forked from bartvdbraak/blender
1413 lines
29 KiB
C++
1413 lines
29 KiB
C++
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#include "GL/glew.h"
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#include <iostream>
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#include "BL_Shader.h"
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#include "BL_Material.h"
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#include "MT_assert.h"
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#include "MT_Matrix4x4.h"
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#include "MT_Matrix3x3.h"
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#include "KX_PyMath.h"
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#include "MEM_guardedalloc.h"
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#include "RAS_GLExtensionManager.h"
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#include "RAS_MeshObject.h"
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#include "RAS_IRasterizer.h"
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#define spit(x) std::cout << x << std::endl;
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#define SORT_UNIFORMS 1
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#define UNIFORM_MAX_LEN (int)sizeof(float)*16
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#define MAX_LOG_LEN 262144 // bounds
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BL_Uniform::BL_Uniform(int data_size)
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: mLoc(-1),
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mDirty(true),
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mType(UNI_NONE),
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mTranspose(0),
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mDataLen(data_size)
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{
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#ifdef SORT_UNIFORMS
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MT_assert((int)mDataLen <= UNIFORM_MAX_LEN);
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mData = (void*)MEM_mallocN(mDataLen, "shader-uniform-alloc");
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#endif
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}
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BL_Uniform::~BL_Uniform()
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{
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#ifdef SORT_UNIFORMS
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if(mData) {
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MEM_freeN(mData);
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mData=0;
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}
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#endif
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}
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void BL_Uniform::Apply(class BL_Shader *shader)
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{
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#ifdef SORT_UNIFORMS
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MT_assert(mType > UNI_NONE && mType < UNI_MAX && mData);
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if(!mDirty)
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return;
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switch(mType)
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{
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case UNI_FLOAT: {
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float *f = (float*)mData;
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glUniform1fARB(mLoc,(GLfloat)*f);
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}break;
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case UNI_INT: {
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int *f = (int*)mData;
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glUniform1iARB(mLoc, (GLint)*f);
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}break;
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case UNI_FLOAT2: {
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float *f = (float*)mData;
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glUniform2fvARB(mLoc,1, (GLfloat*)f);
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}break;
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case UNI_FLOAT3: {
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float *f = (float*)mData;
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glUniform3fvARB(mLoc,1,(GLfloat*)f);
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}break;
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case UNI_FLOAT4: {
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float *f = (float*)mData;
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glUniform4fvARB(mLoc,1,(GLfloat*)f);
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}break;
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case UNI_INT2: {
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int *f = (int*)mData;
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glUniform2ivARB(mLoc,1,(GLint*)f);
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}break;
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case UNI_INT3: {
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int *f = (int*)mData;
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glUniform3ivARB(mLoc,1,(GLint*)f);
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}break;
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case UNI_INT4: {
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int *f = (int*)mData;
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glUniform4ivARB(mLoc,1,(GLint*)f);
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}break;
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case UNI_MAT4: {
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float *f = (float*)mData;
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glUniformMatrix4fvARB(mLoc, 1, mTranspose?GL_TRUE:GL_FALSE,(GLfloat*)f);
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}break;
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case UNI_MAT3: {
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float *f = (float*)mData;
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glUniformMatrix3fvARB(mLoc, 1, mTranspose?GL_TRUE:GL_FALSE,(GLfloat*)f);
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}break;
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}
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mDirty = false;
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#endif
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}
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void BL_Uniform::SetData(int location, int type,bool transpose)
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{
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#ifdef SORT_UNIFORMS
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mType = type;
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mLoc = location;
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mDirty = true;
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#endif
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}
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bool BL_Shader::Ok()const
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{
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return (mShader !=0 && mOk && mUse);
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}
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BL_Shader::BL_Shader()
