Codename "PanicPanda" is a 3D rendering tech demo that use Vulkan as its rendering API and python as its programming language.
The main purpose of this project was to create an environment that is both simple to reason with and lightning fast to debug in order to quickly prototype a wide variety of 3D applications. Speed and effiency was never a goal for this project, and while PanicPanda doesn't do anything particularly wrong, it doesn't do anything particularly right either.
In its current state, PanicPanda could be considered an framework embryo. You are free to take inspiration from it, but building another project around it would be foolish.
A somewhat detailed write up can be found here: https://gabdube.github.io/python/vulkan/2019/01/10/python-and-vulkan-01.html
- Python >= 3.6
- The project compiled assets https://github.com/gabdube/panic-panda/releases
- [Optional] PyQt5 https://pypi.org/project/PyQt5/
- [Optional] The LunargG Vulkan SDK https://www.lunarg.com/vulkan-sdk/
- [Optional] Compressonator https://github.com/GPUOpen-Tools/Compressonator
- [Optional] envtools https://github.com/cedricpinson/envtools
If PyQt5 is installed, there will be a debugging UI available to edit the project values at runtime.
The LunarG SDK is a must for debugging Vulkan applications. It also includes tools to compile the shaders yourself.
Compressonator is used to compress the textures.
envtools is required to compile the environment maps.
On Windows
- Download and extract the contents of
panic-panda-x86_64-standalone.zip
from https://github.com/gabdube/panic-panda/releases - Execute
panic-panda.exe
On Linux
git clone [email protected]:gabdube/panic-panda
cd panic-panda
# Download and unpack the assets
wget "https://github.com/gabdube/panic-panda/releases/download/1.0/assets-compiled.zip"
unzip -o assets-compiled.zip -d assets
# Running without '-O' enable the debbuging utilities
# and use lower quality assets for quicker load times
python -O src
The demo includes demo 5 scenes, accessible by pressing the key 1
to 5
(not the ones on the keypad)
-
Scene
5
, is a compute DEMO. -
Scene
4
(the default), is a PBR demo. Use the mouse to move the model around and theUP
andDOWN
arrow keys to check out the different stages. -
Scene
3
was used to debug a normals problem. It's kind of nice to look at so I left it here -
Scene
2
is used for texture debugging. It includes normal textures, raw textures, array textures and mipmapped cubemaps. You can iterate over them with the arrow keys. -
Scene
1
. Is an empty scene.
.
|-- assets # Project assets. Contains textures, 3D models and shaders
|-- src
| |-- engine # Engine code where all the good stuff happens
| | |-- assets # Assets loader code
| | |-- data_components # Private components where the vulkan logic happens
| | | |-- data_scene.py # Where most of the vulkan logic happens. From assets allocation to command buffer recording.
| | |-- public_components # Game components exposed to the end user
| | |-- debug_ui.py # Qt debugging UI
| | |-- engine.py # Base of the engine. Handles instance & device creation. Store everything else.
| | |-- memory_manager.py # A small (and dumb) vulkan memory manager
| | |-- render_target.py # Vulkan binding over the system window. Contains the renderpass and the framebuffers
| | `-- renderer.py # Renderer logic. Only execute the recorde command buffers and handle the presentation to the render target.
| |-- game # Demo code
| |-- system # System wrapper for windowing and managing the system events queue
| |-- utils # Random utilities. Just some math for now.
| `-- vulkan # A low level vulkan wrapper based on ctypes
`-- tools # Tooling used by the project. Used to compile the assets
-
Approching storm HDRI by Greg Zaal, published under CC0
-
Battle Damaged Sci-fi Helmet - PBR by theblueturtle_, published under a Creative Commons Attribution-NonCommercial license
-
Optimized Ashima SimplexNoise2D by Makio64
# debug_pbr2_scene.py
from engine import Scene, Shader, Mesh, Image, Sampler, GameObject, CombinedImageSampler
from engine.assets import KTXFile, GLTFFile, IMAGE_PATH
from system import events as evt
from utils import Mat4
from vulkan import vk
from .components import Camera, LookAtView
from math import radians, sin, cos
class DebugPBRScene(object):
def __init__(self, app, engine):
self.app = app
self.engine = engine
self.scene = s = Scene.empty()
# Global state stuff
self.shaders = ()
self.objects = ()
