From the the opengl wiki: > Buffer objects are associated with a program's uniform block similarly to the way that texture objects are associated with sampler uniforms.
		
			
				
	
	
		
			858 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			858 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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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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| 
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| /** \file
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|  * \ingroup bpygpu
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|  *
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|  * - Use ``bpygpu_`` for local API.
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|  * - Use ``BPyGPU`` for public API.
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|  */
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| 
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| #include <Python.h>
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| 
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| #include "BLI_utildefines.h"
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| 
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| #include "GPU_shader.h"
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| #include "GPU_texture.h"
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| #include "GPU_uniform_buffer.h"
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| 
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| #include "../generic/py_capi_utils.h"
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| #include "../generic/python_utildefines.h"
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| #include "../mathutils/mathutils.h"
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| 
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| #include "gpu_py_api.h"
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| #include "gpu_py_texture.h"
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| #include "gpu_py_uniformbuffer.h"
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| #include "gpu_py_vertex_format.h"
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| 
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| #include "gpu_py_shader.h" /* own include */
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| 
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| /* -------------------------------------------------------------------- */
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| /** \name Enum Conversion.
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|  * \{ */
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| 
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| static const struct PyC_StringEnumItems pygpu_shader_builtin_items[] = {
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|     {GPU_SHADER_2D_UNIFORM_COLOR, "2D_UNIFORM_COLOR"},
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|     {GPU_SHADER_2D_FLAT_COLOR, "2D_FLAT_COLOR"},
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|     {GPU_SHADER_2D_SMOOTH_COLOR, "2D_SMOOTH_COLOR"},
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|     {GPU_SHADER_2D_IMAGE, "2D_IMAGE"},
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|     {GPU_SHADER_3D_UNIFORM_COLOR, "3D_UNIFORM_COLOR"},
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|     {GPU_SHADER_3D_FLAT_COLOR, "3D_FLAT_COLOR"},
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|     {GPU_SHADER_3D_SMOOTH_COLOR, "3D_SMOOTH_COLOR"},
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|     {GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR, "3D_POLYLINE_UNIFORM_COLOR"},
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|     {0, NULL},
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| };
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| 
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| static int pygpu_shader_uniform_location_get(GPUShader *shader,
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|                                              const char *name,
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|                                              const char *error_prefix)
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| {
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|   const int uniform = GPU_shader_get_uniform(shader, name);
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| 
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|   if (uniform == -1) {
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|     PyErr_Format(PyExc_ValueError, "%s: uniform %.32s not found", error_prefix, name);
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|   }
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| 
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|   return uniform;
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| }
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| 
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| /** \} */
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| 
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| /* -------------------------------------------------------------------- */
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| /** \name Shader Type
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|  * \{ */
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| 
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| static PyObject *pygpu_shader__tp_new(PyTypeObject *UNUSED(type), PyObject *args, PyObject *kwds)
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| {
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|   BPYGPU_IS_INIT_OR_ERROR_OBJ;
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| 
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|   struct {
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|     const char *vertexcode;
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|     const char *fragcode;
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|     const char *geocode;
