c0bf881ebf
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)); ... }
242 lines
5.6 KiB
C++
242 lines
5.6 KiB
C++
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/** \file BL_Shader.h
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* \ingroup ketsji
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*/
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#ifndef __BL_SHADER_H__
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#define __BL_SHADER_H__
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#include "EXP_PyObjectPlus.h"
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#include "BL_Material.h"
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#include "BL_Texture.h"
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#include "MT_Matrix4x4.h"
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#include "MT_Matrix3x3.h"
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#include "MT_Tuple2.h"
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#include "MT_Tuple3.h"
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#include "MT_Tuple4.h"
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/**
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* BL_Sampler
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* Sampler access
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*/
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class BL_Sampler
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{
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public:
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BL_Sampler()
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:
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mLoc(-1)
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{
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}
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int mLoc; // Sampler location
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_Sampler")
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#endif
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};
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/**
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* BL_Uniform
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* uniform storage
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*/
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class BL_Uniform
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{
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private:
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int mLoc; // Uniform location
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void *mData; // Memory allocated for variable
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bool mDirty; // Caching variable
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int mType; // Enum UniformTypes
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bool mTranspose; // Transpose matrices
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const int mDataLen; // Length of our data
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public:
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BL_Uniform(int data_size);
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~BL_Uniform();
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enum UniformTypes {
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UNI_NONE = 0,
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UNI_INT,
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UNI_FLOAT,
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UNI_INT2,
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UNI_FLOAT2,
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UNI_INT3,
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UNI_FLOAT3,
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UNI_INT4,
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UNI_FLOAT4,
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UNI_MAT3,
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UNI_MAT4,
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UNI_FLOAT_EYE,
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UNI_MAX
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};
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bool Apply(class BL_Shader *shader);
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void SetData(int location, int type, bool transpose = false);
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int GetLocation() { return mLoc; }
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void *getData() { return mData; }
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_Uniform")
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#endif
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};
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/**
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* BL_DefUniform
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* pre defined uniform storage
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*/
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class BL_DefUniform
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{
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public:
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BL_DefUniform()
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:
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mType(0),
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mLoc(0),
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mFlag(0)
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{
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}
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int mType;
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int mLoc;
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unsigned int mFlag;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_DefUniform")
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#endif
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};
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/**
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* BL_Shader
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* shader access
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*/
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class BL_Shader : public PyObjectPlus
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{
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Py_Header
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private:
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typedef std::vector<BL_Uniform *> BL_UniformVec;
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typedef std::vector<BL_DefUniform *> BL_UniformVecDef;
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unsigned int mShader; // Shader object
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int mPass; // 1.. unused
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bool mOk; // Valid and ok
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bool mUse;
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//BL_Sampler mSampler[MAXTEX]; // Number of samplers
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int mAttr; // Tangent attribute
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const char *vertProg; // Vertex program string
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const char *fragProg; // Fragment program string
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bool mError;
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bool mDirty;
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// Stored uniform variables
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BL_UniformVec mUniforms;
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BL_UniformVecDef mPreDef;
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// Compiles and links the shader
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bool LinkProgram();
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// search by location
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BL_Uniform *FindUniform(const int location);
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// clears uniform data
