svn merge -r40051:40075 https://svn.blender.org/svnroot/bf-blender/trunk/blender
This commit is contained in:
@@ -5,7 +5,7 @@
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Import ('env')
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incs = '. ../editors/include ../makesdna ../makesrna ../blenlib ../blenkernel ../nodes'
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incs += ' ../imbuf ../blenloader ../render/extern/include ../windowmanager'
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incs += ' ../imbuf ../blenloader ../gpu ../render/extern/include ../windowmanager'
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incs += ' #intern/guardedalloc #intern/memutil #extern/glew/include'
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incs += ' #intern/audaspace/intern ' + env['BF_PYTHON_INC']
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@@ -32,6 +32,7 @@ set(INC
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../../makesdna
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../../makesrna
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../../windowmanager
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../../gpu
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../../../../intern/guardedalloc
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)
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@@ -40,6 +41,7 @@ set(INC_SYS
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)
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set(SRC
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gpu.c
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bpy.c
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bpy_app.c
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bpy_app_handlers.c
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@@ -58,6 +60,7 @@ set(SRC
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bpy_util.c
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stubs.c
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gpu.h
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bpy.h
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bpy_app.h
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bpy_app_handlers.h
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@@ -40,6 +40,7 @@
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#include "RNA_types.h"
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#include "bpy.h"
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#include "gpu.h"
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#include "bpy_rna.h"
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#include "bpy_util.h"
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#include "bpy_traceback.h"
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@@ -181,6 +182,7 @@ static struct _inittab bpy_internal_modules[]= {
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#ifdef WITH_AUDASPACE
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{(char *)"aud", AUD_initPython},
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#endif
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{(char *)"gpu", GPU_initPython},
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{NULL, NULL}
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};
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294
source/blender/python/intern/gpu.c
Normal file
294
source/blender/python/intern/gpu.c
Normal file
@@ -0,0 +1,294 @@
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/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2006 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Benoit Bolsee.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/python/intern/gpu.c
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* \ingroup pythonintern
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*/
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/* python redefines */
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#ifdef _POSIX_C_SOURCE
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#undef _POSIX_C_SOURCE
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#endif
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#include <Python.h>
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#include "GPU_material.h"
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#include "DNA_scene_types.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_object_types.h"
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#include "DNA_ID.h"
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#include "DNA_customdata_types.h"
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#include "BLI_listbase.h"
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#include "BLI_utildefines.h"
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#include "RNA_access.h"
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#include "bpy_rna.h"
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#define PY_MODULE_ADD_CONSTANT(module, name) PyModule_AddIntConstant(module, #name, name)
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PyDoc_STRVAR(M_gpu_doc,
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"This module provides access to the GLSL shader.");
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static struct PyModuleDef gpumodule = {
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PyModuleDef_HEAD_INIT,
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"gpu", /* name of module */
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M_gpu_doc, /* module documentation */
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-1, /* size of per-interpreter state of the module,
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or -1 if the module keeps state in global variables. */
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NULL, NULL, NULL, NULL, NULL
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};
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PyMODINIT_FUNC
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PyInit_gpu(void)
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{
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PyObject* m;
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m = PyModule_Create(&gpumodule);
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if(m == NULL)
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return NULL;
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// device constants
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_MAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWIMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_IMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_COLOR);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNVEC);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNCO);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNIMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNPERSMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNENERGY);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNCOL);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DBUFFER);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DIMAGE);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DSHADOW);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_1I);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_1F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_2F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_3F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_4F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_9F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_16F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_4UB);
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PY_MODULE_ADD_CONSTANT(m, CD_MTFACE);
