also change the bmesh iterator so its possible to initialize without stepping.
		
			
				
	
	
		
			272 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			272 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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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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| 
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| /** \file blender/python/intern/gpu.c
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|  *  \ingroup pythonintern
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|  *
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|  * This file defines the 'gpu' module, used to get GLSL shader code and data
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|  * from blender materials.
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|  */
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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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| 
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| #include <Python.h>
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| 
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| #include "GPU_material.h"
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| 
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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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| 
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| #include "BLI_listbase.h"
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| #include "BLI_utildefines.h"
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| 
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| #include "RNA_access.h"
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| 
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| #include "bpy_rna.h"
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| 
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| #include "../generic/py_capi_utils.h"
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| 
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| #include "gpu.h"
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| 
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| #define PY_MODULE_ADD_CONSTANT(module, name) PyModule_AddIntConstant(module, #name, name)
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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_OBJECT_AUTOBUMPSCALE);
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| PyDoc_STRVAR(GPU_export_shader_doc,
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| "export_shader(scene, material)\n"
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| "\n"
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| "   Returns the GLSL shader that produces the visual effect of material in scene.\n"
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| "\n"
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| "   :return: Dictionary defining the shader, uniforms and attributes.\n"
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| "   :rtype: Dict"
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| );
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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* result;
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| 	PyObject* dict;
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| 	PyObject* val;
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| 	PyObject* seq;
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| 
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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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| 
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| 	static const char *kwlist[] = {"scene", "material", NULL};
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| 
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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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| 
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| 	scene = (Scene *)PyC_RNA_AsPointer(pyscene, "Scene");
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| 	if (scene == NULL) {
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| 		return NULL;
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| 	}
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| 
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| 	material = (Material *)PyC_RNA_AsPointer(pymat, "Material");
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| 	if (material == NULL) {
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| 		return NULL;
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| 	}
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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 * 4);
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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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| 
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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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| 			}
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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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| 
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| 	GPU_free_shader_export(shader);
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| 
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| 	return result;
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| }
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| 
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| static PyMethodDef meth_export_shader[] = {
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| 	{"export_shader", (PyCFunction)GPU_export_shader, METH_VARARGS | METH_KEYWORDS, GPU_export_shader_doc}
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| };
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| 
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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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| 
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| 	return module;
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| }
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| 
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