forked from bartvdbraak/blender
== 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:
parent
4f49a3b906
commit
b0db68ccb0
@ -1093,91 +1093,153 @@ static PyObject *Node_GetInputMap(BPy_Node *self) {
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#define REFRACT_D 36
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#define STRAND_D 37
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static PyObject *ShadeInput_getAttribute(BPy_ShadeInput *self, void *type) {
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PyObject *obj = NULL;
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if(self->shi) {
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switch(GET_INT_FROM_POINTER(type)) {
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case SURFACEVIEWVECTOR:
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obj = Py_BuildValue("(fff)", self->shi->view[0], self->shi->view[1], self->shi->view[2]);
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break;
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case VIEWNORMAL:
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obj = Py_BuildValue("(fff)", self->shi->vn[0], self->shi->vn[1], self->shi->vn[2]);
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break;
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case SURFACENORMAL:
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obj = Py_BuildValue("(fff)", self->shi->facenor[0], self->shi->facenor[1], self->shi->facenor[2]);
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break;
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case GLOBALTEXTURE:
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obj = Py_BuildValue("(fff)", self->shi->gl[0], self->shi->gl[1], self->shi->gl[2]);
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break;
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case TEXTURE:
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obj = Py_BuildValue("(fff)", self->shi->lo[0], self->shi->lo[1], self->shi->lo[2]);
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break;
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case PIXEL:
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obj = Py_BuildValue("(ii)", self->shi->xs, self->shi->ys);
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break;
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case COLOR:
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obj = Py_BuildValue("(fff)", self->shi->r, self->shi->g, self->shi->b);
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break;
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case SPECULAR_COLOR:
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obj = Py_BuildValue("(fff)", self->shi->specr, self->shi->specg, self->shi->specb);
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break;
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case MIRROR_COLOR:
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obj = Py_BuildValue("(fff)", self->shi->mirr, self->shi->mirg, self->shi->mirb);
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break;
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case AMBIENT_COLOR:
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obj = Py_BuildValue("(fff)", self->shi->ambr, self->shi->ambg, self->shi->ambb);
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break;
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case AMBIENT:
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obj = PyFloat_FromDouble((double)(self->shi->amb));
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break;
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case EMIT:
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obj = PyFloat_FromDouble((double)(self->shi->emit));
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break;
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case DISPLACE:
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obj = Py_BuildValue("(fff)", self->shi->displace[0], self->shi->displace[1], self->shi->displace[2]);
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break;
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case STRAND:
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obj = PyFloat_FromDouble((double)(self->shi->strandco));
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break;
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case STRESS:
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obj = PyFloat_FromDouble((double)(self->shi->stress));
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break;
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case TANGENT:
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obj = Py_BuildValue("(fff)", self->shi->tang[0], self->shi->tang[1], self->shi->tang[2]);
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break;
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case SURFACE_D:
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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]);
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break;
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case TEXTURE_D:
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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]);
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break;
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case GLOBALTEXTURE_D:
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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]);
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break;
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case REFLECTION_D:
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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]);
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break;
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case NORMAL_D:
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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]);
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break;
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case STICKY_D:
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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]);
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break;
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case REFRACT_D:
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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]);
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break;
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case STRAND_D:
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obj = Py_BuildValue("(ff)", self->shi->dxstrand, self->shi->dystrand);
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break;
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default:
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break;
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}
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}
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/* MACRO time: defining shi getters */
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if(!obj) {
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Py_RETURN_NONE;
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}
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return obj;
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/* a couple checks that we can redefine to nothing for a tiny performance
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* gain */
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#define SHI_CHECK_SHI\
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if (!self->shi)\
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return EXPP_ReturnPyObjError(PyExc_RuntimeError,\
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"no shade input data!");
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#define SHI_CHECK_OB\
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if (!ob)\
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return EXPP_ReturnPyObjError(PyExc_RuntimeError,\
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"couldn't create vector object!");
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/* for shi getters: */
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#define SHI_GETATTR_f(name, var)\
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static PyObject *ShadeInput_get##name(BPy_ShadeInput *self, void *unused)\
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{\
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PyObject *ob = NULL;\
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\
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SHI_CHECK_SHI\
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\
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ob = PyFloat_FromDouble((double)(self->shi->var));\
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\
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SHI_CHECK_OB\
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\
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return ob;\
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}
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#define SHI_GETATTR_fvec(name, var, len)\
