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blender-archive/source/blender/python/gpu/gpu_py_shader.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/python/gpu/gpu_py_shader.c
* \ingroup bpygpu
*
* - Use ``bpygpu_`` for local API.
* - Use ``BPyGPU`` for public API.
*/
#include <Python.h>
#include "BLI_utildefines.h"
#include "GPU_shader.h"
#include "GPU_shader_interface.h"
#include "../generic/py_capi_utils.h"
#include "../generic/python_utildefines.h"
#include "../mathutils/mathutils.h"
#include "gpu_py.h"
#include "gpu_py_shader.h" /* own include */
#include "gpu_py_vertex_format.h"
/* -------------------------------------------------------------------- */
/** \name Enum Conversion.
* \{ */
static int bpygpu_ParseBultinShaderEnum(PyObject *o, void *p)
{
Py_ssize_t mode_id_len;
const char *mode_id = _PyUnicode_AsStringAndSize(o, &mode_id_len);
if (mode_id == NULL) {
PyErr_Format(PyExc_ValueError,
"expected a string, got %s",
Py_TYPE(o)->tp_name);
return 0;
}
#define MATCH_ID(id) \
if (mode_id_len == (Py_ssize_t)strlen(STRINGIFY(id))) { \
if (STREQ(mode_id, STRINGIFY(id))) { \
mode = GPU_SHADER_##id; \
goto success; \
} \
} ((void)0)
GPUBuiltinShader mode;
MATCH_ID(2D_UNIFORM_COLOR);
MATCH_ID(2D_FLAT_COLOR);
MATCH_ID(2D_SMOOTH_COLOR);
MATCH_ID(2D_IMAGE);
MATCH_ID(3D_UNIFORM_COLOR);
MATCH_ID(3D_FLAT_COLOR);
MATCH_ID(3D_SMOOTH_COLOR);
#undef MATCH_ID
PyErr_Format(PyExc_ValueError,
"unknown type literal: '%s'",
mode_id);
return 0;
success:
(*(GPUBuiltinShader *)p) = mode;
return 1;
}
static int bpygpu_uniform_location_get(GPUShader *shader, const char *name, const char *error_prefix)
{
int uniform = GPU_shader_get_uniform(shader, name);
if (uniform == -1) {
PyErr_Format(PyExc_ValueError, "%s: uniform %.32s %.32s not found", error_prefix, name);
}
return uniform;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Shader Type
* \{ */
static PyObject *bpygpu_shader_new(PyTypeObject *UNUSED(type), PyObject *args, PyObject *kwds)
{
struct {
const char *vertexcode;
const char *fragcode;
const char *geocode;
const char *libcode;
const char *defines;
} params = {0};
static const char *_keywords[] = {
"vertexcode", "fragcode", "geocode",
"libcode", "defines", NULL};
static _PyArg_Parser _parser = {"ss|$sss:GPUShader.__new__", _keywords, 0};
if (!bpygpu_is_initialized() ||
!_PyArg_ParseTupleAndKeywordsFast(
args, kwds, &_parser,
&params.vertexcode, &params.fragcode, &params.geocode,
&params.libcode, &params.defines))
{
return NULL;
}
GPUShader *shader = GPU_shader_create(
params.vertexcode,
params.fragcode,
params.geocode,
params.libcode,
params.defines,
NULL);
if (shader == NULL) {
PyErr_SetString(PyExc_Exception,
"Shader Compile Error, see console for more details");
return NULL;
}
return BPyGPUShader_CreatePyObject(shader, false);
}
PyDoc_STRVAR(bpygpu_shader_bind_doc,
".. method:: bind()\n"
"\n"
" Bind the shader object. Required to be able to change uniforms of this shader.\n"
);
static PyObject *bpygpu_shader_bind(BPyGPUShader *self)
{
GPU_shader_bind(self->shader);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_uniform_from_name_doc,
".. method:: uniform_from_name(name)\n"
"\n"
" Get uniform location by name.\n"
"\n"
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" :param name: Name of the uniform variable whose location is to be queried.\n"
" :type name: `str`\n"
" :return: Location of the uniform variable.\n"
" :rtype: `int`\n"
);
static PyObject *bpygpu_shader_uniform_from_name(
BPyGPUShader *self, PyObject *arg)
{
const char *name = PyUnicode_AsUTF8(arg);
if (name == NULL) {
return NULL;
}
int uniform = bpygpu_uniform_location_get(