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|     const char *libcode;
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|     const char *defines;
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|   } params = {0};
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| 
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|   static const char *_keywords[] = {
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|       "vertexcode", "fragcode", "geocode", "libcode", "defines", NULL};
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| 
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|   static _PyArg_Parser _parser = {"ss|$sss:GPUShader.__new__", _keywords, 0};
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|   if (!_PyArg_ParseTupleAndKeywordsFast(args,
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|                                         kwds,
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|                                         &_parser,
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|                                         ¶ms.vertexcode,
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|                                         ¶ms.fragcode,
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|                                         ¶ms.geocode,
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|                                         ¶ms.libcode,
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|                                         ¶ms.defines)) {
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|     return NULL;
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|   }
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| 
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|   GPUShader *shader = GPU_shader_create_from_python(
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|       params.vertexcode, params.fragcode, params.geocode, params.libcode, params.defines);
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| 
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|   if (shader == NULL) {
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|     PyErr_SetString(PyExc_Exception, "Shader Compile Error, see console for more details");
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|     return NULL;
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|   }
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| 
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|   return BPyGPUShader_CreatePyObject(shader, false);
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| }
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| 
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| PyDoc_STRVAR(
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|     pygpu_shader_bind_doc,
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|     ".. method:: bind()\n"
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|     "\n"
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|     "   Bind the shader object. Required to be able to change uniforms of this shader.\n");
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| static PyObject *pygpu_shader_bind(BPyGPUShader *self)
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| {
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|   GPU_shader_bind(self->shader);
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|   Py_RETURN_NONE;
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| }
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| 
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| PyDoc_STRVAR(pygpu_shader_uniform_from_name_doc,
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|              ".. method:: uniform_from_name(name)\n"
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|              "\n"
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|              "   Get uniform location by name.\n"
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|              "\n"
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|              "   :param name: Name of the uniform variable whose location is to be queried.\n"
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|              "   :type name: `str`\n"
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|              "   :return: Location of the uniform variable.\n"
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|              "   :rtype: `int`\n");
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| static PyObject *pygpu_shader_uniform_from_name(BPyGPUShader *self, PyObject *arg)
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| {
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|   const char *name = PyUnicode_AsUTF8(arg);
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|   if (name == NULL) {
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|     return NULL;
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|   }
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| 
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|   const int uniform = pygpu_shader_uniform_location_get(
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|       self->shader, name, "GPUShader.get_uniform");
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| 
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|   if (uniform == -1) {
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|     return NULL;
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|   }
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| 
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|   return PyLong_FromLong(uniform);
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| }
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| 
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| PyDoc_STRVAR(
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|     pygpu_shader_uniform_block_from_name_doc,
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|     ".. method:: uniform_block_from_name(name)\n"
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|     "\n"
