== PyNodes ==

Finishing a few needed things before the release: changed ShadeInput vars access from a single getAttribute function to individual methods, one for each var, for faster access (needed, since these are accessed over and over during rendering).

Very repetitive code, so I used a few macros to write it. Compiles w/o warnings here (linux, gcc 4.3.0), please report any problems.

This is just an internal change, the Python API is still the same.
This commit is contained in:
Willian Padovani Germano 2008-04-23 20:06:25 +00:00
parent 4f49a3b906
commit b0db68ccb0

@ -1093,91 +1093,153 @@ static PyObject *Node_GetInputMap(BPy_Node *self) {
#define REFRACT_D 36
#define STRAND_D 37
static PyObject *ShadeInput_getAttribute(BPy_ShadeInput *self, void *type) {
PyObject *obj = NULL;
if(self->shi) {
switch(GET_INT_FROM_POINTER(type)) {
case SURFACEVIEWVECTOR:
obj = Py_BuildValue("(fff)", self->shi->view[0], self->shi->view[1], self->shi->view[2]);
break;
case VIEWNORMAL:
obj = Py_BuildValue("(fff)", self->shi->vn[0], self->shi->vn[1], self->shi->vn[2]);
break;
case SURFACENORMAL:
obj = Py_BuildValue("(fff)", self->shi->facenor[0], self->shi->facenor[1], self->shi->facenor[2]);
break;
case GLOBALTEXTURE:
obj = Py_BuildValue("(fff)", self->shi->gl[0], self->shi->gl[1], self->shi->gl[2]);
break;
case TEXTURE:
obj = Py_BuildValue("(fff)", self->shi->lo[0], self->shi->lo[1], self->shi->lo[2]);
break;
case PIXEL:
obj = Py_BuildValue("(ii)", self->shi->xs, self->shi->ys);
break;
case COLOR:
obj = Py_BuildValue("(fff)", self->shi->r, self->shi->g, self->shi->b);
break;
case SPECULAR_COLOR:
obj = Py_BuildValue("(fff)", self->shi->specr, self->shi->specg, self->shi->specb);
break;
case MIRROR_COLOR:
obj = Py_BuildValue("(fff)", self->shi->mirr, self->shi->mirg, self->shi->mirb);
break;
case AMBIENT_COLOR:
obj = Py_BuildValue("(fff)", self->shi->ambr, self->shi->ambg, self->shi->ambb);
break;
case AMBIENT:
obj = PyFloat_FromDouble((double)(self->shi->amb));
break;
case EMIT:
obj = PyFloat_FromDouble((double)(self->shi->emit));
break;
case DISPLACE:
obj = Py_BuildValue("(fff)", self->shi->displace[0], self->shi->displace[1], self->shi->displace[2]);
break;
case STRAND:
obj = PyFloat_FromDouble((double)(self->shi->strandco));
break;
case STRESS:
obj = PyFloat_FromDouble((double)(self->shi->stress));
break;
case TANGENT:
obj = Py_BuildValue("(fff)", self->shi->tang[0], self->shi->tang[1], self->shi->tang[2]);
break;
case SURFACE_D:
obj = Py_BuildValue("(fff)(fff)", self->shi->dxco[0], self->shi->dxco[1], self->shi->dxco[2], self->shi->dyco[0], self->shi->dyco[1], self->shi->dyco[2]);
break;
case TEXTURE_D:
obj = Py_BuildValue("(fff)(fff)", self->shi->dxlo[0], self->shi->dxlo[1], self->shi->dxlo[2], self->shi->dylo[0], self->shi->dylo[1], self->shi->dylo[2]);
break;
case GLOBALTEXTURE_D:
obj = Py_BuildValue("(fff)(fff)", self->shi->dxgl[0], self->shi->dxgl[1], self->shi->dxgl[2], self->shi->dygl[0], self->shi->dygl[1], self->shi->dygl[2]);
break;
case REFLECTION_D:
obj = Py_BuildValue("(fff)(fff)", self->shi->dxref[0], self->shi->dxref[1], self->shi->dxref[2], self->shi->dyref[0], self->shi->dyref[1], self->shi->dyref[2]);
break;
case NORMAL_D:
obj = Py_BuildValue("(fff)(fff)", self->shi->dxno[0], self->shi->dxno[1], self->shi->dxno[2], self->shi->dyno[0], self->shi->dyno[1], self->shi->dyno[2]);
break;
case STICKY_D:
obj = Py_BuildValue("(fff)(fff)", self->shi->dxsticky[0], self->shi->dxsticky[1], self->shi->dxsticky[2], self->shi->dysticky[0], self->shi->dysticky[1], self->shi->dysticky[2]);
break;
case REFRACT_D:
obj = Py_BuildValue("(fff)(fff)", self->shi->dxrefract[0], self->shi->dxrefract[1], self->shi->dxrefract[2], self->shi->dyrefract[0], self->shi->dyrefract[1], self->shi->dyrefract[2]);
break;
case STRAND_D:
obj = Py_BuildValue("(ff)", self->shi->dxstrand, self->shi->dystrand);
break;
default:
break;
}
}
/* MACRO time: defining shi getters */
if(!obj) {
Py_RETURN_NONE;
}
return obj;
/* a couple checks that we can redefine to nothing for a tiny performance
* gain */
#define SHI_CHECK_SHI\
if (!self->shi)\
return EXPP_ReturnPyObjError(PyExc_RuntimeError,\
"no shade input data!");
#define SHI_CHECK_OB\
if (!ob)\
return EXPP_ReturnPyObjError(PyExc_RuntimeError,\
"couldn't create vector object!");
/* for shi getters: */
#define SHI_GETATTR_f(name, var)\
static PyObject *ShadeInput_get##name(BPy_ShadeInput *self, void *unused)\
{\
PyObject *ob = NULL;\
\
SHI_CHECK_SHI\
\
ob = PyFloat_FromDouble((double)(self->shi->var));\
\
SHI_CHECK_OB\
\
return ob;\
}
#define SHI_GETATTR_fvec(name, var, len)\
static PyObject *ShadeInput_get##name(BPy_ShadeInput *self, void *unused)\
{\
PyObject *ob = NULL;\
\
SHI_CHECK_SHI\
\
ob = newVectorObject(self->shi->var, len, Py_NEW);\
\
SHI_CHECK_OB\
\
return ob;\
}
#define SHI_GETATTR_2fvec(name, v1, v2, len)\
static PyObject *ShadeInput_get##name(BPy_ShadeInput *self, void *unused)\
{\
PyObject *ob = NULL;\
PyObject *tuple = NULL;\
\
SHI_CHECK_SHI\
\
tuple = PyTuple_New(2);\
\
ob = newVectorObject(self->shi->v1, len, Py_NEW);\
PyTuple_SET_ITEM(tuple, 0, ob);\
\
ob = newVectorObject(self->shi->v2, len, Py_NEW);\
PyTuple_SET_ITEM(tuple, 1, ob);\
\
return tuple;\
}
#define SHI_GETATTR_3f(name, v1, v2, v3)\
static PyObject *ShadeInput_get##name(BPy_ShadeInput *self, void *unused)\
{\
PyObject *ob = NULL;\
float vec[3];\
\
SHI_CHECK_SHI\
\
vec[0] = self->shi->v1;\
vec[1] = self->shi->v2;\
vec[2] = self->shi->v3;\
\
ob = newVectorObject(vec, 3, Py_NEW);\
\
SHI_CHECK_OB\
\
return ob;\
}
/* float */
SHI_GETATTR_f(Ambient, amb);
SHI_GETATTR_f(Emit, emit);
SHI_GETATTR_f(Strand, strandco);
SHI_GETATTR_f(Stress, stress);
/* 3 float vars */
SHI_GETATTR_3f(Color, r, g, b)
SHI_GETATTR_3f(ColorSpecular, specr, specg, specb)
SHI_GETATTR_3f(ColorMirror, mirr, mirg, mirb)
SHI_GETATTR_3f(ColorAmbient, ambr, ambg, ambb)
/* float vector */
SHI_GETATTR_fvec(SurfaceViewVector, view, 3)
SHI_GETATTR_fvec(SurfaceNormal, facenor, 3)
SHI_GETATTR_fvec(ViewNormal, vn, 3)
SHI_GETATTR_fvec(TextureGlobal, gl, 3)
SHI_GETATTR_fvec(Texture, lo, 3)
SHI_GETATTR_fvec(Displace, displace, 3)
SHI_GETATTR_fvec(Tangent, tang, 3)
/* two float vectors */
SHI_GETATTR_2fvec(SurfaceD, dxco, dyco, 3)
SHI_GETATTR_2fvec(TextureD, dxlo, dylo, 3)
SHI_GETATTR_2fvec(TextureGlobalD, dxgl, dygl, 3)
SHI_GETATTR_2fvec(ReflectionD, dxref, dyref, 3)
SHI_GETATTR_2fvec(NormalD, dxno, dyno, 3)
SHI_GETATTR_2fvec(StickyD, dxsticky, dysticky, 3)