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: PyObjectPlus(),
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mShader(0),
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mPass(1),
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mOk(0),
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mUse(0),
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mAttr(0),
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vertProg(""),
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fragProg(""),
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mError(0),
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mDirty(true)
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{
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// if !GLEW_ARB_shader_objects this class will not be used
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//for (int i=0; i<MAXTEX; i++) {
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// mSampler[i] = BL_Sampler();
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//}
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}
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BL_Shader::~BL_Shader()
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{
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//for (int i=0; i<MAXTEX; i++){
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// if(mSampler[i].mOwn) {
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// if(mSampler[i].mTexture)
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// mSampler[i].mTexture->DeleteTex();
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// }
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//}
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ClearUniforms();
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if( mShader ) {
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glDeleteObjectARB(mShader);
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mShader = 0;
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}
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vertProg = 0;
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fragProg = 0;
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mOk = 0;
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glUseProgramObjectARB(0);
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}
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void BL_Shader::ClearUniforms()
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{
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BL_UniformVec::iterator it = mUniforms.begin();
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while(it != mUniforms.end()){
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delete (*it);
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it++;
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}
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mUniforms.clear();
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BL_UniformVecDef::iterator itp = mPreDef.begin();
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while(itp != mPreDef.end()) {
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delete (*itp);
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itp++;
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}
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mPreDef.clear();
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}
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BL_Uniform *BL_Shader::FindUniform(const int location)
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{
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#ifdef SORT_UNIFORMS
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BL_UniformVec::iterator it = mUniforms.begin();
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while(it != mUniforms.end()) {
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if((*it)->GetLocation() == location)
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return (*it);
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it++;
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}
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#endif
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return 0;
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}
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void BL_Shader::SetUniformfv(int location, int type, float *param,int size, bool transpose)
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{
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#ifdef SORT_UNIFORMS
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BL_Uniform *uni= FindUniform(location);
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if(uni) {
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memcpy(uni->getData(), param, size);
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uni->SetData(location, type, transpose);
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}
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else {
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uni = new BL_Uniform(size);
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memcpy(uni->getData(), param, size);
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uni->SetData(location, type, transpose);
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mUniforms.push_back(uni);
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}
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mDirty = true;
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#endif
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}
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void BL_Shader::SetUniformiv(int location, int type, int *param,int size, bool transpose)
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{
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#ifdef SORT_UNIFORMS
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BL_Uniform *uni= FindUniform(location);
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if(uni) {
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memcpy(uni->getData(), param, size);
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uni->SetData(location, type, transpose);
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}
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else {
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uni = new BL_Uniform(size);
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memcpy(uni->getData(), param, size);
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uni->SetData(location, type, transpose);
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mUniforms.push_back(uni);
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}
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mDirty = true;
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#endif
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}
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void BL_Shader::ApplyShader()
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{
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#ifdef SORT_UNIFORMS
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if(!mDirty)
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return;
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for(unsigned int i=0; i<mUniforms.size(); i++)
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mUniforms[i]->Apply(this);
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mDirty = false;
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#endif
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}
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void BL_Shader::UnloadShader()