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|     "   Get uniform block location by name.\n"
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|     "\n"
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|     "   :param name: Name of the uniform block variable whose location is to be queried.\n"
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|     "   :type name: `str`\n"
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|     "   :return: The location of the uniform block variable.\n"
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|     "   :rtype: `int`\n");
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| static PyObject *pygpu_shader_uniform_block_from_name(BPyGPUShader *self, PyObject *arg)
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| {
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|   const char *name = PyUnicode_AsUTF8(arg);
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|   if (name == NULL) {
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|     return NULL;
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|   }
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| 
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|   const int uniform = GPU_shader_get_uniform_block(self->shader, name);
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| 
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|   if (uniform == -1) {
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|     PyErr_Format(PyExc_ValueError, "GPUShader.get_uniform_block: uniform %.32s not found", name);
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|     return NULL;
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|   }
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| 
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|   return PyLong_FromLong(uniform);
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| }
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| 
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| static bool pygpu_shader_uniform_vector_impl(PyObject *args,
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|                                              int elem_size,
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|                                              int *r_location,
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|                                              int *r_length,
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|                                              int *r_count,
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|                                              Py_buffer *r_pybuffer)
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| {
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|   PyObject *buffer;
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| 
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|   *r_count = 1;
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|   if (!PyArg_ParseTuple(
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|           args, "iOi|i:GPUShader.uniform_vector_*", r_location, &buffer, r_length, r_count)) {
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|     return false;
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|   }
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| 
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|   if (PyObject_GetBuffer(buffer, r_pybuffer, PyBUF_SIMPLE) == -1) {
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|     /* PyObject_GetBuffer raise a PyExc_BufferError */
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|     return false;
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|   }
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| 
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|   if (r_pybuffer->len != (*r_length * *r_count * elem_size)) {
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|     PyErr_SetString(PyExc_BufferError, "GPUShader.uniform_vector_*: buffer size does not match.");
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|     return false;
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|   }
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| 
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|   return true;
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| }
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| 
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| PyDoc_STRVAR(pygpu_shader_uniform_vector_float_doc,
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|              ".. method:: uniform_vector_float(location, buffer, length, count)\n"
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|              "\n"
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|              "   Set the buffer to fill the uniform.\n"
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|              "\n"
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|              "   :param location: Location of the uniform variable to be modified.\n"
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|              "   :type location: int\n"
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|              "   :param buffer:  The data that should be set. Can support the buffer protocol.\n"
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|              "   :type buffer: sequence of floats\n"
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|              "   :param length: Size of the uniform data type:\n\n"
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|              "      - 1: float\n"
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|              "      - 2: vec2 or float[2]\n"
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|              "      - 3: vec3 or float[3]\n"
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|              "      - 4: vec4 or float[4]\n"
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|              "      - 9: mat3\n"
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|              "      - 16: mat4\n"
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|              "   :type length: int\n"