self->shader, name, "GPUShader.get_uniform");
if (uniform == -1) {
return NULL;
}
return PyLong_FromLong(uniform);
}
PyDoc_STRVAR(bpygpu_shader_uniform_block_from_name_doc,
".. method:: uniform_block_from_name(name)\n"
"\n"
" Get uniform block location by name.\n"
"\n"
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" :param name: Name of the uniform block variable whose location is to be queried.\n"
" :type name: `str`\n"
" :return: The location of the uniform block variable.\n"
" :rtype: `int`\n"
);
static PyObject *bpygpu_shader_uniform_block_from_name(
BPyGPUShader *self, PyObject *arg)
{
const char *name = PyUnicode_AsUTF8(arg);
if (name == NULL) {
return NULL;
}
int uniform = GPU_shader_get_uniform_block(self->shader, name);
if (uniform == -1) {
PyErr_Format(PyExc_ValueError,
"GPUShader.get_uniform_block: uniform %.32s not found", name);
return NULL;
}
return PyLong_FromLong(uniform);
}
static bool bpygpu_shader_uniform_vector_imp(
PyObject *args, int elem_size,
int *r_location, int *r_length, int *r_count, Py_buffer *r_pybuffer)
{
PyObject *buffer;
*r_count = 1;
if (!PyArg_ParseTuple(
args, "iOi|i:GPUShader.uniform_vector_*",
r_location, &buffer, r_length, r_count))
{
return false;
}
if (PyObject_GetBuffer(buffer, r_pybuffer, PyBUF_SIMPLE) == -1) {
/* PyObject_GetBuffer raise a PyExc_BufferError */
return false;
}
if (r_pybuffer->len != (*r_length * *r_count * elem_size)) {
PyErr_SetString(
PyExc_BufferError,
"GPUShader.uniform_vector_*: buffer size does not match.");
return false;
}
return true;
}
PyDoc_STRVAR(bpygpu_shader_uniform_vector_float_doc,
".. method:: uniform_vector_float(location, buffer, length, count)\n"
"\n"
" Set the buffer to fill the uniform.\n"
"\n"
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" :param location: Location of the uniform variable to be modified.\n"
" :type location: int\n"
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" :param buffer: The data that should be set. Can support the buffer protocol.\n"
" :type buffer: sequence of floats\n"
" :param length: Size of the uniform data type:\n"
"\n"
" - 1: float\n"
" - 2: vec2 or float[2]\n"
" - 3: vec3 or float[3]\n"
" - 4: vec4 or float[4]\n"
" - 9: mat3\n"
" - 16: mat4\n"
"\n"
" :type length: int\n"
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" :param count: Specifies the number of elements, vector or matrices that are to be modified.\n"
" :type count: int\n"
);
static PyObject *bpygpu_shader_uniform_vector_float(
BPyGPUShader *self, PyObject *args)
{
int location, length, count;
Py_buffer pybuffer;
if (!bpygpu_shader_uniform_vector_imp(
args, sizeof(float),
&location, &length, &count, &pybuffer))
{
return NULL;
}
GPU_shader_uniform_vector(
self->shader, location, length,
count, pybuffer.buf);
PyBuffer_Release(&pybuffer);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_uniform_vector_int_doc,
".. method:: uniform_vector_int(location, buffer, length, count)\n"
"\n"
" See GPUShader.uniform_vector_float(...) description.\n"
);
static PyObject *bpygpu_shader_uniform_vector_int(
BPyGPUShader *self, PyObject *args)
{
int location, length, count;
Py_buffer pybuffer;
if (!bpygpu_shader_uniform_vector_imp(
args, sizeof(int),
&location, &length, &count, &pybuffer))
{
return NULL;
}
GPU_shader_uniform_vector_int(
self->shader, location, length,
count, pybuffer.buf);
PyBuffer_Release(&pybuffer);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_uniform_bool_doc,
".. method:: uniform_bool(name, seq)\n"
"\n"
" Specify the value of a uniform variable for the current program object.\n"
"\n"