self.debug = 0
self.light = {"rot": -95, "pitch": 40}
# Camera
width, height = engine.window.dimensions()
self.camera = cam = Camera(45, width, height)
self.camera_view = LookAtView(cam, position = [0,0,-3.5], bounds_zoom=(-7.0, -0.2))
# Assets
self._setup_assets()
# Callbacks
s.on_initialized = self.init_scene
s.on_window_resized = self.update_perspective
s.on_key_pressed = self.handle_keypress
s.on_mouse_move = s.on_mouse_click = s.on_mouse_scroll = self.handle_mouse
def init_scene(self):
self.update_objects()
self.update_light()
self.update_view()
def update_perspective(self, event, data):
width, height = data
self.camera.update_perspective(60, width, height)
self.update_objects()
def update_light(self):
light = self.light
shader = self.shaders[0]
render = shader.uniforms.render
rot, pitch = radians(light["rot"]), radians(light["pitch"])
render.light_direction[:3] = (
sin(rot) * cos(pitch),
sin(pitch),
cos(rot) * cos(pitch)
)
self.scene.update_shaders(shader)
def update_view(self):
shader = self.shaders[0]
render = shader.uniforms.render
render.camera[:3] = self.camera.position
self.scene.update_shaders(shader)
def update_objects(self):
objects = self.objects
view = self.camera.view
projection = self.camera.projection
for obj in objects:
uview = obj.uniforms.view
model_view = view * obj.model
model_view_projection = projection * model_view
model_transpose = obj.model.clone().invert().transpose()
uview.mvp = model_view_projection.data
uview.model = obj.model.data
uview.normal = model_transpose.data
self.scene.update_objects(*objects)
def handle_keypress(self, event, data):
if data.key in evt.NumKeys:
self.app.switch_scene(data)
return
# Update debug flags
k = evt.Keys
key = data.key
debug, max_debug = self.debug, 11
if key is k.Down and debug > 0:
debug -= 1
elif key is k.Up and debug+1 < max_debug:
debug += 1
helmet_shader = self.shaders[0]
helmet_shader.uniforms.render.debug[0] = debug
self.debug = debug
self.scene.update_shaders(helmet_shader)
def handle_mouse(self, event, event_data):
if self.camera_view(event, event_data):
self.update_view()
self.update_objects()
def _setup_assets(self):
scene = self.scene
# Images
helmet_f = KTXFile.open("damaged_helmet.ktx")
if __debug__:
helmet_f = helmet_f[2:3] # Speed up load time by only keeping a low res mipmap in debug mode
specular_env_f = KTXFile.open("storm/specular_cubemap.ktx")
irradiance_env_f = KTXFile.open("storm/irr_cubemap.ktx")
with (IMAGE_PATH/"brdf.bin").open("rb") as f:
brdf_args = {"format": vk.FORMAT_R16G16_UNORM, "extent": (128, 128, 1), "default_view_type": vk.IMAGE_VIEW_TYPE_2D}
brdf_f = f.read()
helmet_i = Image.from_ktx(helmet_f, name="HelmetTextureMaps")
brdf_i = Image.from_uncompressed(brdf_f, name="BRDF", **brdf_args)
env_i = Image.from_ktx(specular_env_f, name="CubemapTexture")
env_irr_i = Image.from_ktx(irradiance_env_f, name="CubemapIrradianceTexture")
# Sampler
brdf_s = Sampler.new()
env_s = Sampler.from_params(max_lod=env_i.mipmaps_levels)
helmet_s = Sampler.from_params(max_lod=helmet_i.mipmaps_levels)
# Shaders
n = "pbr2/pbr2"
shader_map = {"POSITION": "pos", "NORMAL": "normal", "TEXCOORD_0": "uv"}
shader = Shader.from_files(f"{n}.vert.spv", f"{n}.frag.spv", f"{n}.map.json", name="PBRShader")
color_factor = 1.0
emissive_factor = 1.0
exposure = 2.2
gamma = 1.3
shader.uniforms.render = {
"light_color": (1.0, 1.0, 1.0),
"env_lod": (0, env_i.mipmaps_levels),
"factors": (
color_factor,
emissive_factor,
exposure,
gamma
)
}
shader.uniforms.brdf = CombinedImageSampler(image_id=brdf_i.id, view_name="default", sampler_id=brdf_s.id)
shader.uniforms.env_specular = CombinedImageSampler(image_id=env_i.id, view_name="default", sampler_id=env_s.id)
shader.uniforms.env_irradiance = CombinedImageSampler(image_id=env_irr_i.id, view_name="default", sampler_id=brdf_s.id)
# Meshes
helmet_m = Mesh.from_gltf(GLTFFile.open("DamagedHelmet.gltf"), "HelmetMesh", attributes_map=shader_map, name="HelmetMesh")
# Objects
helmet = GameObject.from_components(shader = shader.id, mesh = helmet_m.id, name = "Helmet")
helmet.model = Mat4().from_rotation(radians(90), (1, 0, 0))
helmet.uniforms.texture_maps = CombinedImageSampler(image_id=helmet_i.id, view_name="default", sampler_id=helmet_s.id)
# Packing
scene.images.extend(helmet_i, brdf_i, env_i, env_irr_i)
scene.samplers.extend(helmet_s, brdf_s, env_s)
scene.shaders.extend(shader)
scene.meshes.extend(helmet_m)
scene.objects.extend(helmet)
self.objects = (helmet,)
self.shaders = (shader,)