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|              "   :param count: Specifies the number of elements, vector or matrices that are to "
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|              "be modified.\n"
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|              "   :type count: int\n");
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| static PyObject *pygpu_shader_uniform_vector_float(BPyGPUShader *self, PyObject *args)
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| {
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|   int location, length, count;
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| 
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|   Py_buffer pybuffer;
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| 
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|   if (!pygpu_shader_uniform_vector_impl(
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|           args, sizeof(float), &location, &length, &count, &pybuffer)) {
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|     return NULL;
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|   }
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| 
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|   GPU_shader_uniform_vector(self->shader, location, length, count, pybuffer.buf);
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| 
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|   PyBuffer_Release(&pybuffer);
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| 
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|   Py_RETURN_NONE;
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| }
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| 
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| PyDoc_STRVAR(pygpu_shader_uniform_vector_int_doc,
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|              ".. method:: uniform_vector_int(location, buffer, length, count)\n"
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|              "\n"
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|              "   See GPUShader.uniform_vector_float(...) description.\n");
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| static PyObject *pygpu_shader_uniform_vector_int(BPyGPUShader *self, PyObject *args)
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| {
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|   int location, length, count;
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| 
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|   Py_buffer pybuffer;
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| 
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|   if (!pygpu_shader_uniform_vector_impl(
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|           args, sizeof(int), &location, &length, &count, &pybuffer)) {
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|     return NULL;
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|   }
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| 
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|   GPU_shader_uniform_vector_int(self->shader, location, length, count, pybuffer.buf);
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| 
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|   PyBuffer_Release(&pybuffer);
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| 
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|   Py_RETURN_NONE;
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| }
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| 
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| PyDoc_STRVAR(pygpu_shader_uniform_bool_doc,
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|              ".. method:: uniform_bool(name, seq)\n"
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|              "\n"
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|              "   Specify the value of a uniform variable for the current program object.\n"
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|              "\n"
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|              "   :param name: Name of the uniform variable whose value is to be changed.\n"
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|              "   :type name: str\n"
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|              "   :param seq: Value that will be used to update the specified uniform variable.\n"
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|              "   :type seq: sequence of bools\n");
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| static PyObject *pygpu_shader_uniform_bool(BPyGPUShader *self, PyObject *args)
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| {
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|   const char *error_prefix = "GPUShader.uniform_bool";
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| 
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|   struct {
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|     const char *id;
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|     PyObject *seq;
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|   } params;
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| 
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|   if (!PyArg_ParseTuple(args, "sO:GPUShader.uniform_bool", ¶ms.id, ¶ms.seq)) {
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|     return NULL;
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|   }
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| 
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|   int values[4];
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|   int length;
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|   int ret;
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|   {
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|     PyObject *seq_fast = PySequence_Fast(params.seq, error_prefix);
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|     if (seq_fast == NULL) {
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|       PyErr_Format(PyExc_TypeError,
