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blender-archive/source/blender/python/intern/gpu.c
Campbell Barton 2b0613b948 Fix: GPU_shader_export fails /w some lamp attrs
first/last vars missed some values.

D1309 by @NHA
2015-05-21 08:48:21 +10:00

302 lines
9.3 KiB
C

/*
* ***** 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.
*
* The Original Code is Copyright (C) 2006 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.c
* \ingroup pythonintern
*
* This file defines the 'gpu' module, used to get GLSL shader code and data
* from blender materials.
*/
/* python redefines */
#ifdef _POSIX_C_SOURCE
#undef _POSIX_C_SOURCE
#endif
#include <Python.h>
#include "DNA_scene_types.h"
#include "DNA_material_types.h"
#include "DNA_ID.h"
#include "DNA_customdata_types.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "RNA_access.h"
#include "bpy_rna.h"
#include "../generic/py_capi_utils.h"
#include "GPU_material.h"
#include "gpu.h"
#define PY_MODULE_ADD_CONSTANT(module, name) PyModule_AddIntConstant(module, # name, name)
PyDoc_STRVAR(M_gpu_doc,
"This module provides access to the GLSL shader."
);
static struct PyModuleDef gpumodule = {
PyModuleDef_HEAD_INIT,
"gpu", /* name of module */
M_gpu_doc, /* module documentation */
-1, /* size of per-interpreter state of the module,
* or -1 if the module keeps state in global variables. */
NULL, NULL, NULL, NULL, NULL
};
static PyObject *PyInit_gpu(void)
{
PyObject *m;
m = PyModule_Create(&gpumodule);
if (m == NULL)
return NULL;
/* device constant groups */
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_MISC);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_LAMP);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_OBJECT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_SAMPLER);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_MIST);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_WORLD);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_MAT);
/* device constants */
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_NONE);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_MAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWIMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_IMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_COLOR);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNVEC);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNCO);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNIMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNPERSMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNENERGY);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNCOL);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_ATT1);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_ATT2);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DISTANCE);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_SPOTBLEND);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_SPOTSIZE);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DBUFFER);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DIMAGE);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DSHADOW);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_ENABLE);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_START);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_DISTANCE);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_INTENSITY);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_TYPE);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_COLOR);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_HORIZON_COLOR);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_AMBIENT_COLOR);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_ALPHA);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_AMB);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_DIFFRGB);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_EMIT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_HARD);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_REF);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_SPEC);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_SPECRGB);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_1I);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_1F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_2F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_3F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_4F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_9F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_16F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_4UB);