SHI_GETATTR_2fvec(RefractD, dxrefract, dyrefract, 3)
/* single cases (for now), not macros: */
static PyObject *ShadeInput_getPixel(BPy_ShadeInput *self, void *unused)
{
PyObject *ob = NULL;
SHI_CHECK_SHI
ob = Py_BuildValue("(ii)", self->shi->xs, self->shi->ys);
SHI_CHECK_OB
return ob;
}
static PyObject *ShadeInput_getStrandD(BPy_ShadeInput *self, void *unused)
{
PyObject *ob = NULL;
float vec[2];
SHI_CHECK_SHI
vec[0] = self->shi->dxstrand;
vec[1] = self->shi->dystrand;
ob = newVectorObject(vec, 2, Py_NEW);
SHI_CHECK_OB
return ob;
}
static BPy_SockMap *Node_CreateOutputMap(bNode *node, bNodeStack **stack) {
@ -1239,101 +1301,77 @@ static PyGetSetDef BPy_Node_getseters[] = {
static PyGetSetDef BPy_ShadeInput_getseters[] = {
{"texture",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the current texture coordinate (tuple)",
(void*)TEXTURE},
(getter)ShadeInput_getTexture, (setter)NULL,
"Get the current texture coordinate (3-vector)", NULL},
{"textureGlobal",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the current global texture coordinate (tuple)",
(void*)GLOBALTEXTURE},
(getter)ShadeInput_getTextureGlobal, (setter)NULL,
"Get the current global texture coordinate (3-vector)", NULL},
{"surfaceNormal",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the current surface normal (tuple)",
(void*)SURFACENORMAL},
(getter)ShadeInput_getSurfaceNormal, (setter)NULL,
"Get the current surface normal (3-vector)", NULL},
{"viewNormal",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the current view normal (tuple)",
(void*)VIEWNORMAL},
(getter)ShadeInput_getViewNormal, (setter)NULL,
"Get the current view normal (3-vector)", NULL},
{"surfaceViewVector",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the vector pointing to the viewpoint from the point being shaded (tuple)",
(void*)SURFACEVIEWVECTOR},
(getter)ShadeInput_getSurfaceViewVector, (setter)NULL,
"Get the vector pointing to the viewpoint from the point being shaded (3-vector)", NULL},
{"pixel",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the x,y-coordinate for the pixel rendered (tuple)",
(void*)PIXEL},
(getter)ShadeInput_getPixel, (setter)NULL,
"Get the x,y-coordinate for the pixel rendered (3-vector)", NULL},
{"color",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the color for the point being shaded (tuple)",
(void*)COLOR},
(getter)ShadeInput_getColor, (setter)NULL,
"Get the color for the point being shaded (3-vector)", NULL},
{"specularColor",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the specular color for the point being shaded (tuple)",
(void*)SPECULAR_COLOR},
(getter)ShadeInput_getColorSpecular, (setter)NULL,
"Get the specular color for the point being shaded (3-vector)", NULL},
{"mirrorColor",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the mirror color for the point being shaded (tuple)",
(void*)MIRROR_COLOR},
(getter)ShadeInput_getColorMirror, (setter)NULL,
"Get the mirror color for the point being shaded (3-vector)", NULL},
{"ambientColor",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the ambient color for the point being shaded (tuple)",
(void*)AMBIENT_COLOR},
(getter)ShadeInput_getColorAmbient, (setter)NULL,
