

            To describe my pipeline at a high level here is what goes on:

            1. Retrieve the previous frame's contents from an offscreen texture that was rendered to and draw some new contents onto it.
            2. Swith to rendering on the screen. Draw the texture from step 1 to the screen.
            3. Do some post processing (in native resolution).
            4. Draw the UI ontop as quads. (essentailly a repeat of 2)

            So in essence there will be the following vertex/fragment shader pairs

            • Draw the entities (step 1)
            • Draw quads on a specefied area (step 2 and 4)
            • Post processing shader 1 (step 3) uses different inputs than D and cant be done in the same shader
            • Post processing shader 2 (step 3) uses different inputs than C and can't be done in the same shader

            There will be the following texture groups

            • Texture for each UI element
            • Texture for the offscreen drawing done in step 1
            • Potentially more offscreen textures will be used in post processing depening on metals preformance

            Ultimately my confusions are this:

            • Q1. Render Pipelines take only one vertex and one fragment function so does this mean I need have 4 render pipelines even though I only have 3 unique steps to my drawing procedure?
            • Q2. How am I supposed to use multiple pipelines in one encoder? Wouldn't each sucessive call on .setRenderPipelineState override the previous one?
            • Q3. Would you recommend keeping all of my .setFragmentTexture calls right after creating my encoder or do I need to set those only right before they are needed.
            • Q4. Is it valid to keep my depthState constant even as I switch between pipelineStates? How do I ensure that my entities on step 1 are rendered with depth but make sure depth information is lost between frames so entities are all on top of the previous contents?
            • Q5. What do I do with render step 3 where I have two post processing steps? Do those have to be seperate pipelines?
            • Q6. How can I efficiently build my pipeline knowing that steps 2 and 4 are essentially the same just with different inputs?

            I guess it would help me if someone would walk me through what renderPipelineObjects I will need and for what. It would also be useful to understand what some of the renderCommandEncoder commands might look like at a psuedocode level.

            ...

            ANSWER

            Answered 2017-Nov-25 at 10:39

            Q1. Render Pipelines take only one vertex and one fragment function so does this mean I need have 4 render pipelines even though I only have 3 unique steps to my drawing procedure?

            If there are 4 unique combinations of shader functions, then it's not correct that you "only have 3 unique steps to my drawing procedure". In any case, yes, you need a separate render pipeline state object for each unique combination of shader functions (as well as for any other attribute of the render pipeline state descriptor that you need to change).

            Q2. How am I supposed to use multiple pipelines in one encoder? Wouldn't each sucessive call on .setRenderPipelineState override the previous one?

            When you send a draw method to the render command encoder, that draw command is encoded with all of the relevant current state and written to the command buffer. If you later change the render pipeline state associated with the encoder that doesn't affect previously-encoded commands, it only affects subsequently-encoded commands.

            Q3. Would you recommend keeping all of my .setFragmentTexture calls right after creating my encoder or do I need to set those only right before they are needed.

            You only need to set them before the draw command that uses them is encoded. Beyond that, it doesn't much matter when you set them. I'd do whatever makes for the clearest, most readable code.

            Q4. Is it valid to keep my depthState constant even as I switch between pipelineStates?

            Yes, or there wouldn't be separate methods to set them independently. There would be a method to set both.

            How do I ensure that my entities on step 1 are rendered with depth but make sure depth information is lost between frames so entities are all on top of the previous contents?

            Configure the loadAction for the depth attachment in the render pass descriptor to clear with an appropriate value (e.g. 1.0). If you're using multiple render command encoders, only do this for the first one, of course. Likewise, the render pass descriptor of the last (or only) render command encoder can/should use a storeAction of .dontCare.

            Q5. What do I do with render step 3 where I have two post processing steps? Do those have to be seperate pipelines?

            Well, the description of your scenario is kind of vague. But, if you want to use a different shader function, then, yes, you need to use a different render pipeline state object.

            Q6. How can I efficiently build my pipeline knowing that steps 2 and 4 are essentially the same just with different inputs?

            Again, your description is entirely too vague to know how to answer this. In what ways are those steps the same? In what ways are they different? What do you mean about different inputs?

            In any case, just do what seems like the simplest, most direct way even if it seems like it might be inefficient. Worry about optimizations later. When that time comes, open a new question and show your actual working code and ask specifically about that.

            Source https://stackoverflow.com/questions/47468458

            QUESTION

            Analysing thread dump - lot of blocked threads on sun.misc.Unsafe.park
            Asked 2017-Jun-09 at 18:01

            Working on fixing performance issue in a Java play with akka framework application. Basically consumes and processes messages from a queue. And uses external service APIs heavily while processing each message. I get in to CPU load issue at certain condition, trying to find a root cause. Here is the thread dump of one of host when CPU ~100%.

            I see lot of blocked threads with sun.misc.Unsafe.park and do not see any info of application code. Are these blocked ones waiting for IO? Can you give some hints? Thanks

            ...

            ANSWER

            Answered 2017-Jun-09 at 18:01

            sun.misc.Unsafe.park(...) is basically like Thread.wait, but it uses os code, so it is not exposed to us.

            You can see in the stack traces that the threads being parked are from thread pools related to blocking queues. Threads that are "parked" coming from pools are simply waiting for a task to be assigned. Also, they really consume 0% CPU so I would doubt this is your issue.

            It is possible though that you have a deadlock or concurrency issue making it so your queue is blocking itself forever...

            Also, the only thread in there that has anything mentioning I/O is the one with ID 63135.

            Source https://stackoverflow.com/questions/44463860

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install RenderPipeline

            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.

            Support

            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: tobias.springer1@googlemail.com.
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