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static PyObject *ShadeInput_get##name(BPy_ShadeInput *self, void *unused)\
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{\
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PyObject *ob = NULL;\
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\
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SHI_CHECK_SHI\
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\
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ob = newVectorObject(self->shi->var, len, Py_NEW);\
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\
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SHI_CHECK_OB\
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\
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return ob;\
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}
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#define SHI_GETATTR_2fvec(name, v1, v2, len)\
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static PyObject *ShadeInput_get##name(BPy_ShadeInput *self, void *unused)\
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{\
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PyObject *ob = NULL;\
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PyObject *tuple = NULL;\
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\
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SHI_CHECK_SHI\
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\
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tuple = PyTuple_New(2);\
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\
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ob = newVectorObject(self->shi->v1, len, Py_NEW);\
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PyTuple_SET_ITEM(tuple, 0, ob);\
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\
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ob = newVectorObject(self->shi->v2, len, Py_NEW);\
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PyTuple_SET_ITEM(tuple, 1, ob);\
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\
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return tuple;\
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}
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#define SHI_GETATTR_3f(name, v1, v2, v3)\
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static PyObject *ShadeInput_get##name(BPy_ShadeInput *self, void *unused)\
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{\
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PyObject *ob = NULL;\
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float vec[3];\
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\
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SHI_CHECK_SHI\
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\
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vec[0] = self->shi->v1;\
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vec[1] = self->shi->v2;\
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vec[2] = self->shi->v3;\
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\
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ob = newVectorObject(vec, 3, Py_NEW);\
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\
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SHI_CHECK_OB\
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\
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return ob;\
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}
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/* float */
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SHI_GETATTR_f(Ambient, amb);
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SHI_GETATTR_f(Emit, emit);
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SHI_GETATTR_f(Strand, strandco);
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SHI_GETATTR_f(Stress, stress);
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/* 3 float vars */
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SHI_GETATTR_3f(Color, r, g, b)
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SHI_GETATTR_3f(ColorSpecular, specr, specg, specb)
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SHI_GETATTR_3f(ColorMirror, mirr, mirg, mirb)
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SHI_GETATTR_3f(ColorAmbient, ambr, ambg, ambb)
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/* float vector */
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SHI_GETATTR_fvec(SurfaceViewVector, view, 3)
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SHI_GETATTR_fvec(SurfaceNormal, facenor, 3)
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SHI_GETATTR_fvec(ViewNormal, vn, 3)
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SHI_GETATTR_fvec(TextureGlobal, gl, 3)
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SHI_GETATTR_fvec(Texture, lo, 3)
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SHI_GETATTR_fvec(Displace, displace, 3)
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SHI_GETATTR_fvec(Tangent, tang, 3)
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/* two float vectors */
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SHI_GETATTR_2fvec(SurfaceD, dxco, dyco, 3)
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SHI_GETATTR_2fvec(TextureD, dxlo, dylo, 3)
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SHI_GETATTR_2fvec(TextureGlobalD, dxgl, dygl, 3)
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SHI_GETATTR_2fvec(ReflectionD, dxref, dyref, 3)
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SHI_GETATTR_2fvec(NormalD, dxno, dyno, 3)
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SHI_GETATTR_2fvec(StickyD, dxsticky, dysticky, 3)
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SHI_GETATTR_2fvec(RefractD, dxrefract, dyrefract, 3)
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/* single cases (for now), not macros: */
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static PyObject *ShadeInput_getPixel(BPy_ShadeInput *self, void *unused)
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{
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PyObject *ob = NULL;
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SHI_CHECK_SHI
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ob = Py_BuildValue("(ii)", self->shi->xs, self->shi->ys);
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SHI_CHECK_OB
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return ob;
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}
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static PyObject *ShadeInput_getStrandD(BPy_ShadeInput *self, void *unused)
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{
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PyObject *ob = NULL;
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float vec[2];
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SHI_CHECK_SHI
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vec[0] = self->shi->dxstrand;
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vec[1] = self->shi->dystrand;
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ob = newVectorObject(vec, 2, Py_NEW);
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SHI_CHECK_OB
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return ob;
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}
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static BPy_SockMap *Node_CreateOutputMap(bNode *node, bNodeStack **stack) {
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@ -1239,101 +1301,77 @@ static PyGetSetDef BPy_Node_getseters[] = {
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static PyGetSetDef BPy_ShadeInput_getseters[] = {
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{"texture",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the current texture coordinate (tuple)",
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(void*)TEXTURE},
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(getter)ShadeInput_getTexture, (setter)NULL,
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"Get the current texture coordinate (3-vector)", NULL},
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{"textureGlobal",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the current global texture coordinate (tuple)",
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(void*)GLOBALTEXTURE},
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(getter)ShadeInput_getTextureGlobal, (setter)NULL,
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"Get the current global texture coordinate (3-vector)", NULL},
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{"surfaceNormal",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the current surface normal (tuple)",
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(void*)SURFACENORMAL},
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(getter)ShadeInput_getSurfaceNormal, (setter)NULL,
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"Get the current surface normal (3-vector)", NULL},
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{"viewNormal",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the current view normal (tuple)",
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(void*)VIEWNORMAL},
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(getter)ShadeInput_getViewNormal, (setter)NULL,