"Get the ambient color for the point being shaded (3-vector)", NULL},
{"ambient",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the ambient factor for the point being shaded (float)",
(void*)AMBIENT},
(getter)ShadeInput_getAmbient, (setter)NULL,
"Get the ambient factor for the point being shaded (float)", NULL},
{"emit",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the emit factor for the point being shaded (float)",
(void*)EMIT},
(getter)ShadeInput_getEmit, (setter)NULL,
"Get the emit factor for the point being shaded (float)", NULL},
{"displace",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the displace vector for the point being shaded (tuple)",
(void*)DISPLACE},
(getter)ShadeInput_getDisplace, (setter)NULL,
"Get the displace vector for the point being shaded (3-vector)", NULL},
{"strand",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the strand factor(float)",
(void*)STRAND},
(getter)ShadeInput_getStrand, (setter)NULL,
"Get the strand factor(float)", NULL},
{"stress",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the stress factor(float)",
(void*)STRESS},
(getter)ShadeInput_getStress, (setter)NULL,
"Get the stress factor(float)", NULL},
{"tangent",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the tangent vector (tuple)",
(void*)TANGENT},
(getter)ShadeInput_getTangent, (setter)NULL,
"Get the tangent vector (3-vector)", NULL},
{"surfaceD",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the surface d (tuple of tuples)",
(void*)SURFACE_D},
(getter)ShadeInput_getSurfaceD, (setter)NULL,
"Get the surface d (tuple with pair of 3-vectors)", NULL},
{"textureD",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the texture d (tuple of tuples)",
(void*)TEXTURE_D},
(getter)ShadeInput_getTextureD, (setter)NULL,
"Get the texture d (tuple with pair of 3-vectors)", NULL},
{"textureGlobalD",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the global texture d (tuple of tuples)",
(void*)GLOBALTEXTURE_D},
(getter)ShadeInput_getTextureGlobalD, (setter)NULL,
"Get the global texture d (tuple with pair of 3-vectors)", NULL},
{"reflectionD",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the reflection d (tuple of tuples)",
(void*)REFLECTION_D},
(getter)ShadeInput_getReflectionD, (setter)NULL,
"Get the reflection d (tuple with pair of 3-vectors)", NULL},
{"normalD",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the normal d (tuple of tuples)",
(void*)NORMAL_D},
(getter)ShadeInput_getNormalD, (setter)NULL,
"Get the normal d (tuple with pair of 3-vectors)", NULL},
{"stickyD",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the sticky d (tuple of tuples)",
(void*)STICKY_D},
(getter)ShadeInput_getStickyD, (setter)NULL,
"Get the sticky d (tuple with pair of 3-vectors)", NULL},
{"refractD",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the refract d (tuple of tuples)",
(void*)REFRACT_D},
(getter)ShadeInput_getRefractD, (setter)NULL,
"Get the refract d (tuple with pair of 3-vectors)", NULL},
{"strandD",
(getter)ShadeInput_getAttribute, (setter)NULL,
"Get the strand d (tuple)",
(void*)STRAND_D},
(getter)ShadeInput_getStrandD, (setter)NULL,
"Get the strand d (2-vector)", NULL},
{NULL,NULL,NULL,NULL,NULL} /* Sentinel */
};