340 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			340 lines
		
	
	
		
			11 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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/** \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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#include <Python.h>
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#include "DNA_scene_types.h"
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#include "DNA_material_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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#include "../generic/py_capi_utils.h"
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#include "GPU_material.h"
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#include "gpu.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 and Offscreen rendering functionalities."
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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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static PyObject *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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	/* Take care to update docs when editing: 'doc/python_api/rst/gpu.rst' */
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	/* -------------------------------------------------------------------- */
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	/* GPUDynamicType */
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	/* device constant groups */
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_MISC);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_LAMP);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_OBJECT);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_SAMPLER);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_MIST);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_WORLD);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_MAT);
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	/* device constants */
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_NONE);
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	/* GPU_DYNAMIC_GROUP_OBJECT */
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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_LOCTOVIEWMAT);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT);
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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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	/* GPU_DYNAMIC_GROUP_LAMP */
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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_LAMP_ATT1);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_ATT2);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DISTANCE);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_SPOTSIZE);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_SPOTBLEND);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_SPOTSCALE);
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	/* GPU_DYNAMIC_GROUP_SAMPLER */
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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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	/* GPU_DYNAMIC_GROUP_MIST */
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_ENABLE);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_START);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_DISTANCE);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_INTENSITY);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_TYPE);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_COLOR);
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	/* GPU_DYNAMIC_GROUP_WORLD */
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_HORIZON_COLOR);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_AMBIENT_COLOR);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_ZENITH_COLOR);
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	/* GPU_DYNAMIC_GROUP_MAT */
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_DIFFRGB);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_REF);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_SPECRGB);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_SPEC);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_HARD);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_EMIT);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_AMB);
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	PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_ALPHA);
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	/* -------------------------------------------------------------------- */
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	/* GPUDataType */
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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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	/* CustomDataType
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	 *
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	 * Intentionally only include the subset used by the GPU API.
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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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#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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#if 0  /* UNUSED */
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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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#endif
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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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	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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	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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	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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	/* 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_listbase_count(&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->material) {
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			PY_DICT_ADD_ID(dict, uniform, material);
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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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		{
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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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	seq = PyList_New(BLI_listbase_count(&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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	GPU_free_shader_export(shader);
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	return result;
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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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/* Initialize Module */
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PyObject *GPU_initPython(void)
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{
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	PyObject *module;
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	PyObject *submodule;
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	PyObject *sys_modules = PyThreadState_GET()->interp->modules;
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	module = PyInit_gpu();
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	PyModule_AddObject(module, "export_shader", (PyObject *)PyCFunction_New(meth_export_shader, NULL));
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	/* gpu.offscreen */
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	PyModule_AddObject(module, "offscreen", (submodule = BPyInit_gpu_offscreen()));
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	PyDict_SetItemString(sys_modules, PyModule_GetName(submodule), submodule);
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	Py_INCREF(submodule);
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	PyDict_SetItemString(PyImport_GetModuleDict(), "gpu", module);
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	return module;
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}
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