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authorBenoit Bolsee <benoit.bolsee@online.be>2011-09-09 15:55:38 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2011-09-09 15:55:38 +0400
commit01744abd8187d1566b336bf38033673aa05b6786 (patch)
tree848742d2ce1be126a4b6381aecf03b6c2e9d93b4 /source/blender/gpu/GPU_material.h
parent2b33c6b0b27c0a4fee5a1a405e012eb4032bba05 (diff)
GPU: add gpu python module with export_shader() function to export GLSL shader.
shader = gpu.export_shader(scene,material) Returns the GLSL shader that blender generates to produce the visual effect of material in scene for the purpose of reusing the shader in an external engine. This function is meant to be used in a material exporter so that the GLSL shader can be exported entirely. The return value is a dictionary containing the shader source code and all associated data. The full documentation is under sphinx. Warning: there has been an API between the patch and this commit: uniform['lamp'] and uniform['image'] now return python reference to ID block instead of ID name as before. The X3D exporter that uses this function must be adapted.
Diffstat (limited to 'source/blender/gpu/GPU_material.h')
-rw-r--r--source/blender/gpu/GPU_material.h74
1 files changed, 71 insertions, 3 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index f563d8cbe92..95a08e6d5b3 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -37,6 +37,8 @@
#ifndef __GPU_MATERIAL__
#define __GPU_MATERIAL__
+#include "DNA_listBase.h"
+
#ifdef __cplusplus
extern "C" {
#endif
@@ -46,6 +48,7 @@ struct ImageUser;
struct Material;
struct Object;
struct Lamp;
+struct Image;
struct bNode;
struct LinkNode;
struct Scene;
@@ -72,7 +75,6 @@ typedef enum GPUType {
GPU_VEC4 = 4,
GPU_MAT3 = 9,
GPU_MAT4 = 16,
- GPU_TEX1D = 1001,
GPU_TEX2D = 1002,
GPU_SHADOW2D = 1003,
GPU_ATTRIB = 3001
@@ -107,10 +109,10 @@ typedef struct GPUNodeStack {
GPUNodeLink *GPU_attribute(int type, const char *name);
GPUNodeLink *GPU_uniform(float *num);
-GPUNodeLink *GPU_dynamic_uniform(float *num);
+GPUNodeLink *GPU_dynamic_uniform(float *num, int dynamictype, void *data);
GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser);
GPUNodeLink *GPU_texture(int size, float *pixels);
-GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex);
+GPUNodeLink *GPU_dynamic_texture(struct GPUTexture *tex, int dynamictype, void *data);
GPUNodeLink *GPU_socket(GPUNodeStack *sock);
GPUNodeLink *GPU_builtin(GPUBuiltin builtin);
@@ -153,6 +155,72 @@ typedef struct GPUShadeResult {
void GPU_shadeinput_set(GPUMaterial *mat, struct Material *ma, GPUShadeInput *shi);
void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr);
+/* Export GLSL shader */
+
+typedef enum GPUDynamicType {
+ GPU_DYNAMIC_NONE = 0,
+ GPU_DYNAMIC_OBJECT_VIEWMAT = 1,
+ GPU_DYNAMIC_OBJECT_MAT = 2,
+ GPU_DYNAMIC_OBJECT_VIEWIMAT = 3,
+ GPU_DYNAMIC_OBJECT_IMAT = 4,
+ GPU_DYNAMIC_OBJECT_COLOR = 5,
+ GPU_DYNAMIC_LAMP_FIRST = 6,
+ GPU_DYNAMIC_LAMP_DYNVEC = 6,
+ GPU_DYNAMIC_LAMP_DYNCO = 7,
+ GPU_DYNAMIC_LAMP_DYNIMAT = 8,
+ GPU_DYNAMIC_LAMP_DYNPERSMAT = 9,
+ GPU_DYNAMIC_LAMP_DYNENERGY = 10,
+ GPU_DYNAMIC_LAMP_DYNCOL = 11,
+ GPU_DYNAMIC_LAMP_LAST = 11,
+ GPU_DYNAMIC_SAMPLER_2DBUFFER = 12,
+ GPU_DYNAMIC_SAMPLER_2DIMAGE = 13,
+ GPU_DYNAMIC_SAMPLER_2DSHADOW = 14,
+} GPUDynamicType;
+
+typedef enum GPUDataType {
+ GPU_DATA_NONE = 0,
+ GPU_DATA_1I = 1, // 1 integer
+ GPU_DATA_1F = 2,
+ GPU_DATA_2F = 3,
+ GPU_DATA_3F = 4,
+ GPU_DATA_4F = 5,
+ GPU_DATA_9F = 6,
+ GPU_DATA_16F = 7,
+ GPU_DATA_4UB = 8,
+} GPUDataType;
+
+/* this structure gives information of each uniform found in the shader */
+typedef struct GPUInputUniform {
+ struct GPUInputUniform *next, *prev;
+ char varname[32]; /* name of uniform in shader */
+ GPUDynamicType type; /* type of uniform, data format and calculation derive from it */
+ GPUDataType datatype; /* type of uniform data */
+ struct Object *lamp; /* when type=GPU_DYNAMIC_LAMP_... or GPU_DYNAMIC_SAMPLER_2DSHADOW */
+ struct Image *image; /* when type=GPU_DYNAMIC_SAMPLER_2DIMAGE */
+ int texnumber; /* when type=GPU_DYNAMIC_SAMPLER, texture number: 0.. */
+ unsigned char *texpixels; /* for internally generated texture, pixel data in RGBA format */
+ int texsize; /* size in pixel of the texture in texpixels buffer: for 2D textures, this is S and T size (square texture) */
+} GPUInputUniform;
+
+typedef struct GPUInputAttribute {
+ struct GPUInputAttribute *next, *prev;
+ char varname[32]; /* name of attribute in shader */
+ int type; /* from CustomData.type, data type derives from it */
+ GPUDataType datatype; /* type of attribute data */
+ const char *name; /* layer name */
+ int number; /* generic attribute number */
+} GPUInputAttribute;
+
+typedef struct GPUShaderExport {
+ ListBase uniforms;
+ ListBase attributes;
+ char *vertex;
+ char *fragment;
+} GPUShaderExport;
+
+GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma);
+void GPU_free_shader_export(GPUShaderExport *shader);
+
/* Lamps */
GPULamp *GPU_lamp_from_blender(struct Scene *scene, struct Object *ob, struct Object *par);