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" :param name: Name of the uniform variable whose value is to be changed.\n"
" :type name: str\n"
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" :param seq: Value that will be used to update the specified uniform variable.\n"
" :type seq: sequence of bools\n"
);
static PyObject *bpygpu_shader_uniform_bool(
BPyGPUShader *self, PyObject *args)
{
const char *error_prefix = "GPUShader.uniform_bool";
struct {
const char *id;
PyObject *seq;
} params;
if (!PyArg_ParseTuple(
args, "sO:GPUShader.uniform_bool",
&params.id, &params.seq))
{
return NULL;
}
int values[4];
int length;
int ret;
{
PyObject *seq_fast = PySequence_Fast(params.seq, error_prefix);
if (seq_fast == NULL) {
PyErr_Format(PyExc_TypeError,
"%s: expected a sequence, got %s",
error_prefix, Py_TYPE(params.seq)->tp_name);
ret = -1;
}
else {
length = PySequence_Fast_GET_SIZE(seq_fast);
if (length == 0 || length > 4) {
PyErr_Format(PyExc_TypeError,
"%s: invalid sequence length. expected 1..4, got %d",
error_prefix, length);
ret = -1;
}
else {
ret = PyC_AsArray_FAST(
values, seq_fast, length, &PyLong_Type,
false, error_prefix);
}
Py_DECREF(seq_fast);
}
}
if (ret == -1) {
return NULL;
}
const int location = bpygpu_uniform_location_get(
self->shader, params.id, error_prefix);
if (location == -1) {
return NULL;
}
GPU_shader_uniform_vector_int(self->shader, location, length, 1, values);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_uniform_float_doc,
".. method:: uniform_float(name, value)\n"
"\n"
" Specify the value of a uniform variable for the current program object.\n"
"\n"
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" :param name: Name of the uniform variable whose value is to be changed.\n"
" :type name: str\n"
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" :param value: Value that will be used to update the specified uniform variable.\n"
" :type value: single number or sequence of numbers\n"
);
static PyObject *bpygpu_shader_uniform_float(
BPyGPUShader *self, PyObject *args)
{
const char *error_prefix = "GPUShader.uniform_float";
struct {
const char *id;
PyObject *seq;
} params;
if (!PyArg_ParseTuple(
args, "sO:GPUShader.uniform_float",
&params.id, &params.seq))
{
return NULL;
}
float values[16];
int length;
if (PyFloat_Check(params.seq)) {
values[0] = (float)PyFloat_AsDouble(params.seq);
length = 1;
}
else if (PyLong_Check(params.seq)) {
values[0] = (float)PyLong_AsDouble(params.seq);
length = 1;
}
else if (MatrixObject_Check(params.seq)) {
MatrixObject *mat = (MatrixObject *)params.seq;
if (BaseMath_ReadCallback(mat) == -1) {
return NULL;
}
if ((mat->num_row != mat->num_col) || !ELEM(mat->num_row, 3, 4)) {
PyErr_SetString(PyExc_ValueError,
"Expected 3x3 or 4x4 matrix");
return NULL;
}
length = mat->num_row * mat->num_col;
memcpy(values, mat->matrix, sizeof(float) * length);
}
else {
length = mathutils_array_parse(values, 2, 16, params.seq, "");
if (length == -1) {
return NULL;
}
}
if (!ELEM(length, 1, 2, 3, 4, 9, 16)) {
PyErr_SetString(PyExc_TypeError,
"Expected a single float or a sequence of floats of length 1..4, 9 or 16.");
return NULL;
}
const int location = bpygpu_uniform_location_get(
self->shader, params.id, error_prefix);
if (location == -1) {
return NULL;
}
GPU_shader_uniform_vector(self->shader, location, length, 1, values);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_uniform_int_doc,
".. method:: uniform_int(name, seq)\n"
"\n"
" Specify the value of a uniform variable for the current program object.\n"
"\n"
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" :param name: name of the uniform variable whose value is to be changed.\n"