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{
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//
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}
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bool BL_Shader::LinkProgram()
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{
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int vertlen = 0, fraglen=0, proglen=0;
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int vertstatus=0, fragstatus=0, progstatus=0;
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unsigned int tmpVert=0, tmpFrag=0, tmpProg=0;
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int char_len=0;
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char *logInf =0;
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if(mError)
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goto programError;
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if(!vertProg || !fragProg){
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spit("Invalid GLSL sources");
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return false;
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}
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if( !GLEW_ARB_fragment_shader) {
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spit("Fragment shaders not supported");
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return false;
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}
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if( !GLEW_ARB_vertex_shader) {
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spit("Vertex shaders not supported");
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return false;
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}
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// -- vertex shader ------------------
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tmpVert = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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glShaderSourceARB(tmpVert, 1, (const char**)&vertProg, 0);
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glCompileShaderARB(tmpVert);
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glGetObjectParameterivARB(tmpVert, GL_OBJECT_INFO_LOG_LENGTH_ARB,(GLint*) &vertlen);
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// print info if any
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if( vertlen > 0 && vertlen < MAX_LOG_LEN){
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logInf = (char*)MEM_mallocN(vertlen, "vert-log");
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glGetInfoLogARB(tmpVert, vertlen, (GLsizei*)&char_len, logInf);
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if(char_len >0) {
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spit("---- Vertex Shader Error ----");
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spit(logInf);
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}
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MEM_freeN(logInf);
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logInf=0;
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}
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// check for compile errors
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glGetObjectParameterivARB(tmpVert, GL_OBJECT_COMPILE_STATUS_ARB,(GLint*)&vertstatus);
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if(!vertstatus) {
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spit("---- Vertex shader failed to compile ----");
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goto programError;
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}
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// -- fragment shader ----------------
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tmpFrag = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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glShaderSourceARB(tmpFrag, 1,(const char**)&fragProg, 0);
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glCompileShaderARB(tmpFrag);
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glGetObjectParameterivARB(tmpFrag, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &fraglen);
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if(fraglen >0 && fraglen < MAX_LOG_LEN){
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logInf = (char*)MEM_mallocN(fraglen, "frag-log");
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glGetInfoLogARB(tmpFrag, fraglen,(GLsizei*) &char_len, logInf);
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if(char_len >0) {
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spit("---- Fragment Shader Error ----");
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spit(logInf);
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}
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MEM_freeN(logInf);
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logInf=0;
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}
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glGetObjectParameterivARB(tmpFrag, GL_OBJECT_COMPILE_STATUS_ARB, (GLint*) &fragstatus);
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if(!fragstatus){
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spit("---- Fragment shader failed to compile ----");
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goto programError;
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}
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// -- program ------------------------
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// set compiled vert/frag shader & link
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tmpProg = glCreateProgramObjectARB();
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glAttachObjectARB(tmpProg, tmpVert);
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glAttachObjectARB(tmpProg, tmpFrag);
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glLinkProgramARB(tmpProg);
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glGetObjectParameterivARB(tmpProg, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &proglen);
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glGetObjectParameterivARB(tmpProg, GL_OBJECT_LINK_STATUS_ARB, (GLint*) &progstatus);
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if(proglen > 0 && proglen < MAX_LOG_LEN) {
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logInf = (char*)MEM_mallocN(proglen, "prog-log");
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glGetInfoLogARB(tmpProg, proglen, (GLsizei*)&char_len, logInf);
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if(char_len >0) {
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spit("---- GLSL Program ----");
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spit(logInf);
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}
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MEM_freeN(logInf);
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logInf=0;
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}
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if(!progstatus){
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spit("---- GLSL program failed to link ----");
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goto programError;
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}
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// set
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mShader = tmpProg;
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glDeleteObjectARB(tmpVert);
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glDeleteObjectARB(tmpFrag);
