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