" :type name: str\n"
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" :param seq: Value that will be used to update the specified uniform variable.\n"
" :type seq: sequence of numbers\n"
);
static PyObject *bpygpu_shader_uniform_int(
BPyGPUShader *self, PyObject *args)
{
const char *error_prefix = "GPUShader.uniform_int";
struct {
const char *id;
PyObject *seq;
} params;
if (!PyArg_ParseTuple(
args, "sO:GPUShader.uniform_int",
&params.id, &params.seq))
{
return NULL;
}
int values[4];
int length;
int ret;
if (PyLong_Check(params.seq)) {
values[0] = PyC_Long_AsI32(params.seq);
length = 1;
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ret = 0;
}
else {
PyObject *seq_fast = PySequence_Fast(params.seq, error_prefix);
if (seq_fast == NULL) {
PyErr_Format(PyExc_TypeError,
"%s: expected a sequence, got %s",
error_prefix, Py_TYPE(params.seq)->tp_name);
ret = -1;
}
else {
length = PySequence_Fast_GET_SIZE(seq_fast);
if (length == 0 || length > 4) {
PyErr_Format(PyExc_TypeError,
"%s: invalid sequence length. expected 1..4, got %d",
error_prefix, length);
ret = -1;
}
else {
ret = PyC_AsArray_FAST(
values, seq_fast, length, &PyLong_Type,
false, error_prefix);
}
Py_DECREF(seq_fast);
}
}
if (ret == -1) {
return NULL;
}
const int location = bpygpu_uniform_location_get(
self->shader, params.id, error_prefix);
if (location == -1) {
return NULL;
}
GPU_shader_uniform_vector_int(self->shader, location, length, 1, values);
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_attr_from_name_doc,
".. method:: attr_from_name(name)\n"
"\n"
" Get attribute location by name.\n"
"\n"
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" :param name: The name of the attribute variable whose location is to be queried.\n"
" :type name: str\n"
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" :return: The location of an attribute variable.\n"
" :rtype: int\n"
);
static PyObject *bpygpu_shader_attr_from_name(
BPyGPUShader *self, PyObject *arg)
{
const char *name = PyUnicode_AsUTF8(arg);
if (name == NULL) {
return NULL;
}
int attr = GPU_shader_get_attribute(self->shader, name);
if (attr == -1) {
PyErr_Format(PyExc_ValueError,
"GPUShader.attr_from_name: attribute %.32s not found", name);
return NULL;
}
return PyLong_FromLong(attr);
}
PyDoc_STRVAR(bpygpu_shader_calc_format_doc,
".. method:: calc_format()\n"
"\n"
" Build a new format based on the attributes of the shader.\n"
"\n"
" :return: vertex attribute format for the shader\n"
" :rtype: GPUVertFormat\n"
);
static PyObject *bpygpu_shader_calc_format(BPyGPUShader *self, PyObject *UNUSED(arg))
{
BPyGPUVertFormat *ret = (BPyGPUVertFormat *)BPyGPUVertFormat_CreatePyObject(NULL);
GPU_vertformat_from_interface(&ret->fmt, GPU_shader_get_interface(self->shader));
return (PyObject *)ret;
}
static struct PyMethodDef bpygpu_shader_methods[] = {
{"bind", (PyCFunction)bpygpu_shader_bind,
METH_NOARGS, bpygpu_shader_bind_doc},
{"uniform_from_name",
(PyCFunction)bpygpu_shader_uniform_from_name,
METH_O, bpygpu_shader_uniform_from_name_doc},
{"uniform_block_from_name",
(PyCFunction)bpygpu_shader_uniform_block_from_name,
METH_O, bpygpu_shader_uniform_block_from_name_doc},
{"uniform_vector_float",
(PyCFunction)bpygpu_shader_uniform_vector_float,
METH_VARARGS, bpygpu_shader_uniform_vector_float_doc},
{"uniform_vector_int",
(PyCFunction)bpygpu_shader_uniform_vector_int,
METH_VARARGS, bpygpu_shader_uniform_vector_int_doc},
{"uniform_bool",
(PyCFunction)bpygpu_shader_uniform_bool,
METH_VARARGS, bpygpu_shader_uniform_bool_doc},
{"uniform_float",
(PyCFunction)bpygpu_shader_uniform_float,
METH_VARARGS, bpygpu_shader_uniform_float_doc},
