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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/intern/gpu_codegen.c
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/intern/gpu_codegen.c')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c139
1 files changed, 25 insertions, 114 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 360f3dbf63f..f02aee8d8af 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -64,101 +64,9 @@ extern char datatoc_gpu_shader_vertex_glsl[];
/* structs and defines */
-typedef enum GPUDataSource {
- GPU_SOURCE_VEC_UNIFORM,
- GPU_SOURCE_BUILTIN,
- GPU_SOURCE_TEX_PIXEL,
- GPU_SOURCE_TEX,
- GPU_SOURCE_ATTRIB
-} GPUDataSource;
-
static const char* GPU_DATATYPE_STR[17] = {"", "float", "vec2", "vec3", "vec4",
NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4"};
-struct GPUNode {
- struct GPUNode *next, *prev;
-
- const char *name;
- int tag;
-
- ListBase inputs;
- ListBase outputs;
-};
-
-struct GPUNodeLink {
- GPUNodeStack *socket;
-
- int attribtype;
- const char *attribname;
-
- int image;
-
- int texture;
- int texturesize;
-
- void *ptr1, *ptr2;
-
- int dynamic;
-
- int type;
- int users;
-
- GPUTexture *dynamictex;
-
- GPUBuiltin builtin;
-
- struct GPUOutput *output;
-};
-
-typedef struct GPUOutput {
- struct GPUOutput *next, *prev;
-
- GPUNode *node;
- int type; /* data type = length of vector/matrix */
- GPUNodeLink *link; /* output link */
- int id; /* unique id as created by code generator */
-} GPUOutput;
-
-typedef struct GPUInput {
- struct GPUInput *next, *prev;
-
- GPUNode *node;
-
- int type; /* datatype */
- int source; /* data source */
-
- int id; /* unique id as created by code generator */
- int texid; /* number for multitexture */
- int attribid; /* id for vertex attributes */
- int bindtex; /* input is responsible for binding the texture? */
- int definetex; /* input is responsible for defining the pixel? */
- int textarget; /* GL_TEXTURE_* */
- int textype; /* datatype */
-
- struct Image *ima; /* image */
- struct ImageUser *iuser;/* image user */
- float *dynamicvec; /* vector data in case it is dynamic */
- GPUTexture *tex; /* input texture, only set at runtime */
- int shaderloc; /* id from opengl */
- char shadername[32]; /* name in shader */
-
- float vec[16]; /* vector data */
- GPUNodeLink *link;
- int dynamictex; /* dynamic? */
- int attribtype; /* attribute type */
- char attribname[32]; /* attribute name */
- int attribfirst; /* this is the first one that is bound */
- GPUBuiltin builtin; /* builtin uniform */
-} GPUInput;
-
-struct GPUPass {
- struct GPUPass *next, *prev;
-
- ListBase inputs;
- struct GPUOutput *output;
- struct GPUShader *shader;
-};
-
/* GLSL code parsing for finding function definitions.
* These are stored in a hash for lookup when creating a material. */
@@ -245,8 +153,6 @@ static void gpu_parse_functions_string(GHash *hash, char *code)
if(!type && gpu_str_prefix(code, "sampler2DShadow"))
type= GPU_SHADOW2D;
- if(!type && gpu_str_prefix(code, "sampler1D"))
- type= GPU_TEX1D;
if(!type && gpu_str_prefix(code, "sampler2D"))
type= GPU_TEX2D;
@@ -298,9 +204,7 @@ static char *gpu_generate_function_prototyps(GHash *hash)
else if(function->paramqual[a] == FUNCTION_QUAL_INOUT)
BLI_dynstr_append(ds, "inout ");
- if(function->paramtype[a] == GPU_TEX1D)
- BLI_dynstr_append(ds, "sampler1D");
- else if(function->paramtype[a] == GPU_TEX2D)
+ if(function->paramtype[a] == GPU_TEX2D)
BLI_dynstr_append(ds, "sampler2D");
else if(function->paramtype[a] == GPU_SHADOW2D)
BLI_dynstr_append(ds, "sampler2DShadow");
@@ -542,7 +446,6 @@ static void codegen_print_uniforms_functions(DynStr *ds, ListBase *nodes)
/* create exactly one sampler for each texture */