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|                    "%s: expected a sequence, got %s",
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|                    error_prefix,
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|                    Py_TYPE(params.seq)->tp_name);
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|       ret = -1;
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|     }
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|     else {
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|       length = PySequence_Fast_GET_SIZE(seq_fast);
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|       if (length == 0 || length > 4) {
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|         PyErr_Format(PyExc_TypeError,
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|                      "%s: invalid sequence length. expected 1..4, got %d",
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|                      error_prefix,
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|                      length);
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|         ret = -1;
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|       }
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|       else {
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|         ret = PyC_AsArray_FAST(values, seq_fast, length, &PyLong_Type, false, error_prefix);
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|       }
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|       Py_DECREF(seq_fast);
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|     }
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|   }
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|   if (ret == -1) {
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|     return NULL;
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|   }
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| 
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|   const int location = pygpu_shader_uniform_location_get(self->shader, params.id, error_prefix);
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| 
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|   if (location == -1) {
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|     return NULL;
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|   }
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| 
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|   GPU_shader_uniform_vector_int(self->shader, location, length, 1, values);
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| 
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|   Py_RETURN_NONE;
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| }
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| 
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| PyDoc_STRVAR(pygpu_shader_uniform_float_doc,
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|              ".. method:: uniform_float(name, value)\n"
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|              "\n"
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|              "   Specify the value of a uniform variable for the current program object.\n"
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|              "\n"
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|              "   :param name: Name of the uniform variable whose value is to be changed.\n"
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|              "   :type name: str\n"
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|              "   :param value: Value that will be used to update the specified uniform variable.\n"
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|              "   :type value: single number or sequence of numbers\n");
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| static PyObject *pygpu_shader_uniform_float(BPyGPUShader *self, PyObject *args)
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| {
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|   const char *error_prefix = "GPUShader.uniform_float";
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| 
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|   struct {
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|     const char *id;
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|     PyObject *seq;
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|   } params;
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| 
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|   if (!PyArg_ParseTuple(args, "sO:GPUShader.uniform_float", ¶ms.id, ¶ms.seq)) {
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|     return NULL;
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|   }
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| 
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|   float values[16];
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|   int length;
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| 
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|   if (PyFloat_Check(params.seq)) {
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|     values[0] = (float)PyFloat_AsDouble(params.seq);
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|     length = 1;
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|   }
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|   else if (PyLong_Check(params.seq)) {
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|     values[0] = (float)PyLong_AsDouble(params.seq);
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|     length = 1;
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|   }
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|   else if (MatrixObject_Check(params.seq)) {
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|     MatrixObject *mat = (MatrixObject *)params.seq;
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|     if (BaseMath_ReadCallback(mat) == -1) {
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|       return NULL;
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|     }