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mOk = 1;
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mError = 0;
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return true;
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programError:
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if(tmpVert) {
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glDeleteObjectARB(tmpVert);
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tmpVert=0;
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}
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if(tmpFrag) {
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glDeleteObjectARB(tmpFrag);
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tmpFrag=0;
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}
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if(tmpProg) {
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glDeleteObjectARB(tmpProg);
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tmpProg=0;
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}
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mOk = 0;
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mUse = 0;
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mError = 1;
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return false;
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}
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const char *BL_Shader::GetVertPtr()
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{
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return vertProg?vertProg:0;
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}
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const char *BL_Shader::GetFragPtr()
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{
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return fragProg?fragProg:0;
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}
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void BL_Shader::SetVertPtr( char *vert )
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{
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vertProg = vert;
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}
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void BL_Shader::SetFragPtr( char *frag )
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{
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fragProg = frag;
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}
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unsigned int BL_Shader::GetProg()
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{
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return mShader;
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}
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//
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//const BL_Sampler* BL_Shader::GetSampler(int i)
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//{
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// MT_assert(i<=MAXTEX);
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// return &mSampler[i];
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//}
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void BL_Shader::SetSampler(int loc, int unit)
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{
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if( GLEW_ARB_fragment_shader &&
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GLEW_ARB_vertex_shader &&
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GLEW_ARB_shader_objects
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)
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{
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glUniform1iARB(loc, unit);
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}
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}
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//
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//void BL_Shader::InitializeSampler(int unit, BL_Texture* texture)
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//{
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// MT_assert(unit<=MAXTEX);
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// mSampler[unit].mTexture = texture;
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// mSampler[unit].mLoc =-1;
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// mSampler[unit].mOwn = 0;
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//}
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void BL_Shader::SetProg(bool enable)
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{
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if( GLEW_ARB_fragment_shader &&
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GLEW_ARB_vertex_shader &&
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GLEW_ARB_shader_objects
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)
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{
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if( mShader != 0 && mOk && enable) {
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glUseProgramObjectARB(mShader);
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}
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else {
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glUseProgramObjectARB(0);
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}
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}
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}
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void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
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{
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if(!Ok() || !mPreDef.size())
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return;
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if( GLEW_ARB_fragment_shader &&
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GLEW_ARB_vertex_shader &&
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GLEW_ARB_shader_objects
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)
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{
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MT_Matrix4x4 model;
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model.setValue(ms.m_OpenGLMatrix);
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const MT_Matrix4x4& view = rasty->GetViewMatrix();
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if(mAttr==SHD_TANGENT)
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ms.m_mesh->SetMeshModified(true);
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BL_UniformVecDef::iterator it;
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for(it = mPreDef.begin(); it!= mPreDef.end(); it++)
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{
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BL_DefUniform *uni = (*it);
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if(uni->mLoc == -1) continue;
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switch (uni->mType)
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{
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case MODELMATRIX:
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{
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SetUniform(uni->mLoc, model);
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break;
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}
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case MODELMATRIX_TRANSPOSE:
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{