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"Get the current view normal (3-vector)", NULL},
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{"surfaceViewVector",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the vector pointing to the viewpoint from the point being shaded (tuple)",
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(void*)SURFACEVIEWVECTOR},
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(getter)ShadeInput_getSurfaceViewVector, (setter)NULL,
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"Get the vector pointing to the viewpoint from the point being shaded (3-vector)", NULL},
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{"pixel",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the x,y-coordinate for the pixel rendered (tuple)",
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(void*)PIXEL},
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(getter)ShadeInput_getPixel, (setter)NULL,
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"Get the x,y-coordinate for the pixel rendered (3-vector)", NULL},
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{"color",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the color for the point being shaded (tuple)",
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(void*)COLOR},
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(getter)ShadeInput_getColor, (setter)NULL,
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"Get the color for the point being shaded (3-vector)", NULL},
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{"specularColor",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the specular color for the point being shaded (tuple)",
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(void*)SPECULAR_COLOR},
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(getter)ShadeInput_getColorSpecular, (setter)NULL,
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"Get the specular color for the point being shaded (3-vector)", NULL},
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{"mirrorColor",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the mirror color for the point being shaded (tuple)",
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(void*)MIRROR_COLOR},
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(getter)ShadeInput_getColorMirror, (setter)NULL,
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"Get the mirror color for the point being shaded (3-vector)", NULL},
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{"ambientColor",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the ambient color for the point being shaded (tuple)",
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(void*)AMBIENT_COLOR},
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(getter)ShadeInput_getColorAmbient, (setter)NULL,
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"Get the ambient color for the point being shaded (3-vector)", NULL},
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{"ambient",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the ambient factor for the point being shaded (float)",
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(void*)AMBIENT},
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(getter)ShadeInput_getAmbient, (setter)NULL,
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"Get the ambient factor for the point being shaded (float)", NULL},
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{"emit",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the emit factor for the point being shaded (float)",
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(void*)EMIT},
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(getter)ShadeInput_getEmit, (setter)NULL,
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"Get the emit factor for the point being shaded (float)", NULL},
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{"displace",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the displace vector for the point being shaded (tuple)",
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(void*)DISPLACE},
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(getter)ShadeInput_getDisplace, (setter)NULL,
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"Get the displace vector for the point being shaded (3-vector)", NULL},
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{"strand",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the strand factor(float)",
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(void*)STRAND},
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(getter)ShadeInput_getStrand, (setter)NULL,
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"Get the strand factor(float)", NULL},
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{"stress",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the stress factor(float)",
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(void*)STRESS},
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(getter)ShadeInput_getStress, (setter)NULL,
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"Get the stress factor(float)", NULL},
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{"tangent",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the tangent vector (tuple)",
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(void*)TANGENT},
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(getter)ShadeInput_getTangent, (setter)NULL,
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"Get the tangent vector (3-vector)", NULL},
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{"surfaceD",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the surface d (tuple of tuples)",
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(void*)SURFACE_D},
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(getter)ShadeInput_getSurfaceD, (setter)NULL,
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"Get the surface d (tuple with pair of 3-vectors)", NULL},
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{"textureD",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the texture d (tuple of tuples)",
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(void*)TEXTURE_D},
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(getter)ShadeInput_getTextureD, (setter)NULL,
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"Get the texture d (tuple with pair of 3-vectors)", NULL},
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{"textureGlobalD",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the global texture d (tuple of tuples)",
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(void*)GLOBALTEXTURE_D},
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(getter)ShadeInput_getTextureGlobalD, (setter)NULL,
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"Get the global texture d (tuple with pair of 3-vectors)", NULL},
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{"reflectionD",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the reflection d (tuple of tuples)",
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(void*)REFLECTION_D},
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(getter)ShadeInput_getReflectionD, (setter)NULL,
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"Get the reflection d (tuple with pair of 3-vectors)", NULL},
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{"normalD",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the normal d (tuple of tuples)",
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(void*)NORMAL_D},
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(getter)ShadeInput_getNormalD, (setter)NULL,
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"Get the normal d (tuple with pair of 3-vectors)", NULL},
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{"stickyD",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the sticky d (tuple of tuples)",
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(void*)STICKY_D},
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(getter)ShadeInput_getStickyD, (setter)NULL,
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"Get the sticky d (tuple with pair of 3-vectors)", NULL},
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{"refractD",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the refract d (tuple of tuples)",
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(void*)REFRACT_D},
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(getter)ShadeInput_getRefractD, (setter)NULL,
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"Get the refract d (tuple with pair of 3-vectors)", NULL},
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{"strandD",
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(getter)ShadeInput_getAttribute, (setter)NULL,
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"Get the strand d (tuple)",
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(void*)STRAND_D},
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(getter)ShadeInput_getStrandD, (setter)NULL,
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"Get the strand d (2-vector)", NULL},
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{NULL,NULL,NULL,NULL,NULL} /* Sentinel */
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};
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