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|     if ((mat->num_row != mat->num_col) || !ELEM(mat->num_row, 3, 4)) {
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|       PyErr_SetString(PyExc_ValueError, "Expected 3x3 or 4x4 matrix");
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|       return NULL;
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|     }
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|     length = mat->num_row * mat->num_col;
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|     memcpy(values, mat->matrix, sizeof(float) * length);
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|   }
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|   else {
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|     length = mathutils_array_parse(values, 2, 16, params.seq, "");
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|     if (length == -1) {
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|       return NULL;
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|     }
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|   }
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| 
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|   if (!ELEM(length, 1, 2, 3, 4, 9, 16)) {
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|     PyErr_SetString(PyExc_TypeError,
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|                     "Expected a single float or a sequence of floats of length 1..4, 9 or 16.");
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|     return NULL;
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|   }
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| 
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|   const int location = pygpu_shader_uniform_location_get(self->shader, params.id, error_prefix);
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| 
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|   if (location == -1) {
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|     return NULL;
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|   }
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| 
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|   GPU_shader_uniform_vector(self->shader, location, length, 1, values);
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| 
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|   Py_RETURN_NONE;
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| }
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| 
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| PyDoc_STRVAR(pygpu_shader_uniform_int_doc,
 | |
|              ".. method:: uniform_int(name, seq)\n"
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|              "\n"
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|              "   Specify the value of a uniform variable for the current program object.\n"
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|              "\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 *pygpu_shader_uniform_int(BPyGPUShader *self, PyObject *args)
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| {
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|   const char *error_prefix = "GPUShader.uniform_int";
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| 
 | |
|   struct {
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|     const char *id;
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|     PyObject *seq;
 | |
|   } params;
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| 
 | |
|   if (!PyArg_ParseTuple(args, "sO:GPUShader.uniform_int", ¶ms.id, ¶ms.seq)) {
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   int values[4];
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|   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 {
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|     PyObject *seq_fast = PySequence_Fast(params.seq, error_prefix);
 | |
|     if (seq_fast == NULL) {
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|       PyErr_Format(PyExc_TypeError,
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|                    "%s: expected a sequence, got %s",
 | |
|                    error_prefix,
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|                    Py_TYPE(params.seq)->tp_name);
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|       ret = -1;
 | |
|     }
 | |
|     else {
 | |
|       length = PySequence_Fast_GET_SIZE(seq_fast);
 | |
|       if (length == 0 || length > 4) {
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|         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 = pygpu_shader_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(pygpu_shader_uniform_sampler_doc,
 | |
|              ".. method:: uniform_sampler(name, texture)\n"
 | |
|              "\n"
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|              "   Specify the value of a texture uniform variable for the current GPUShader.\n"
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|              "\n"
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|              "   :param name: name of the uniform variable whose texture is to be specified.\n"
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|              "   :type name: str\n"
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|              "   :param texture: Texture to attach.\n"
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|              "   :type texture: :class:`gpu.types.GPUTexture`\n");
 | |
| static PyObject *pygpu_shader_uniform_sampler(BPyGPUShader *self, PyObject *args)
 | |
| {
 | |
|   const char *name;
 | |
|   BPyGPUTexture *py_texture;
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|   if (!PyArg_ParseTuple(
 | |
|           args, "sO!:GPUShader.uniform_sampler", &name, &BPyGPUTexture_Type, &py_texture)) {
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   int slot = GPU_shader_get_texture_binding(self->shader, name);
 | |
|   GPU_texture_bind(py_texture->tex, slot);
 | |
|   GPU_shader_uniform_1i(self->shader, name, slot);
 | |
| 
 | |
|   Py_RETURN_NONE;
 | |
| }
 | |
| 
 | |
| PyDoc_STRVAR(
 | |
|     pygpu_shader_uniform_block_doc,