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SetUniform(uni->mLoc, model, true);
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break;
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}
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case MODELMATRIX_INVERSE:
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{
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model.invert();
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SetUniform(uni->mLoc, model);
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break;
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}
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case MODELMATRIX_INVERSETRANSPOSE:
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{
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model.invert();
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SetUniform(uni->mLoc, model, true);
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break;
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}
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case MODELVIEWMATRIX:
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{
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SetUniform(uni->mLoc, view*model);
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break;
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}
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case MODELVIEWMATRIX_TRANSPOSE:
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{
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MT_Matrix4x4 mat(view*model);
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SetUniform(uni->mLoc, mat, true);
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break;
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}
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case MODELVIEWMATRIX_INVERSE:
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{
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MT_Matrix4x4 mat(view*model);
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mat.invert();
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SetUniform(uni->mLoc, mat);
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break;
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}
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case MODELVIEWMATRIX_INVERSETRANSPOSE:
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{
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MT_Matrix4x4 mat(view*model);
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mat.invert();
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SetUniform(uni->mLoc, mat, true);
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break;
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}
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case CAM_POS:
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{
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MT_Point3 pos(rasty->GetCameraPosition());
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SetUniform(uni->mLoc, pos);
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break;
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}
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case VIEWMATRIX:
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{
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SetUniform(uni->mLoc, view);
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break;
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}
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case VIEWMATRIX_TRANSPOSE:
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{
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SetUniform(uni->mLoc, view, true);
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break;
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}
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case VIEWMATRIX_INVERSE:
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{
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MT_Matrix4x4 viewinv = view;
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viewinv.invert();
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SetUniform(uni->mLoc, view);
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break;
|
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}
|
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case VIEWMATRIX_INVERSETRANSPOSE:
|
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{
|
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MT_Matrix4x4 viewinv = view;
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viewinv.invert();
|
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SetUniform(uni->mLoc, view, true);
|
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break;
|
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}
|
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case CONSTANT_TIMER:
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{
|
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SetUniform(uni->mLoc, (float)rasty->GetTime());
|
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break;
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}
|
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default:
|
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break;
|
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}
|
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}
|
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}
|
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}
|
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|
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|
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int BL_Shader::GetAttribLocation(const STR_String& name)
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{
|
|
if( GLEW_ARB_fragment_shader &&
|
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GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
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{
|
|
return glGetAttribLocationARB(mShader, name.ReadPtr());
|
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}
|
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|
|
return -1;
|
|
}
|
|
|
|
void BL_Shader::BindAttribute(const STR_String& attr, int loc)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
glBindAttribLocationARB(mShader, loc, attr.ReadPtr());
|
|
}
|
|
}
|
|
|
|
int BL_Shader::GetUniformLocation(const STR_String& name)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
MT_assert(mShader!=0);
|
|
int location = glGetUniformLocationARB(mShader, name.ReadPtr());
|
|
if(location == -1)
|
|
spit("Invalid uniform value: " << name.ReadPtr() << ".");
|
|
return location;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void BL_Shader::SetUniform(int uniform, const MT_Tuple2& vec)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
float value[2];
|
|
vec.getValue(value);
|
|
glUniform2fvARB(uniform, 1, value);
|
|
}
|
|
|
|
}
|
|
|
|
void BL_Shader::SetUniform(int uniform, const MT_Tuple3& vec)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
float value[3];
|
|
vec.getValue(value);
|
|
glUniform3fvARB(uniform, 1, value);
|
|
}
|
|
}
|
|
|
|
void BL_Shader::SetUniform(int uniform, const MT_Tuple4& vec)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
float value[4];
|
|
vec.getValue(value);
|
|
glUniform4fvARB(uniform, 1, value);
|
|
}
|
|
}
|
|
|
|
void BL_Shader::SetUniform(int uniform, const unsigned int& val)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
glUniform1iARB(uniform, val);
|
|
}
|
|
}
|
|
|
|
void BL_Shader::SetUniform(int uniform, const int val)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