if (codegen_input_has_texture(input) && input->bindtex)
BLI_dynstr_appendf(ds, "uniform %s samp%d;\n",
- (input->textype == GPU_TEX1D)? "sampler1D":
(input->textype == GPU_TEX2D)? "sampler2D": "sampler2DShadow",
input->texid);
}
@@ -947,6 +850,7 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, int type)
input->textarget = GL_TEXTURE_2D;
input->textype = type;
input->dynamictex = 1;
+ input->dynamicdata = link->ptr2;
MEM_freeN(link);
}
else if(link->texture) {
@@ -955,14 +859,9 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, int type)
input->source = GPU_SOURCE_TEX;
input->textype = type;
- if (type == GPU_TEX1D) {
- input->tex = GPU_texture_create_1D(link->texturesize, link->ptr1, NULL);
- input->textarget = GL_TEXTURE_1D;
- }
- else {
- input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
- input->textarget = GL_TEXTURE_2D;
- }
+ //input->tex = GPU_texture_create_2D(link->texturesize, link->texturesize, link->ptr2, NULL);
+ input->tex = GPU_texture_create_2D(link->texturesize, 1, link->ptr1, NULL);
+ input->textarget = GL_TEXTURE_2D;
MEM_freeN(link->ptr1);
MEM_freeN(link);
@@ -993,8 +892,11 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, int type)
input->source = GPU_SOURCE_VEC_UNIFORM;
memcpy(input->vec, link->ptr1, type*sizeof(float));
- if(link->dynamic)
+ if(link->dynamic) {
input->dynamicvec= link->ptr1;
+ input->dynamictype= link->dynamictype;
+ input->dynamicdata= link->ptr2;
+ }
MEM_freeN(link);
}
@@ -1102,12 +1004,12 @@ static void gpu_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *a
input->attribfirst = 1;
attribs->layer[a].type = input->attribtype;
- attribs->layer[a].glindex = input->attribid;
+ attribs->layer[a].attribid = input->attribid;
BLI_strncpy(attribs->layer[a].name, input->attribname,
sizeof(attribs->layer[a].name));
}
else
- input->attribid = attribs->layer[a].glindex;
+ input->attribid = attribs->layer[a].attribid;
}
}
}
@@ -1148,13 +1050,15 @@ GPUNodeLink *GPU_uniform(float *num)
return link;
}
-GPUNodeLink *GPU_dynamic_uniform(float *num)
+GPUNodeLink *GPU_dynamic_uniform(float *num, int dynamictype, void *data)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->ptr1= num;
- link->ptr2= NULL;
+ link->ptr2= data;
link->dynamic= 1;
+ link->dynamictype = dynamictype;
+
return link;
}
@@ -1181,12 +1085,14 @@ GPUNodeLink *GPU_texture(int size, float *pixels)
return link;
}
-GPUNodeLink *GPU_dynamic_texture(GPUTexture *tex)
+GPUNodeLink *GPU_dynamic_texture(GPUTexture *tex, int dynamictype, void *data)
{
GPUNodeLink *link = GPU_node_link_create(0);
link->dynamic = 1;
link->dynamictex = tex;
+ link->dynamictype = dynamictype;
+ link->ptr2 = data;
return link;
}
@@ -1389,8 +1295,6 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink, GPUVertexAttri
fragmentcode = code_generate_fragment(nodes, outlink->output, name);
vertexcode = code_generate_vertex(nodes);
shader = GPU_shader_create(vertexcode, fragmentcode, datatoc_gpu_shader_material_glsl); /*FUNCTION_LIB);*/
- MEM_freeN(fragmentcode);
- MEM_freeN(vertexcode);
/* failed? */
if (!shader) {
@@ -1405,6 +1309,9 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink, GPUVertexAttri
pass->output = outlink->output;
pass->shader = shader;
+ pass->fragmentcode = fragmentcode;
+ pass->vertexcode = vertexcode;
+ pass->libcode = datatoc_gpu_shader_material_glsl;
/* extract dynamic inputs and throw away nodes */
GPU_nodes_extract_dynamic_inputs(pass, nodes);
@@ -1417,6 +1324,10 @@ void GPU_pass_free(GPUPass *pass)
{
GPU_shader_free(pass->shader);
GPU_inputs_free(&pass->inputs);
+ if (pass->fragmentcode)
+ MEM_freeN(pass->fragmentcode);
+ if (pass->vertexcode)
+ MEM_freeN(pass->vertexcode);
MEM_freeN(pass);
}