 | |
|     ".. method:: uniform_block(name, ubo)\n"
 | |
|     "\n"
 | |
|     "   Specify the value of an uniform buffer object variable for the current GPUShader.\n"
 | |
|     "\n"
 | |
|     "   :param name: name of the uniform variable whose UBO is to be specified.\n"
 | |
|     "   :type name: str\n"
 | |
|     "   :param ubo: Uniform Buffer to attach.\n"
 | |
|     "   :type texture: :class:`gpu.types.GPUUniformBuf`\n");
 | |
| static PyObject *pygpu_shader_uniform_block(BPyGPUShader *self, PyObject *args)
 | |
| {
 | |
|   const char *name;
 | |
|   BPyGPUUniformBuf *py_ubo;
 | |
|   if (!PyArg_ParseTuple(
 | |
|           args, "sO!:GPUShader.uniform_block", &name, &BPyGPUUniformBuf_Type, &py_ubo)) {
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   int slot = GPU_shader_get_uniform_block(self->shader, name);
 | |
|   if (slot == -1) {
 | |
|     PyErr_SetString(
 | |
|         PyExc_BufferError,
 | |
|         "GPUShader.uniform_buffer: uniform block not found, make sure the name is correct");
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   GPU_uniformbuf_bind(py_ubo->ubo, slot);
 | |
|   GPU_shader_uniform_1i(self->shader, name, slot);
 | |
| 
 | |
|   Py_RETURN_NONE;
 | |
| }
 | |
| 
 | |
| PyDoc_STRVAR(
 | |
|     pygpu_shader_attr_from_name_doc,
 | |
|     ".. method:: attr_from_name(name)\n"
 | |
|     "\n"
 | |
|     "   Get attribute location by name.\n"
 | |
|     "\n"
 | |
|     "   :param name: The name of the attribute variable whose location is to be queried.\n"
 | |
|     "   :type name: str\n"
 | |
|     "   :return: The location of an attribute variable.\n"
 | |
|     "   :rtype: int\n");
 | |
| static PyObject *pygpu_shader_attr_from_name(BPyGPUShader *self, PyObject *arg)
 | |
| {
 | |
|   const char *name = PyUnicode_AsUTF8(arg);
 | |
|   if (name == NULL) {
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   const 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(pygpu_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 *pygpu_shader_calc_format(BPyGPUShader *self, PyObject *UNUSED(arg))
 | |
| {
 | |
|   BPyGPUVertFormat *ret = (BPyGPUVertFormat *)BPyGPUVertFormat_CreatePyObject(NULL);
 | |
|   GPU_vertformat_from_shader(&ret->fmt, self->shader);
 | |
|   return (PyObject *)ret;
 | |
| }
 | |
| 
 | |
| static struct PyMethodDef pygpu_shader__tp_methods[] = {
 | |
|     {"bind", (PyCFunction)pygpu_shader_bind, METH_NOARGS, pygpu_shader_bind_doc},
 | |
|     {"uniform_from_name",
 | |
|      (PyCFunction)pygpu_shader_uniform_from_name,
 | |
|      METH_O,
 | |
|      pygpu_shader_uniform_from_name_doc},
 | |
|     {"uniform_block_from_name",
 | |
|      (PyCFunction)pygpu_shader_uniform_block_from_name,
 | |
|      METH_O,
 | |
|      pygpu_shader_uniform_block_from_name_doc},
 | |
|     {"uniform_vector_float",
 | |
|      (PyCFunction)pygpu_shader_uniform_vector_float,
 | |
|      METH_VARARGS,
 | |
|      pygpu_shader_uniform_vector_float_doc},
 | |
|     {"uniform_vector_int",
 | |
|      (PyCFunction)pygpu_shader_uniform_vector_int,
 | |
|      METH_VARARGS,
 | |
|      pygpu_shader_uniform_vector_int_doc},
 | |
|     {"uniform_bool",
 | |
|      (PyCFunction)pygpu_shader_uniform_bool,
 | |
|      METH_VARARGS,
 | |
|      pygpu_shader_uniform_bool_doc},
 | |
|     {"uniform_float",
 | |
|      (PyCFunction)pygpu_shader_uniform_float,
 | |
|      METH_VARARGS,
 | |
|      pygpu_shader_uniform_float_doc},
 | |
|     {"uniform_int",
 | |
|      (PyCFunction)pygpu_shader_uniform_int,
 | |
|      METH_VARARGS,
 | |
|      pygpu_shader_uniform_int_doc},
 | |
|     {"uniform_sampler",
 | |
|      (PyCFunction)pygpu_shader_uniform_sampler,
 | |
|      METH_VARARGS,
 | |
|      pygpu_shader_uniform_sampler_doc},
 | |
|     {"uniform_block",
 | |
|      (PyCFunction)pygpu_shader_uniform_block,
 | |
|      METH_VARARGS,
 | |
|      pygpu_shader_uniform_block_doc},
 | |
|     {"attr_from_name",
 | |
|      (PyCFunction)pygpu_shader_attr_from_name,
 | |
|      METH_O,
 | |
|      pygpu_shader_attr_from_name_doc},
 | |
|     {"format_calc",
 | |
|      (PyCFunction)pygpu_shader_calc_format,
 | |
|      METH_NOARGS,
 | |
|      pygpu_shader_calc_format_doc},
 | |
|     {NULL, NULL, 0, NULL},
 | |
| };
 | |
| 
 | |
| PyDoc_STRVAR(
 | |
|     pygpu_shader_program_doc,
 | |
|     "The name of the program object for use by the OpenGL API (read-only).\n\n:type: int");
 | |
| static PyObject *pygpu_shader_program_get(BPyGPUShader *self, void *UNUSED(closure))
 | |
| {
 | |
|   return PyLong_FromLong(GPU_shader_get_program(self->shader));
 | |
| }
 | |
| 
 | |
| static PyGetSetDef pygpu_shader__tp_getseters[] = {
 | |
|     {"program", (getter)pygpu_shader_program_get, (setter)NULL, pygpu_shader_program_doc, NULL},
 | |
|     {NULL, NULL, NULL, NULL, NULL} /* Sentinel */
 | |
| };
 | |
| 
 | |
| static void pygpu_shader__tp_dealloc(BPyGPUShader *self)
 | |
| {
 | |
|   if (self->is_builtin == false) {
 | |
|     GPU_shader_free(self->shader);
 | |
|   }
 | |
|   Py_TYPE(self)->tp_free((PyObject *)self);
 | |
| }
 | |
| 
 | |
| PyDoc_STRVAR(
 | |
|     pygpu_shader__tp_doc,
 | |
|     ".. class:: GPUShader(vertexcode, fragcode, geocode=None, libcode=None, defines=None)\n"
 | |
|     "\n"
 | |
|     "   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"
 | |
|     "   The GLSL ``#version`` directive is automatically included at the top of shaders,\n"
 | |
|     "   and set to 330. Some preprocessor directives are automatically added according to\n"
 | |
|     "   the Operating System or availability: ``GPU_ATI``, ``GPU_NVIDIA`` and ``GPU_INTEL``.\n"
 | |
|     "\n"
 | |
|     "   The following extensions are enabled by default if supported by the GPU:\n"
 | |
|     "   ``GL_ARB_texture_gather``, ``GL_ARB_texture_cube_map_array``\n"
 | |
|     "   and ``GL_ARB_shader_draw_parameters``.\n"
 | |
|     "\n"
 | |
|     "   For drawing user interface elements and gizmos, use\n"
 | |
|     "   ``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)``\n"
 | |
|     "   to transform the output sRGB colors to the frame-buffer color-space.\n"
 | |
|     "\n"
 | |
|     "   :param vertexcode: Vertex shader code.\n"
 | |