glUniform1iARB(uniform, val);
|
|
}
|
|
}
|
|
|
|
void BL_Shader::SetUniform(int uniform, const float& val)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
glUniform1fARB(uniform, val);
|
|
}
|
|
}
|
|
|
|
void BL_Shader::SetUniform(int uniform, const MT_Matrix4x4& vec, bool transpose)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
float value[16];
|
|
// note: getValue gives back column major as needed by OpenGL
|
|
vec.getValue(value);
|
|
glUniformMatrix4fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value);
|
|
}
|
|
}
|
|
|
|
void BL_Shader::SetUniform(int uniform, const MT_Matrix3x3& vec, bool transpose)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
float value[9];
|
|
value[0] = (float)vec[0][0]; value[1] = (float)vec[1][0]; value[2] = (float)vec[2][0];
|
|
value[3] = (float)vec[0][1]; value[4] = (float)vec[1][1]; value[5] = (float)vec[2][1];
|
|
value[6] = (float)vec[0][2]; value[7] = (float)vec[1][2]; value[7] = (float)vec[2][2];
|
|
glUniformMatrix3fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value);
|
|
}
|
|
}
|
|
|
|
void BL_Shader::SetUniform(int uniform, const float* val, int len)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
if(len == 2)
|
|
glUniform2fvARB(uniform, 1,(GLfloat*)val);
|
|
else if (len == 3)
|
|
glUniform3fvARB(uniform, 1,(GLfloat*)val);
|
|
else if (len == 4)
|
|
glUniform4fvARB(uniform, 1,(GLfloat*)val);
|
|
else
|
|
MT_assert(0);
|
|
}
|
|
}
|
|
|
|
void BL_Shader::SetUniform(int uniform, const int* val, int len)
|
|
{
|
|
if( GLEW_ARB_fragment_shader &&
|
|
GLEW_ARB_vertex_shader &&
|
|
GLEW_ARB_shader_objects
|
|
)
|
|
{
|
|
if(len == 2)
|
|
glUniform2ivARB(uniform, 1, (GLint*)val);
|
|
else if (len == 3)
|
|
glUniform3ivARB(uniform, 1, (GLint*)val);
|
|
else if (len == 4)
|
|
glUniform4ivARB(uniform, 1, (GLint*)val);
|
|
else
|
|
MT_assert(0);
|
|
}
|
|
}
|
|
|
|
PyMethodDef BL_Shader::Methods[] =
|
|
{
|
|
// creation
|
|
KX_PYMETHODTABLE( BL_Shader, setSource ),
|
|
KX_PYMETHODTABLE( BL_Shader, delSource ),
|
|
KX_PYMETHODTABLE( BL_Shader, getVertexProg ),
|
|
KX_PYMETHODTABLE( BL_Shader, getFragmentProg ),
|
|
KX_PYMETHODTABLE( BL_Shader, setNumberOfPasses ),
|
|
KX_PYMETHODTABLE( BL_Shader, validate),
|
|
/// access functions
|
|
KX_PYMETHODTABLE( BL_Shader, isValid),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniform1f ),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniform2f ),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniform3f ),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniform4f ),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniform1i ),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniform2i ),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniform3i ),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniform4i ),
|
|
KX_PYMETHODTABLE( BL_Shader, setAttrib ),
|
|
|
|
KX_PYMETHODTABLE( BL_Shader, setUniformfv ),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniformiv ),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniformDef ),
|
|
|
|
KX_PYMETHODTABLE( BL_Shader, setSampler ),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniformMatrix4 ),
|
|
KX_PYMETHODTABLE( BL_Shader, setUniformMatrix3 ),
|
|
|
|
{NULL,NULL} //Sentinel
|
|
};
|
|
|
|
PyAttributeDef BL_Shader::Attributes[] = {
|
|
{ NULL } //Sentinel
|
|
};
|
|
|
|
PyTypeObject BL_Shader::Type = {
|
|
PyVarObject_HEAD_INIT(NULL, 0)
|
|
"BL_Shader",
|
|
sizeof(PyObjectPlus_Proxy),
|
|
0,
|
|
py_base_dealloc,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
py_base_repr,
|
|
0,0,0,0,0,0,0,0,0,
|
|
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
|
|
0,0,0,0,0,0,0,
|
|
Methods,
|
|
0,
|
|
0,
|
|
&PyObjectPlus::Type,
|
|
0,0,0,0,0,0,
|
|
py_base_new
|
|
};
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setSource," setSource(vertexProgram, fragmentProgram)" )
|
|
{
|
|
if(mShader !=0 && mOk )
|
|
{
|
|
// already set...
|
|
Py_RETURN_NONE;
|
|
}
|
|
char *v,*f;
|
|
int apply=0;
|
|
if( PyArg_ParseTuple(args, "ssi:setSource", &v, &f, &apply) )
|
|
{
|
|
vertProg = v;
|
|
fragProg = f;
|
|
if( LinkProgram() ) {
|
|
glUseProgramObjectARB( mShader );
|
|
mUse = apply!=0;
|
|
Py_RETURN_NONE;
|
|
}
|
|
vertProg = 0;
|
|
fragProg = 0;
|
|
mUse = 0;
|
|
Py_RETURN_NONE;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, delSource, "delSource( )" )
|
|
{
|
|
ClearUniforms();
|
|
glUseProgramObjectARB(0);
|
|
|
|
glDeleteObjectARB(mShader);
|
|
mShader = 0;
|
|
mOk = 0;
|
|
mUse = 0;
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, isValid, "isValid()" )
|
|
{
|
|
return PyLong_FromSsize_t( ( mShader !=0 && mOk ) );
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, getVertexProg ,"getVertexProg( )" )
|
|
{
|
|
return PyUnicode_FromString(vertProg?vertProg:"");
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, getFragmentProg ,"getFragmentProg( )" )
|
|
{
|
|
return PyUnicode_FromString(fragProg?fragProg:"");
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()")
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
if(mShader==0) {
|
|
PyErr_SetString(PyExc_TypeError, "shader.validate(): BL_Shader, invalid shader object");
|
|
return NULL;
|
|
}
|
|
int stat = 0;
|
|
glValidateProgramARB(mShader);
|
|
glGetObjectParameterivARB(mShader, GL_OBJECT_VALIDATE_STATUS_ARB,(GLint*) &stat);
|
|
|
|
|
|
if(stat > 0 && stat < MAX_LOG_LEN) {
|
|
int char_len=0;
|
|
char *logInf = (char*)MEM_mallocN(stat, "validate-log");
|
|
|
|
glGetInfoLogARB(mShader, stat,(GLsizei*) &char_len, logInf);
|
|
if(char_len >0) {
|
|
spit("---- GLSL Validation ----");
|
|
spit(logInf);
|
|
}
|
|
MEM_freeN(logInf);
|
|
logInf=0;
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" )
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
const char *uniform="";
|
|
int index=-1;
|
|
if(PyArg_ParseTuple(args, "si:setSampler", &uniform, &index))
|
|
{
|
|
int loc = GetUniformLocation(uniform);
|
|
if(loc != -1) {
|
|
if(index >= MAXTEX && index < 0)
|
|
spit("Invalid texture sample index: " << index);
|
|
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformiv(loc, BL_Uniform::UNI_INT, &index, (sizeof(int)) );
|
|
#else
|
|
SetUniform(loc, index);
|
|
#endif
|
|
//if(index <= MAXTEX)
|
|
// mSampler[index].mLoc = loc;
|
|
//else
|
|
// spit("Invalid texture sample index: " << index);
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setNumberOfPasses, "setNumberOfPasses( max-pass )" )
|
|
{
|
|
int pass = 1;
|
|
if(!PyArg_ParseTuple(args, "i:setNumberOfPasses", &pass))
|
|
return NULL;
|
|
|
|
mPass = 1;
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
/// access functions
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniform1f, "setUniform1f(name, fx)" )
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
const char *uniform="";
|
|
float value=0;
|
|
if(PyArg_ParseTuple(args, "sf:setUniform1f", &uniform, &value ))
|
|
{
|
|
int loc = GetUniformLocation(uniform);
|
|
if(loc != -1)
|
|
{
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformfv(loc, BL_Uniform::UNI_FLOAT, &value, sizeof(float));
|
|
#else
|
|
SetUniform( loc, (float)value );
|
|
#endif
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniform2f , "setUniform2f(name, fx, fy)")
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
const char *uniform="";
|
|
float array[2]={ 0,0 };
|
|
if(PyArg_ParseTuple(args, "sff:setUniform2f", &uniform, &array[0],&array[1] ))
|
|
{
|
|
int loc = GetUniformLocation(uniform);
|
|
if(loc != -1)
|
|
{
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformfv(loc, BL_Uniform::UNI_FLOAT2, array, (sizeof(float)*2) );
|
|
#else
|
|
SetUniform(loc, array, 2);
|
|
#endif
