blender/source/gameengine/Ketsji/BL_Shader.h
Benoit Bolsee c0bf881ebf BL_Shader.setUniformEyef(name)
defines a uniform that reflects the eye being rendered in stereo mode:
    0.0 for the left eye, 0.5 for the right eye.
    In non stereo mode, the value of the uniform is fixed to 0.0.
    The typical use of this uniform is in stereo mode to sample stereo textures
    containing the left and right eye images in a top-bottom order.

    python:
      shader = obj.meshes[0].materials[mat].getShader()
      shader.setUniformEyef("eye")

    shader:
      uniform float eye;
      uniform sampler2D tex;
      void main(void)
      {
         vec4 color;
         float ty, tx;
         tx = gl_TexCoord[0].x;
         ty = eye+gl_TexCoord[0].y*0.5;
         // ty will be between 0 and 0.5 for the left eye render
         // and 0.5 and 1.0 for the right eye render.
         color = texture(tex, vec2(tx, ty));
         ...
      }
2016-06-11 22:24:18 +02:00

242 lines
5.6 KiB
C++

/** \file BL_Shader.h
* \ingroup ketsji
*/
#ifndef __BL_SHADER_H__
#define __BL_SHADER_H__
#include "EXP_PyObjectPlus.h"
#include "BL_Material.h"
#include "BL_Texture.h"
#include "MT_Matrix4x4.h"
#include "MT_Matrix3x3.h"
#include "MT_Tuple2.h"
#include "MT_Tuple3.h"
#include "MT_Tuple4.h"
/**
* BL_Sampler
* Sampler access
*/
class BL_Sampler
{
public:
BL_Sampler()
:
mLoc(-1)
{
}
int mLoc; // Sampler location
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_Sampler")
#endif
};
/**
* BL_Uniform
* uniform storage
*/
class BL_Uniform
{
private:
int mLoc; // Uniform location
void *mData; // Memory allocated for variable
bool mDirty; // Caching variable
int mType; // Enum UniformTypes
bool mTranspose; // Transpose matrices
const int mDataLen; // Length of our data
public:
BL_Uniform(int data_size);
~BL_Uniform();
enum UniformTypes {
UNI_NONE = 0,
UNI_INT,
UNI_FLOAT,
UNI_INT2,
UNI_FLOAT2,
UNI_INT3,
UNI_FLOAT3,
UNI_INT4,
UNI_FLOAT4,
UNI_MAT3,
UNI_MAT4,
UNI_FLOAT_EYE,
UNI_MAX
};
bool Apply(class BL_Shader *shader);
void SetData(int location, int type, bool transpose = false);
int GetLocation() { return mLoc; }
void *getData() { return mData; }
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_Uniform")
#endif
};
/**
* BL_DefUniform
* pre defined uniform storage
*/
class BL_DefUniform
{
public:
BL_DefUniform()
:
mType(0),
mLoc(0),
mFlag(0)
{
}
int mType;
int mLoc;
unsigned int mFlag;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_DefUniform")
#endif
};
/**
* BL_Shader
* shader access
*/
class BL_Shader : public PyObjectPlus
{
Py_Header
private:
typedef std::vector<BL_Uniform *> BL_UniformVec;
typedef std::vector<BL_DefUniform *> BL_UniformVecDef;
unsigned int mShader; // Shader object
int mPass; // 1.. unused
bool mOk; // Valid and ok
bool mUse;
//BL_Sampler mSampler[MAXTEX]; // Number of samplers
int mAttr; // Tangent attribute
const char *vertProg; // Vertex program string
const char *fragProg; // Fragment program string
bool mError;
bool mDirty;
// Stored uniform variables
BL_UniformVec mUniforms;
BL_UniformVecDef mPreDef;
// Compiles and links the shader
bool LinkProgram();
// search by location
BL_Uniform *FindUniform(const int location);
// clears uniform data
void ClearUniforms();
public:
BL_Shader();
virtual ~BL_Shader();
// Unused for now tangent is set as tex coords
enum AttribTypes {
SHD_TANGENT = 1
};
enum GenType {
MODELVIEWMATRIX,
MODELVIEWMATRIX_TRANSPOSE,
MODELVIEWMATRIX_INVERSE,
MODELVIEWMATRIX_INVERSETRANSPOSE,
MODELMATRIX,
MODELMATRIX_TRANSPOSE,
MODELMATRIX_INVERSE,
MODELMATRIX_INVERSETRANSPOSE,
VIEWMATRIX,
VIEWMATRIX_TRANSPOSE,
VIEWMATRIX_INVERSE,
VIEWMATRIX_INVERSETRANSPOSE,
CAM_POS,
CONSTANT_TIMER
};
const char *GetVertPtr();
const char *GetFragPtr();
void SetVertPtr(char *vert);
void SetFragPtr(char *frag);
int getNumPass() { return mPass; }
bool GetError() { return mError; }
//const BL_Sampler *GetSampler(int i);
void SetSampler(int loc, int unit);
bool Ok() const;
unsigned int GetProg();
void SetProg(bool enable);
int GetAttribute() { return mAttr; }
// Apply methods : sets colected uniforms
void ApplyShader();
void UnloadShader();
// Update predefined uniforms each render call
void Update(const class RAS_MeshSlot &ms, class RAS_IRasterizer *rasty);
// Set sampler units (copied)
//void InitializeSampler(int unit, BL_Texture *texture);
void SetUniformfv(int location, int type, float *param, int size, bool transpose = false);
void SetUniformiv(int location, int type, int *param, int size, bool transpose = false);
int GetAttribLocation(const char *name);
void BindAttribute(const char *attr, int loc);
int GetUniformLocation(const char *name);
void SetUniform(int uniform, const MT_Tuple2 &vec);
void SetUniform(int uniform, const MT_Tuple3 &vec);
void SetUniform(int uniform, const MT_Tuple4 &vec);
void SetUniform(int uniform, const MT_Matrix4x4 &vec, bool transpose = false);
void SetUniform(int uniform, const MT_Matrix3x3 &vec, bool transpose = false);
void SetUniform(int uniform, const float &val);
void SetUniform(int uniform, const float *val, int len);
void SetUniform(int uniform, const int *val, int len);
void SetUniform(int uniform, const unsigned int &val);
void SetUniform(int uniform, const int val);
// Python interface
#ifdef WITH_PYTHON
virtual PyObject *py_repr()
{
return PyUnicode_FromFormat("BL_Shader\n\tvertex shader:%s\n\n\tfragment shader%s\n\n", vertProg, fragProg);
}
// -----------------------------------
KX_PYMETHOD_DOC(BL_Shader, setSource);
KX_PYMETHOD_DOC(BL_Shader, delSource);
KX_PYMETHOD_DOC(BL_Shader, getVertexProg);
KX_PYMETHOD_DOC(BL_Shader, getFragmentProg);
KX_PYMETHOD_DOC(BL_Shader, setNumberOfPasses);
KX_PYMETHOD_DOC(BL_Shader, isValid);
KX_PYMETHOD_DOC(BL_Shader, validate);
// -----------------------------------
KX_PYMETHOD_DOC(BL_Shader, setUniform4f);
KX_PYMETHOD_DOC(BL_Shader, setUniform3f);
KX_PYMETHOD_DOC(BL_Shader, setUniform2f);
KX_PYMETHOD_DOC(BL_Shader, setUniform1f);
KX_PYMETHOD_DOC(BL_Shader, setUniform4i);
KX_PYMETHOD_DOC(BL_Shader, setUniform3i);
KX_PYMETHOD_DOC(BL_Shader, setUniform2i);
KX_PYMETHOD_DOC(BL_Shader, setUniform1i);
KX_PYMETHOD_DOC(BL_Shader, setUniformEyef);
KX_PYMETHOD_DOC(BL_Shader, setUniformfv);
KX_PYMETHOD_DOC(BL_Shader, setUniformiv);
KX_PYMETHOD_DOC(BL_Shader, setUniformMatrix4);
KX_PYMETHOD_DOC(BL_Shader, setUniformMatrix3);
KX_PYMETHOD_DOC(BL_Shader, setUniformDef);
KX_PYMETHOD_DOC(BL_Shader, setAttrib);
KX_PYMETHOD_DOC(BL_Shader, setSampler);
#endif
};
#endif /* __BL_SHADER_H__ */