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PY_MODULE_ADD_CONSTANT(m, CD_ORCO);
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PY_MODULE_ADD_CONSTANT(m, CD_TANGENT);
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PY_MODULE_ADD_CONSTANT(m, CD_MCOL);
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return m;
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}
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#define PY_DICT_ADD_STRING(d,s,f) \
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val = PyUnicode_FromString(s->f); \
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PyDict_SetItemString(d, #f, val); \
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Py_DECREF(val)
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#define PY_DICT_ADD_LONG(d,s,f) \
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val = PyLong_FromLong(s->f); \
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PyDict_SetItemString(d, #f, val); \
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Py_DECREF(val)
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#define PY_DICT_ADD_ID(d,s,f) \
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RNA_id_pointer_create((struct ID*)s->f, &tptr); \
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val = pyrna_struct_CreatePyObject(&tptr); \
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PyDict_SetItemString(d, #f, val); \
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Py_DECREF(val)
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#define PY_OBJ_ADD_ID(d,s,f) \
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val = PyUnicode_FromString(&s->f->id.name[2]); \
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PyObject_SetAttrString(d, #f, val); \
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Py_DECREF(val)
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#define PY_OBJ_ADD_LONG(d,s,f) \
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val = PyLong_FromLong(s->f); \
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PyObject_SetAttrString(d, #f, val); \
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Py_DECREF(val)
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#define PY_OBJ_ADD_STRING(d,s,f) \
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val = PyUnicode_FromString(s->f); \
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PyObject_SetAttrString(d, #f, val); \
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Py_DECREF(val)
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static PyObject* GPU_export_shader(PyObject* UNUSED(self), PyObject *args, PyObject *kwds)
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{
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PyObject* pyscene;
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PyObject* pymat;
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PyObject* as_pointer;
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PyObject* pointer;
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PyObject* noargs;
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PyObject* result;
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PyObject* dict;
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PyObject* val;
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PyObject* seq;
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int i;
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Scene *scene;
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PointerRNA tptr;
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Material *material;
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GPUShaderExport *shader;
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GPUInputUniform *uniform;
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GPUInputAttribute *attribute;
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static const char *kwlist[] = {"scene", "material", NULL};
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if(!PyArg_ParseTupleAndKeywords(args, kwds, "OO:export_shader", (char**)(kwlist), &pyscene, &pymat))
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return NULL;
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if (!strcmp(Py_TYPE(pyscene)->tp_name, "Scene") &&
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(as_pointer = PyObject_GetAttrString(pyscene, "as_pointer")) != NULL &&
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PyCallable_Check(as_pointer)) {
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// must be a scene object
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noargs = PyTuple_New(0);
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pointer = PyObject_CallObject(as_pointer, noargs);
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Py_DECREF(noargs);
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if (!pointer) {
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PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
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return NULL;
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}
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scene = (Scene*)PyLong_AsVoidPtr(pointer);
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Py_DECREF(pointer);
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if (!scene) {
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PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
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return NULL;
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}
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} else {
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PyErr_SetString(PyExc_TypeError, "gpu.export_shader() first argument should be of Scene type");
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return NULL;
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}
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if (!strcmp(Py_TYPE(pymat)->tp_name, "Material") &&
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(as_pointer = PyObject_GetAttrString(pymat, "as_pointer")) != NULL &&
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PyCallable_Check(as_pointer)) {
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// must be a material object
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noargs = PyTuple_New(0);
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pointer = PyObject_CallObject(as_pointer, noargs);
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Py_DECREF(noargs);
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if (!pointer) {
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PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
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return NULL;
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}
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material = (Material*)PyLong_AsVoidPtr(pointer);
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Py_DECREF(pointer);
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if (!material) {
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PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
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return NULL;
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}
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} else {
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PyErr_SetString(PyExc_TypeError, "gpu.export_shader() second argument should be of Material type");
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return NULL;
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}
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// we can call our internal function at last:
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shader = GPU_shader_export(scene, material);
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if (!shader) {
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PyErr_SetString(PyExc_RuntimeError, "cannot export shader");
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return NULL;
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}
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// build a dictionary
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result = PyDict_New();
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if (shader->fragment) {
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PY_DICT_ADD_STRING(result,shader,fragment);
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}
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if (shader->vertex) {
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PY_DICT_ADD_STRING(result,shader,vertex);
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}
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seq = PyList_New(BLI_countlist(&shader->uniforms));
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for (i=0, uniform=shader->uniforms.first; uniform; uniform=uniform->next, i++) {
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dict = PyDict_New();
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PY_DICT_ADD_STRING(dict,uniform,varname);
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PY_DICT_ADD_LONG(dict,uniform,datatype);
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PY_DICT_ADD_LONG(dict,uniform,type);
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if (uniform->lamp) {
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PY_DICT_ADD_ID(dict,uniform,lamp);
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}
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if (uniform->image) {
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PY_DICT_ADD_ID(dict,uniform,image);
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}
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if (uniform->type == GPU_DYNAMIC_SAMPLER_2DBUFFER ||
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uniform->type == GPU_DYNAMIC_SAMPLER_2DIMAGE ||
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uniform->type == GPU_DYNAMIC_SAMPLER_2DSHADOW) {
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PY_DICT_ADD_LONG(dict,uniform,texnumber);
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}
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if (uniform->texpixels) {
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val = PyByteArray_FromStringAndSize((const char *)uniform->texpixels, uniform->texsize);
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PyDict_SetItemString(dict, "texpixels", val);
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Py_DECREF(val);
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PY_DICT_ADD_LONG(dict,uniform,texsize);
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}
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PyList_SET_ITEM(seq, i, dict);
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}
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PyDict_SetItemString(result, "uniforms", seq);
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Py_DECREF(seq);
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seq = PyList_New(BLI_countlist(&shader->attributes));
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for (i=0, attribute=shader->attributes.first; attribute; attribute=attribute->next, i++) {
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dict = PyDict_New();
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PY_DICT_ADD_STRING(dict,attribute,varname);
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PY_DICT_ADD_LONG(dict,attribute,datatype);
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PY_DICT_ADD_LONG(dict,attribute,type);
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PY_DICT_ADD_LONG(dict,attribute,number);
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if (attribute->name) {
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if (attribute->name[0] != 0) {
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PY_DICT_ADD_STRING(dict,attribute,name);
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} else {
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val = PyLong_FromLong(0);
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PyDict_SetItemString(dict, "name", val);
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Py_DECREF(val);
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}
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}
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PyList_SET_ITEM(seq, i, dict);
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}
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PyDict_SetItemString(result, "attributes", seq);
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Py_DECREF(seq);
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GPU_free_shader_export(shader);
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return result;
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}
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static PyMethodDef meth_export_shader[] = {{ "export_shader", (PyCFunction)GPU_export_shader, METH_VARARGS | METH_KEYWORDS,
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"export_shader(scene,material)\n\n"
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"Returns the GLSL shader that produces the visual effect of material in scene.\n\n"
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":return: Dictionary defining the shader, uniforms and attributes.\n"
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":rtype: Dict"}};
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PyObject* GPU_initPython(void)
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{
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PyObject* module = PyInit_gpu();
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PyModule_AddObject(module, "export_shader", (PyObject *)PyCFunction_New(meth_export_shader, NULL));
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PyDict_SetItemString(PyImport_GetModuleDict(), "gpu", module);
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return module;
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}
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41
source/blender/python/intern/gpu.h
Normal file
41
source/blender/python/intern/gpu.h
Normal file
@@ -0,0 +1,41 @@
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/*
|
||||
* $Id$
|
||||
*
|
||||
* ***** BEGIN GPL LICENSE BLOCK *****
|
||||
*
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* This shader 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. The Blender
|
||||
* Foundation also sells licenses for use in proprietary software under
|
||||
* the Blender License. See http://www.blender.org/BL/ for information
|
||||
* about this.
|
||||
*
|
||||
* This shader 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 shader; if not, write to the Free Software Foundation,
|
||||
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
*
|
||||
* The Original Code is Copyright (C) 2005 Blender Foundation.
|
||||
* All rights reserved.
|
||||
*
|
||||
* The Original Code is: all of this file.
|
||||
*
|
||||
* Contributor(s): Benoit Bolsee.
|
||||
*
|
||||
* ***** END GPL LICENSE BLOCK *****
|
||||
*/
|
||||
|
||||
/** \file blender/python/intern/gpu.h
|
||||
* \ingroup pythonintern
|
||||
*/
|
||||
|
||||
/**
|
||||
* Initalizes the gpu Python module.
|
||||
*/
|
||||
PyObject* GPU_initPython(void);
|
||||
|
||||
Reference in New Issue
Block a user