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniform3f, "setUniform3f(name, fx,fy,fz) ")
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
const char *uniform="";
|
|
float array[3]={0,0,0};
|
|
if(PyArg_ParseTuple(args, "sfff:setUniform3f", &uniform, &array[0],&array[1],&array[2]))
|
|
{
|
|
int loc = GetUniformLocation(uniform);
|
|
if(loc != -1)
|
|
{
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformfv(loc, BL_Uniform::UNI_FLOAT3, array, (sizeof(float)*3) );
|
|
#else
|
|
SetUniform(loc, array, 3);
|
|
#endif
|
|
}
|
|
Py_RETURN_NONE;
|
|
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniform4f, "setUniform4f(name, fx,fy,fz, fw) ")
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
const char *uniform="";
|
|
float array[4]={0,0,0,0};
|
|
if(PyArg_ParseTuple(args, "sffff:setUniform4f", &uniform, &array[0],&array[1],&array[2], &array[3]))
|
|
{
|
|
int loc = GetUniformLocation(uniform);
|
|
if(loc != -1)
|
|
{
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformfv(loc, BL_Uniform::UNI_FLOAT4, array, (sizeof(float)*4) );
|
|
#else
|
|
SetUniform(loc, array, 4);
|
|
#endif
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniform1i, "setUniform1i(name, ix)" )
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
const char *uniform="";
|
|
int value=0;
|
|
if(PyArg_ParseTuple(args, "si:setUniform1i", &uniform, &value ))
|
|
{
|
|
int loc = GetUniformLocation(uniform);
|
|
if(loc != -1)
|
|
{
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformiv(loc, BL_Uniform::UNI_INT, &value, sizeof(int));
|
|
#else
|
|
SetUniform(loc, (int)value);
|
|
#endif
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniform2i , "setUniform2i(name, ix, iy)")
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
const char *uniform="";
|
|
int array[2]={ 0,0 };
|
|
if(PyArg_ParseTuple(args, "sii:setUniform2i", &uniform, &array[0],&array[1] ))
|
|
{
|
|
int loc = GetUniformLocation(uniform);
|
|
if(loc != -1)
|
|
{
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformiv(loc, BL_Uniform::UNI_INT2, array, sizeof(int)*2);
|
|
#else
|
|
SetUniform(loc, array, 2);
|
|
#endif
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniform3i, "setUniform3i(name, ix,iy,iz) ")
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
const char *uniform="";
|
|
int array[3]={0,0,0};
|
|
if(PyArg_ParseTuple(args, "siii:setUniform3i", &uniform, &array[0],&array[1],&array[2]))
|
|
{
|
|
int loc = GetUniformLocation(uniform);
|
|
if(loc != -1)
|
|
{
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformiv(loc, BL_Uniform::UNI_INT3, array, sizeof(int)*3);
|
|
#else
|
|
SetUniform(loc, array, 3);
|
|
#endif
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniform4i, "setUniform4i(name, ix,iy,iz, iw) ")
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
const char *uniform="";
|
|
int array[4]={0,0,0, 0};
|
|
if(PyArg_ParseTuple(args, "siiii:setUniform4i", &uniform, &array[0],&array[1],&array[2], &array[3] ))
|
|
{
|
|
int loc = GetUniformLocation(uniform);
|
|
if(loc != -1)
|
|
{
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformiv(loc, BL_Uniform::UNI_INT4, array, sizeof(int)*4);
|
|
#else
|
|
SetUniform(loc, array, 4);
|
|
#endif
|
|
}
|
|
Py_RETURN_NONE;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniformfv , "setUniformfv( float (list2 or list3 or list4) )")
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
const char *uniform = "";
|
|
PyObject *listPtr =0;
|
|
float array_data[4] = {0.f,0.f,0.f,0.f};
|
|
|
|
if(PyArg_ParseTuple(args, "sO:setUniformfv", &uniform, &listPtr))
|
|
{
|
|
int loc = GetUniformLocation(uniform);
|
|
if(loc != -1)
|
|
{
|
|
if(PySequence_Check(listPtr))
|
|
{
|
|
unsigned int list_size = PySequence_Size(listPtr);
|
|
|
|
for(unsigned int i=0; (i<list_size && i<4); i++)
|
|
{
|
|
PyObject *item = PySequence_GetItem(listPtr, i);
|
|
array_data[i] = (float)PyFloat_AsDouble(item);
|
|
Py_DECREF(item);
|
|
}
|
|
|
|
switch(list_size)
|
|
{
|
|
case 2:
|
|
{
|
|
float array2[2] = { array_data[0],array_data[1] };
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformfv(loc, BL_Uniform::UNI_FLOAT2, array2, sizeof(float)*2);
|
|
#else
|
|
SetUniform(loc, array2, 2);
|
|
#endif
|
|
Py_RETURN_NONE;
|
|
} break;
|
|
case 3:
|
|
{
|
|
float array3[3] = { array_data[0],array_data[1],array_data[2] };
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformfv(loc, BL_Uniform::UNI_FLOAT3, array3, sizeof(float)*3);
|
|
#else
|
|
SetUniform(loc, array3, 3);
|
|
#endif
|
|
Py_RETURN_NONE;
|
|
}break;
|
|
case 4:
|
|
{
|
|
float array4[4] = { array_data[0],array_data[1],array_data[2],array_data[3] };
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformfv(loc, BL_Uniform::UNI_FLOAT4, array4, sizeof(float)*4);
|
|
#else
|
|
SetUniform(loc, array4, 4);
|
|
#endif
|
|
Py_RETURN_NONE;
|
|
}break;
|
|
default:
|
|
{
|
|
PyErr_SetString(PyExc_TypeError, "shader.setUniform4i(name, ix,iy,iz, iw): BL_Shader. invalid list size");
|
|
return NULL;
|
|
}break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniformiv, "setUniformiv( uniform_name, (list2 or list3 or list4) )")
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
const char *uniform = "";
|
|
PyObject *listPtr =0;
|
|
int array_data[4] = {0,0,0,0};
|
|
|
|
if(!PyArg_ParseTuple(args, "sO:setUniformiv", &uniform, &listPtr))
|
|
return NULL;
|
|
|
|
int loc = GetUniformLocation(uniform);
|
|
|
|
if(loc == -1) {
|
|
PyErr_SetString(PyExc_TypeError, "shader.setUniformiv(...): BL_Shader, first string argument is not a valid uniform value");
|
|
return NULL;
|
|
}
|
|
|
|
if(!PySequence_Check(listPtr)) {
|
|
PyErr_SetString(PyExc_TypeError, "shader.setUniformiv(...): BL_Shader, second argument is not a sequence");
|
|
return NULL;
|
|
}
|
|
|
|
unsigned int list_size = PySequence_Size(listPtr);
|
|
|
|
for(unsigned int i=0; (i<list_size && i<4); i++)
|
|
{
|
|
PyObject *item = PySequence_GetItem(listPtr, i);
|
|
array_data[i] = PyLong_AsSsize_t(item);
|
|
Py_DECREF(item);
|
|
}
|
|
|
|
if(PyErr_Occurred()) {
|
|
PyErr_SetString(PyExc_TypeError, "shader.setUniformiv(...): BL_Shader, one or more values in the list is not an int");
|
|
return NULL;
|
|
}
|
|
|
|
/* Sanity checks done! */
|
|
|
|
switch(list_size)
|
|
{
|
|
case 2:
|
|
{
|
|
int array2[2] = { array_data[0],array_data[1]};
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformiv(loc, BL_Uniform::UNI_INT2, array2, sizeof(int)*2);
|
|
#else
|
|
SetUniform(loc, array2, 2);
|
|
#endif
|
|
Py_RETURN_NONE;
|
|
} break;
|
|
case 3:
|
|
{
|
|
int array3[3] = { array_data[0],array_data[1],array_data[2] };
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformiv(loc, BL_Uniform::UNI_INT3, array3, sizeof(int)*3);
|
|
|
|
#else
|
|
SetUniform(loc, array3, 3);
|
|
#endif
|
|
Py_RETURN_NONE;
|
|
}break;
|
|
case 4:
|
|
{
|
|
int array4[4] = { array_data[0],array_data[1],array_data[2],array_data[3] };
|
|
#ifdef SORT_UNIFORMS
|
|
SetUniformiv(loc, BL_Uniform::UNI_INT4, array4, sizeof(int)*4);
|
|
|
|
#else
|
|
SetUniform(loc, array4, 4);
|
|
#endif
|
|
Py_RETURN_NONE;
|
|
}break;
|
|
default:
|
|
{
|
|
PyErr_SetString(PyExc_TypeError, "shader.setUniformiv(...): BL_Shader, second argument, invalid list size, expected an int list between 2 and 4");
|
|
return NULL;
|
|
}break;
|
|
}
|
|
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix4,
|
|
"setUniformMatrix4(uniform_name, mat-4x4, transpose(row-major=true, col-major=false)" )
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
float matr[16] = {
|
|
1,0,0,0,
|
|
0,1,0,0,
|
|
0,0,1,0,
|
|
0,0,0,1
|
|
};
|
|
|
|
const char *uniform="";
|
|
PyObject *matrix=0;
|
|
int transp=1; // MT_ is row major so transpose by default....