PY_MODULE_ADD_CONSTANT(m, CD_MTFACE);
PY_MODULE_ADD_CONSTANT(m, CD_ORCO);
PY_MODULE_ADD_CONSTANT(m, CD_TANGENT);
PY_MODULE_ADD_CONSTANT(m, CD_MCOL);
return m;
}
#define PY_DICT_ADD_STRING(d, s, f) \
val = PyUnicode_FromString(s->f); \
PyDict_SetItemString(d, # f, val); \
Py_DECREF(val)
#define PY_DICT_ADD_LONG(d, s, f) \
val = PyLong_FromLong(s->f); \
PyDict_SetItemString(d, # f, val); \
Py_DECREF(val)
#define PY_DICT_ADD_ID(d, s, f) \
RNA_id_pointer_create((struct ID *)s->f, &tptr); \
val = pyrna_struct_CreatePyObject(&tptr); \
PyDict_SetItemString(d, # f, val); \
Py_DECREF(val)
#if 0 /* UNUSED */
#define PY_OBJ_ADD_ID(d, s, f) \
val = PyUnicode_FromString(&s->f->id.name[2]); \
PyObject_SetAttrString(d, # f, val); \
Py_DECREF(val)
#define PY_OBJ_ADD_LONG(d, s, f) \
val = PyLong_FromLong(s->f); \
PyObject_SetAttrString(d, # f, val); \
Py_DECREF(val)
#define PY_OBJ_ADD_STRING(d, s, f) \
val = PyUnicode_FromString(s->f); \
PyObject_SetAttrString(d, # f, val); \
Py_DECREF(val)
#endif
PyDoc_STRVAR(GPU_export_shader_doc,
"export_shader(scene, material)\n"
"\n"
" Returns the GLSL shader that produces the visual effect of material in scene.\n"
"\n"
" :return: Dictionary defining the shader, uniforms and attributes.\n"
" :rtype: Dict"
);
static PyObject *GPU_export_shader(PyObject *UNUSED(self), PyObject *args, PyObject *kwds)
{
PyObject *pyscene;
PyObject *pymat;
PyObject *result;
PyObject *dict;
PyObject *val;
PyObject *seq;
int i;
Scene *scene;
PointerRNA tptr;
Material *material;
GPUShaderExport *shader;
GPUInputUniform *uniform;
GPUInputAttribute *attribute;
static const char *kwlist[] = {"scene", "material", NULL};
if (!PyArg_ParseTupleAndKeywords(args, kwds, "OO:export_shader", (char **)(kwlist), &pyscene, &pymat))
return NULL;
scene = (Scene *)PyC_RNA_AsPointer(pyscene, "Scene");
if (scene == NULL) {
return NULL;
}
material = (Material *)PyC_RNA_AsPointer(pymat, "Material");
if (material == NULL) {
return NULL;
}
/* we can call our internal function at last: */
shader = GPU_shader_export(scene, material);
if (!shader) {
PyErr_SetString(PyExc_RuntimeError, "cannot export shader");
return NULL;
}
/* build a dictionary */
result = PyDict_New();
if (shader->fragment) {
PY_DICT_ADD_STRING(result, shader, fragment);
}
if (shader->vertex) {
PY_DICT_ADD_STRING(result, shader, vertex);
}
seq = PyList_New(BLI_listbase_count(&shader->uniforms));
for (i = 0, uniform = shader->uniforms.first; uniform; uniform = uniform->next, i++) {
dict = PyDict_New();
PY_DICT_ADD_STRING(dict, uniform, varname);
PY_DICT_ADD_LONG(dict, uniform, datatype);
PY_DICT_ADD_LONG(dict, uniform, type);
if (uniform->lamp) {
PY_DICT_ADD_ID(dict, uniform, lamp);
}
if (uniform->image) {
PY_DICT_ADD_ID(dict, uniform, image);
}
if (uniform->type == GPU_DYNAMIC_SAMPLER_2DBUFFER ||
uniform->type == GPU_DYNAMIC_SAMPLER_2DIMAGE ||
uniform->type == GPU_DYNAMIC_SAMPLER_2DSHADOW)
{
PY_DICT_ADD_LONG(dict, uniform, texnumber);
}
if (uniform->texpixels) {
val = PyByteArray_FromStringAndSize((const char *)uniform->texpixels, uniform->texsize * 4);
PyDict_SetItemString(dict, "texpixels", val);
Py_DECREF(val);
PY_DICT_ADD_LONG(dict, uniform, texsize);
}
PyList_SET_ITEM(seq, i, dict);
}
PyDict_SetItemString(result, "uniforms", seq);
Py_DECREF(seq);
seq = PyList_New(BLI_listbase_count(&shader->attributes));
for (i = 0, attribute = shader->attributes.first; attribute; attribute = attribute->next, i++) {
dict = PyDict_New();
PY_DICT_ADD_STRING(dict, attribute, varname);
PY_DICT_ADD_LONG(dict, attribute, datatype);
PY_DICT_ADD_LONG(dict, attribute, type);
PY_DICT_ADD_LONG(dict, attribute, number);
if (attribute->name) {
if (attribute->name[0] != 0) {
PY_DICT_ADD_STRING(dict, attribute, name);
}
else {
val = PyLong_FromLong(0);
PyDict_SetItemString(dict, "name", val);
Py_DECREF(val);
}
}
PyList_SET_ITEM(seq, i, dict);
}
PyDict_SetItemString(result, "attributes", seq);
Py_DECREF(seq);
GPU_free_shader_export(shader);
return result;
}
static PyMethodDef meth_export_shader[] = {
{"export_shader", (PyCFunction)GPU_export_shader, METH_VARARGS | METH_KEYWORDS, GPU_export_shader_doc}
};
PyObject *GPU_initPython(void)
{
PyObject *module = PyInit_gpu();
PyModule_AddObject(module, "export_shader", (PyObject *)PyCFunction_New(meth_export_shader, NULL));
PyDict_SetItemString(PyImport_GetModuleDict(), "gpu", module);
return module;
}