{"uniform_int",
(PyCFunction)bpygpu_shader_uniform_int,
METH_VARARGS, bpygpu_shader_uniform_int_doc},
{"attr_from_name",
(PyCFunction)bpygpu_shader_attr_from_name,
METH_O, bpygpu_shader_attr_from_name_doc},
{"format_calc",
(PyCFunction)bpygpu_shader_calc_format,
METH_NOARGS, bpygpu_shader_calc_format_doc},
{NULL, NULL, 0, NULL}
};
PyDoc_STRVAR(bpygpu_shader_program_doc,
"The name of the program object for use by the OpenGL API (read-only).\n\n:type: int"
);
static PyObject *bpygpu_shader_program_get(BPyGPUShader *self, void *UNUSED(closure))
{
return PyLong_FromLong(GPU_shader_get_program(self->shader));
}
static PyGetSetDef bpygpu_shader_getseters[] = {
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{(char *)"program",
(getter)bpygpu_shader_program_get, (setter)NULL,
bpygpu_shader_program_doc, NULL},
{NULL, NULL, NULL, NULL, NULL} /* Sentinel */
};
static void bpygpu_shader_dealloc(BPyGPUShader *self)
{
if (self->is_builtin == false) {
GPU_shader_free(self->shader);
}
Py_TYPE(self)->tp_free((PyObject *)self);
}
PyDoc_STRVAR(bpygpu_shader_doc,
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".. class:: GPUShader(vertexcode, fragcode, geocode=None, libcode=None, defines=None)\n"
"\n"
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" GPUShader combines multiple GLSL shaders into a program used for drawing.\n"
" It must contain a vertex and fragment shaders, with an optional geometry shader.\n"
"\n"
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" The GLSL #version directive is automatically included at the top of shaders, and set to 330.\n"
" Some preprocessor directives are automatically added according to the Operating System or availability:\n"
" ``GPU_ATI``, ``GPU_NVIDIA`` and ``GPU_INTEL``.\n"
"\n"
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" The following extensions are enabled by default if supported by the GPU:\n"
" ``GL_ARB_texture_gather`` and ``GL_ARB_texture_query_lod``.\n"
"\n"
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" To debug shaders, use the --debug-gpu-shaders command line option"
" to see full GLSL shader compilation and linking errors.\n"
"\n"
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" :param vertexcode: Vertex shader code.\n"
" :type vertexcode: str\n"
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" :param fragcode: Fragment shader code.\n"
" :type value: str\n"
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" :param geocode: Geometry shader code.\n"
" :type value: str\n"
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" :param libcode: Code with functions and presets to be shared between shaders.\n"
" :type value: str\n"
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" :param defines: Preprocessor directives.\n"
" :type value: str\n"
);
PyTypeObject BPyGPUShader_Type = {
PyVarObject_HEAD_INIT(NULL, 0)
.tp_name = "GPUShader",
.tp_basicsize = sizeof(BPyGPUShader),
.tp_dealloc = (destructor)bpygpu_shader_dealloc,
.tp_flags = Py_TPFLAGS_DEFAULT,
.tp_doc = bpygpu_shader_doc,
.tp_methods = bpygpu_shader_methods,
.tp_getset = bpygpu_shader_getseters,
.tp_new = bpygpu_shader_new,
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name gpu.shader Module API
* \{ */
PyDoc_STRVAR(bpygpu_shader_unbind_doc,
".. function:: unbind()\n"
"\n"
" Unbind the bound shader object.\n"
);
static PyObject *bpygpu_shader_unbind(BPyGPUShader *UNUSED(self))
{
GPU_shader_unbind();
Py_RETURN_NONE;
}
PyDoc_STRVAR(bpygpu_shader_from_builtin_doc,
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".. function:: from_builtin(shader_name)\n"
"\n"