|
|
|
|
if(!PyArg_ParseTuple(args, "sO|i:setUniformMatrix4",&uniform, &matrix,&transp))
|
|
return NULL;
|
|
|
|
int loc = GetUniformLocation(uniform);
|
|
|
|
if(loc == -1) {
|
|
PyErr_SetString(PyExc_TypeError, "shader.setUniformMatrix4(...): BL_Shader, first string argument is not a valid uniform value");
|
|
return NULL;
|
|
}
|
|
|
|
MT_Matrix4x4 mat;
|
|
|
|
if (!PyMatTo(matrix, mat)) {
|
|
PyErr_SetString(PyExc_TypeError, "shader.setUniformMatrix4(...): BL_Shader, second argument cannot be converted into a 4x4 matrix");
|
|
return NULL;
|
|
}
|
|
|
|
/* Sanity checks done! */
|
|
|
|
#ifdef SORT_UNIFORMS
|
|
mat.getValue(matr);
|
|
SetUniformfv(loc, BL_Uniform::UNI_MAT4, matr, (sizeof(float)*16), (transp!=0) );
|
|
#else
|
|
SetUniform(loc,mat,(transp!=0));
|
|
#endif
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix3,
|
|
"setUniformMatrix3(uniform_name, list[3x3], transpose(row-major=true, col-major=false)" )
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
float matr[9] = {
|
|
1,0,0,
|
|
0,1,0,
|
|
0,0,1,
|
|
};
|
|
|
|
const char *uniform="";
|
|
PyObject *matrix=0;
|
|
int transp=1; // MT_ is row major so transpose by default....
|
|
if(!PyArg_ParseTuple(args, "sO|i:setUniformMatrix3",&uniform, &matrix,&transp))
|
|
return NULL;
|
|
|
|
int loc = GetUniformLocation(uniform);
|
|
|
|
if(loc == -1) {
|
|
PyErr_SetString(PyExc_TypeError, "shader.setUniformMatrix3(...): BL_Shader, first string argument is not a valid uniform value");
|
|
return NULL;
|
|
}
|
|
|
|
|
|
MT_Matrix3x3 mat;
|
|
|
|
if (!PyMatTo(matrix, mat)) {
|
|
PyErr_SetString(PyExc_TypeError, "shader.setUniformMatrix3(...): BL_Shader, second argument cannot be converted into a 3x3 matrix");
|
|
return NULL;
|
|
}
|
|
|
|
|
|
#ifdef SORT_UNIFORMS
|
|
mat.getValue(matr);
|
|
SetUniformfv(loc, BL_Uniform::UNI_MAT3, matr, (sizeof(float)*9), (transp!=0) );
|
|
#else
|
|
SetUniform(loc,mat,(transp!=0));
|
|
#endif
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setAttrib, "setAttrib(enum)" )
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
int attr=0;
|
|
|
|
if(!PyArg_ParseTuple(args, "i:setAttrib", &attr ))
|
|
return NULL;
|
|
|
|
if(mShader==0) {
|
|
PyErr_SetString(PyExc_ValueError, "shader.setAttrib() BL_Shader, invalid shader object");
|
|
return NULL;
|
|
}
|
|
mAttr=SHD_TANGENT; /* What the heck is going on here - attr is just ignored??? - Campbell */
|
|
glUseProgramObjectARB(mShader);
|
|
glBindAttribLocationARB(mShader, mAttr, "Tangent");
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
|
|
KX_PYMETHODDEF_DOC( BL_Shader, setUniformDef, "setUniformDef(name, enum)" )
|
|
{
|
|
if(mError) {
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
const char *uniform="";
|
|
int nloc=0;
|
|
if(PyArg_ParseTuple(args, "si:setUniformDef",&uniform, &nloc))
|
|
{
|
|
int loc = GetUniformLocation(uniform);
|
|
if(loc != -1)
|
|
{
|
|
bool defined = false;
|
|
BL_UniformVecDef::iterator it = mPreDef.begin();
|
|
while(it != mPreDef.end()) {
|
|
if((*it)->mLoc == loc) {
|
|
defined = true;
|
|
break;
|
|
}
|
|
it++;
|
|
}
|
|
if(defined)
|
|
{
|
|
Py_RETURN_NONE;
|
|
}
|
|
|
|
BL_DefUniform *uni = new BL_DefUniform();
|
|
uni->mLoc = loc;
|
|
uni->mType = nloc;
|
|
uni->mFlag = 0;
|
|
mPreDef.push_back(uni);
|
|
Py_RETURN_NONE;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// eof
|