|     "   :type vertexcode: str\n"
 | |
|     "   :param fragcode: Fragment shader code.\n"
 | |
|     "   :type value: str\n"
 | |
|     "   :param geocode: Geometry shader code.\n"
 | |
|     "   :type value: str\n"
 | |
|     "   :param libcode: Code with functions and presets to be shared between shaders.\n"
 | |
|     "   :type value: str\n"
 | |
|     "   :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)pygpu_shader__tp_dealloc,
 | |
|     .tp_flags = Py_TPFLAGS_DEFAULT,
 | |
|     .tp_doc = pygpu_shader__tp_doc,
 | |
|     .tp_methods = pygpu_shader__tp_methods,
 | |
|     .tp_getset = pygpu_shader__tp_getseters,
 | |
|     .tp_new = pygpu_shader__tp_new,
 | |
| };
 | |
| 
 | |
| /** \} */
 | |
| 
 | |
| /* -------------------------------------------------------------------- */
 | |
| /** \name gpu.shader Module API
 | |
|  * \{ */
 | |
| 
 | |
| PyDoc_STRVAR(pygpu_shader_unbind_doc,
 | |
|              ".. function:: unbind()\n"
 | |
|              "\n"
 | |
|              "   Unbind the bound shader object.\n");
 | |
| static PyObject *pygpu_shader_unbind(BPyGPUShader *UNUSED(self))
 | |
| {
 | |
|   GPU_shader_unbind();
 | |
|   Py_RETURN_NONE;
 | |
| }
 | |
| 
 | |
| PyDoc_STRVAR(pygpu_shader_from_builtin_doc,
 | |
|              ".. function:: from_builtin(pygpu_shader_name)\n"
 | |
|              "\n"
 | |
|              "   Shaders that are embedded in the blender internal code.\n"
 | |
|              "   They all read the uniform ``mat4 ModelViewProjectionMatrix``,\n"
 | |
|              "   which can be edited by the :mod:`gpu.matrix` module.\n"
 | |
|              "   For more details, you can check the shader code with the\n"
 | |
|              "   :func:`gpu.shader.code_from_builtin` function.\n"
 | |
|              "\n"
 | |
|              "   :param pygpu_shader_name: One of these builtin shader names:\n\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 pygpu_shader_name: str\n"
 | |
|              "   :return: Shader object corresponding to the given name.\n"
 | |
|              "   :rtype: :class:`bpy.types.GPUShader`\n");
 | |
| static PyObject *pygpu_shader_from_builtin(PyObject *UNUSED(self), PyObject *arg)
 | |
| {
 | |
|   BPYGPU_IS_INIT_OR_ERROR_OBJ;
 | |
| 
 | |
|   struct PyC_StringEnum pygpu_bultinshader = {pygpu_shader_builtin_items};
 | |
|   if (!PyC_ParseStringEnum(arg, &pygpu_bultinshader)) {
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   GPUShader *shader = GPU_shader_get_builtin_shader(pygpu_bultinshader.value_found);
 | |
| 
 | |
|   return BPyGPUShader_CreatePyObject(shader, true);
 | |
| }
 | |
| 
 | |
| PyDoc_STRVAR(pygpu_shader_code_from_builtin_doc,
 | |
|              ".. function:: code_from_builtin(pygpu_shader_name)\n"
 | |
|              "\n"
 | |
|              "   Exposes the internal shader code for query.\n"
 | |
|              "\n"
 | |
|              "   :param pygpu_shader_name: One of these builtin shader names:\n\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 pygpu_shader_name: str\n"
 | |
|              "   :return: Vertex, fragment and geometry shader codes.\n"
 | |
|              "   :rtype: dict\n");
 | |
| static PyObject *pygpu_shader_code_from_builtin(BPyGPUShader *UNUSED(self), PyObject *arg)
 | |
| {
 | |
|   const char *vert;
 | |
|   const char *frag;
 | |
|   const char *geom;
 | |
|   const char *defines;
 | |
| 
 | |
|   PyObject *item, *r_dict;
 | |
| 
 | |
|   struct PyC_StringEnum pygpu_bultinshader = {pygpu_shader_builtin_items};
 | |
|   if (!PyC_ParseStringEnum(arg, &pygpu_bultinshader)) {
 | |
|     return NULL;
 | |
|   }
 | |
| 
 | |
|   GPU_shader_get_builtin_shader_code(
 | |
|       pygpu_bultinshader.value_found, &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 pygpu_shader_module__tp_methods[] = {
 | |
|     {"unbind", (PyCFunction)pygpu_shader_unbind, METH_NOARGS, pygpu_shader_unbind_doc},
 | |
|     {"from_builtin",
 | |
|      (PyCFunction)pygpu_shader_from_builtin,
 | |
|      METH_O,
 | |
|      pygpu_shader_from_builtin_doc},
 | |
|     {"code_from_builtin",
 | |
|      (PyCFunction)pygpu_shader_code_from_builtin,
 | |
|      METH_O,
 | |
|      pygpu_shader_code_from_builtin_doc},
 | |
|     {NULL, NULL, 0, NULL},
 | |
| };
 | |
| 
 | |
| PyDoc_STRVAR(pygpu_shader_module__tp_doc,
 | |
|              "This module provides access to GPUShader internal functions.\n"
 | |
|              "\n"
 | |
|              ".. rubric:: Built-in shaders\n"
 | |
|              "\n"
 | |
|              "All built-in shaders have the ``mat4 ModelViewProjectionMatrix`` uniform.\n"
 | |
|              "The value of it can only be modified using the :class:`gpu.matrix` module.\n"
 | |
|              "\n"
 | |
|              "2D_UNIFORM_COLOR\n"
 | |
|              "   :Attributes: vec3 pos\n"
 | |
|              "   :Uniforms: vec4 color\n"
 | |
|              "2D_FLAT_COLOR\n"
 | |
|              "   :Attributes: vec3 pos, vec4 color\n"
 | |
|              "   :Uniforms: none\n"
 | |
|              "2D_SMOOTH_COLOR\n"
 | |
|              "   :Attributes: vec3 pos, vec4 color\n"
 | |
|              "   :Uniforms: none\n"
 | |
|              "2D_IMAGE\n"
 | |
|              "   :Attributes: vec3 pos, vec2 texCoord\n"
 | |
|              "   :Uniforms: sampler2D image\n"
 | |
|              "3D_UNIFORM_COLOR\n"
 | |
|              "   :Attributes: vec3 pos\n"
 | |
|              "   :Uniforms: vec4 color\n"
 | |
|              "3D_FLAT_COLOR\n"
 | |
|              "   :Attributes: vec3 pos, vec4 color\n"
 | |
|              "   :Uniforms: none\n"
 | |
|              "3D_SMOOTH_COLOR\n"
 | |
|              "   :Attributes: vec3 pos, vec4 color\n"
 | |
|              "   :Uniforms: none\n");
 | |
| static PyModuleDef pygpu_shader_module_def = {
 | |
|     PyModuleDef_HEAD_INIT,
 | |
|     .m_name = "gpu.shader",
 | |
|     .m_doc = pygpu_shader_module__tp_doc,
 | |
|     .m_methods = pygpu_shader_module__tp_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 *bpygpu_shader_init(void)
 | |
| {
 | |
|   PyObject *submodule;
 | |
| 
 | |
|   submodule = PyModule_Create(&pygpu_shader_module_def);
 | |
| 
 | |
|   return submodule;
 | |
| }
 | |
| 
 | |
| /** \} */
 |