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" Shaders that are embedded in the blender internal code.\n"
" They all read the uniform 'mat4 ModelViewProjectionMatrix', which can be edited by the 'gpu.matrix' module.\n"
" For more details, you can check the shader code with the function 'gpu.shader.code_from_builtin';\n"
"\n"
" :param shader_name: One of these builtin shader names: {\n"
" '2D_UNIFORM_COLOR',\n"
" '2D_FLAT_COLOR',\n"
" '2D_SMOOTH_COLOR',\n"
" '2D_IMAGE',\n"
" '3D_UNIFORM_COLOR',\n"
" '3D_FLAT_COLOR',\n"
" '3D_SMOOTH_COLOR'}\n"
" :type shader_name: str\n"
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" :return: Shader object corresponding to the given name.\n"
" :rtype: :class:`bpy.types.GPUShader`\n"
);
static PyObject *bpygpu_shader_from_builtin(PyObject *UNUSED(self), PyObject *arg)
{
GPUBuiltinShader shader_id;
if (!bpygpu_is_initialized() ||
!bpygpu_ParseBultinShaderEnum(arg, &shader_id))
{
return NULL;
}
GPUShader *shader = GPU_shader_get_builtin_shader(shader_id);
return BPyGPUShader_CreatePyObject(shader, true);
}
PyDoc_STRVAR(bpygpu_shader_code_from_builtin_doc,
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".. function:: code_from_builtin(shader_name)\n"
"\n"
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" Exposes the internal shader code for query.\n"
"\n"
" :param shader_name: One of these builtin shader names: {\n"
" '2D_UNIFORM_COLOR',\n"
" '2D_FLAT_COLOR',\n"
" '2D_SMOOTH_COLOR',\n"
" '2D_IMAGE',\n"
" '3D_UNIFORM_COLOR',\n"
" '3D_FLAT_COLOR',\n"
" '3D_SMOOTH_COLOR'}\n"
" :type shader_name: str\n"
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" :return: Vertex, fragment and geometry shader codes.\n"
" :rtype: dict\n"
);
static PyObject *bpygpu_shader_code_from_builtin(BPyGPUShader *UNUSED(self), PyObject *arg)
{
GPUBuiltinShader shader_id;
const char *vert;
const char *frag;
const char *geom;
const char *defines;
PyObject *item, *r_dict;
if (!bpygpu_ParseBultinShaderEnum(arg, &shader_id)) {
return NULL;
}
GPU_shader_get_builtin_shader_code(
shader_id, &vert, &frag, &geom, &defines);
r_dict = PyDict_New();
PyDict_SetItemString(r_dict, "vertex_shader", item = PyUnicode_FromString(vert));
Py_DECREF(item);
PyDict_SetItemString(r_dict, "fragment_shader", item = PyUnicode_FromString(frag));
Py_DECREF(item);
if (geom) {
PyDict_SetItemString(r_dict, "geometry_shader", item = PyUnicode_FromString(geom));
Py_DECREF(item);
}
if (defines) {
PyDict_SetItemString(r_dict, "defines", item = PyUnicode_FromString(defines));
Py_DECREF(item);
}
return r_dict;
}
static struct PyMethodDef bpygpu_shader_module_methods[] = {
{"unbind",
(PyCFunction)bpygpu_shader_unbind,
METH_NOARGS, bpygpu_shader_unbind_doc},
{"from_builtin",
(PyCFunction)bpygpu_shader_from_builtin,
METH_O, bpygpu_shader_from_builtin_doc},
{"code_from_builtin",
(PyCFunction)bpygpu_shader_code_from_builtin,
METH_O, bpygpu_shader_code_from_builtin_doc},
{NULL, NULL, 0, NULL}
};
PyDoc_STRVAR(bpygpu_shader_module_doc,
"This module provides access to GPUShader internal functions."
);
static PyModuleDef BPyGPU_shader_module_def = {
PyModuleDef_HEAD_INIT,
.m_name = "gpu.shader",
.m_doc = bpygpu_shader_module_doc,
.m_methods = bpygpu_shader_module_methods,
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Public API
* \{ */
PyObject *BPyGPUShader_CreatePyObject(GPUShader *shader, bool is_builtin)
{
BPyGPUShader *self;
self = PyObject_New(BPyGPUShader, &BPyGPUShader_Type);
self->shader = shader;
self->is_builtin = is_builtin;
return (PyObject *)self;
}
PyObject *BPyInit_gpu_shader(void)
{
PyObject *submodule;
submodule = PyModule_Create(&BPyGPU_shader_module_def);
return submodule;
}
/** \} */