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void ClearUniforms();
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public:
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BL_Shader();
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virtual ~BL_Shader();
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// Unused for now tangent is set as tex coords
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enum AttribTypes {
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SHD_TANGENT = 1
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};
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enum GenType {
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MODELVIEWMATRIX,
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MODELVIEWMATRIX_TRANSPOSE,
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MODELVIEWMATRIX_INVERSE,
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MODELVIEWMATRIX_INVERSETRANSPOSE,
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MODELMATRIX,
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MODELMATRIX_TRANSPOSE,
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MODELMATRIX_INVERSE,
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MODELMATRIX_INVERSETRANSPOSE,
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VIEWMATRIX,
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VIEWMATRIX_TRANSPOSE,
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VIEWMATRIX_INVERSE,
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VIEWMATRIX_INVERSETRANSPOSE,
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CAM_POS,
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CONSTANT_TIMER
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};
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const char *GetVertPtr();
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const char *GetFragPtr();
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void SetVertPtr(char *vert);
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void SetFragPtr(char *frag);
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int getNumPass() { return mPass; }
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bool GetError() { return mError; }
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//const BL_Sampler *GetSampler(int i);
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void SetSampler(int loc, int unit);
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bool Ok() const;
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unsigned int GetProg();
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void SetProg(bool enable);
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int GetAttribute() { return mAttr; }
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// Apply methods : sets colected uniforms
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void ApplyShader();
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void UnloadShader();
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// Update predefined uniforms each render call
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void Update(const class RAS_MeshSlot &ms, class RAS_IRasterizer *rasty);
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// Set sampler units (copied)
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//void InitializeSampler(int unit, BL_Texture *texture);
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void SetUniformfv(int location, int type, float *param, int size, bool transpose = false);
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void SetUniformiv(int location, int type, int *param, int size, bool transpose = false);
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int GetAttribLocation(const char *name);
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void BindAttribute(const char *attr, int loc);
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int GetUniformLocation(const char *name);
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void SetUniform(int uniform, const MT_Tuple2 &vec);
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void SetUniform(int uniform, const MT_Tuple3 &vec);
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void SetUniform(int uniform, const MT_Tuple4 &vec);
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void SetUniform(int uniform, const MT_Matrix4x4 &vec, bool transpose = false);
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void SetUniform(int uniform, const MT_Matrix3x3 &vec, bool transpose = false);
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void SetUniform(int uniform, const float &val);
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void SetUniform(int uniform, const float *val, int len);
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void SetUniform(int uniform, const int *val, int len);
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void SetUniform(int uniform, const unsigned int &val);
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void SetUniform(int uniform, const int val);
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// Python interface
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#ifdef WITH_PYTHON
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virtual PyObject *py_repr()
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{
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return PyUnicode_FromFormat("BL_Shader\n\tvertex shader:%s\n\n\tfragment shader%s\n\n", vertProg, fragProg);
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}
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// -----------------------------------
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KX_PYMETHOD_DOC(BL_Shader, setSource);
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KX_PYMETHOD_DOC(BL_Shader, delSource);
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KX_PYMETHOD_DOC(BL_Shader, getVertexProg);
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KX_PYMETHOD_DOC(BL_Shader, getFragmentProg);
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KX_PYMETHOD_DOC(BL_Shader, setNumberOfPasses);
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KX_PYMETHOD_DOC(BL_Shader, isValid);
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KX_PYMETHOD_DOC(BL_Shader, validate);
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// -----------------------------------
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KX_PYMETHOD_DOC(BL_Shader, setUniform4f);
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KX_PYMETHOD_DOC(BL_Shader, setUniform3f);
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KX_PYMETHOD_DOC(BL_Shader, setUniform2f);
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KX_PYMETHOD_DOC(BL_Shader, setUniform1f);
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KX_PYMETHOD_DOC(BL_Shader, setUniform4i);
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KX_PYMETHOD_DOC(BL_Shader, setUniform3i);
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KX_PYMETHOD_DOC(BL_Shader, setUniform2i);
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KX_PYMETHOD_DOC(BL_Shader, setUniform1i);
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KX_PYMETHOD_DOC(BL_Shader, setUniformEyef);
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KX_PYMETHOD_DOC(BL_Shader, setUniformfv);
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KX_PYMETHOD_DOC(BL_Shader, setUniformiv);
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KX_PYMETHOD_DOC(BL_Shader, setUniformMatrix4);
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KX_PYMETHOD_DOC(BL_Shader, setUniformMatrix3);
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KX_PYMETHOD_DOC(BL_Shader, setUniformDef);
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KX_PYMETHOD_DOC(BL_Shader, setAttrib);
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KX_PYMETHOD_DOC(BL_Shader, setSampler);
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#endif
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};
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#endif /* __BL_SHADER_H__ */
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