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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_material.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_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c210
1 files changed, 197 insertions, 13 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 15b96b6d808..9aa453af4d6 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -175,7 +175,7 @@ static void gpu_material_set_attrib_id(GPUMaterial *material)
* removed by the glsl compiler by dead code elimination */
for(a=0, b=0; a<attribs->totlayer; a++) {
- sprintf(name, "att%d", attribs->layer[a].glindex);
+ sprintf(name, "att%d", attribs->layer[a].attribid);
attribs->layer[a].glindex = GPU_shader_get_attribute(shader, name);
if(attribs->layer[a].glindex >= 0) {
@@ -386,12 +386,12 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
/* from get_lamp_visibility */
if(lamp->type==LA_SUN || lamp->type==LA_HEMI) {
mat->dynproperty |= DYN_LAMP_VEC;
- GPU_link(mat, "lamp_visibility_sun_hemi", GPU_dynamic_uniform(lamp->dynvec), lv, dist, &visifac);
+ GPU_link(mat, "lamp_visibility_sun_hemi", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), lv, dist, &visifac);
return visifac;
}
else {
mat->dynproperty |= DYN_LAMP_CO;
- GPU_link(mat, "lamp_visibility_other", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco), lv, dist, &visifac);
+ GPU_link(mat, "lamp_visibility_other", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob), lv, dist, &visifac);
if(lamp->type==LA_AREA)
return visifac;
@@ -426,11 +426,11 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNode
if(lamp->type == LA_SPOT) {
if(lamp->mode & LA_SQUARE) {
mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_IMAT;
- GPU_link(mat, "lamp_visibility_spot_square", GPU_dynamic_uniform(lamp->dynvec), GPU_dynamic_uniform((float*)lamp->dynimat), *lv, &inpr);
+ GPU_link(mat, "lamp_visibility_spot_square", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), GPU_dynamic_uniform((float*)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob), *lv, &inpr);
}
else {
mat->dynproperty |= DYN_LAMP_VEC;
- GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec), *lv, &inpr);
+ GPU_link(mat, "lamp_visibility_spot_circle", GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), *lv, &inpr);
}
GPU_link(mat, "lamp_visibility_spot", GPU_uniform(&lamp->spotsi), GPU_uniform(&lamp->spotbl), inpr, visifac, &visifac);
@@ -646,7 +646,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
float area[4][4]= {{0.0f}}, areasize= 0.0f;
mat->dynproperty |= DYN_LAMP_VEC|DYN_LAMP_CO;
- GPU_link(mat, "shade_inp_area", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco), GPU_dynamic_uniform(lamp->dynvec), vn, GPU_uniform((float*)area),
+ GPU_link(mat, "shade_inp_area", GPU_builtin(GPU_VIEW_POSITION), GPU_dynamic_uniform(lamp->dynco, GPU_DYNAMIC_LAMP_DYNCO, lamp->ob), GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), vn, GPU_uniform((float*)area),
GPU_uniform(&areasize), GPU_uniform(&lamp->k), &inp);
}
@@ -684,13 +684,13 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
GPU_link(mat, "test_shadowbuf",
GPU_builtin(GPU_VIEW_POSITION),
- GPU_dynamic_texture(lamp->tex),
- GPU_dynamic_uniform((float*)lamp->dynpersmat),
+ GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
+ GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
GPU_uniform(&lamp->bias), inp, &shadfac);
if(lamp->mode & LA_ONLYSHADOW) {
GPU_link(mat, "shade_only_shadow", i, shadfac,
- GPU_dynamic_uniform(&lamp->dynenergy), &shadfac);
+ GPU_dynamic_uniform(&lamp->dynenergy, GPU_DYNAMIC_LAMP_DYNENERGY, lamp->ob), &shadfac);
if(!(lamp->mode & LA_NO_DIFF))
GPU_link(mat, "shade_only_shadow_diffuse", shadfac, shi->rgb,
@@ -719,7 +719,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
if(GPU_link_changed(shi->refl) || ma->ref != 0.0f) {
if(!(lamp->mode & LA_NO_DIFF)) {
GPUNodeLink *rgb;
- GPU_link(mat, "shade_mul_value", i, GPU_dynamic_uniform(lamp->dyncol), &rgb);
+ GPU_link(mat, "shade_mul_value", i, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), &rgb);
add_to_diffuse(mat, ma, shi, is, rgb, &shr->diff);
}
}
@@ -729,7 +729,7 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
(GPU_link_changed(shi->spec) || ma->spec != 0.0f)) {
if(lamp->type == LA_HEMI) {
GPU_link(mat, "shade_hemi_spec", vn, lv, view, GPU_uniform(&ma->spec), shi->har, visifac, &t);
- GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol);
+ GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), shi->specrgb, &outcol);
GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
}
else {
@@ -752,11 +752,11 @@ static void shade_one_light(GPUShadeInput *shi, GPUShadeResult *shr, GPULamp *la
if(ma->mode & MA_RAMP_SPEC) {
GPUNodeLink *spec;
do_specular_ramp(shi, specfac, t, &spec);
- GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), spec, &outcol);
+ GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), spec, &outcol);
GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
}
else {
- GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol), shi->specrgb, &outcol);
+ GPU_link(mat, "shade_add_spec", t, GPU_dynamic_uniform(lamp->dyncol, GPU_DYNAMIC_LAMP_DYNCOL, lamp->ob), shi->specrgb, &outcol);
GPU_link(mat, "shade_add_clamped", shr->spec, outcol, &shr->spec);
}
}
@@ -1676,3 +1676,187 @@ int GPU_lamp_shadow_layer(GPULamp *lamp)
return -1;
}
+/* export the GLSL shader */
+
+GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
+{
+ static struct {
+ GPUBuiltin gputype;
+ GPUDynamicType dynamictype;
+ GPUDataType datatype;
+ } builtins[] = {
+ { GPU_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_VIEWMAT, GPU_DATA_16F },
+ { GPU_INVERSE_VIEW_MATRIX, GPU_DYNAMIC_OBJECT_VIEWIMAT, GPU_DATA_16F },
+ { GPU_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_MAT, GPU_DATA_16F },
+ { GPU_INVERSE_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_IMAT, GPU_DATA_16F },
+ { GPU_OBCOLOR, GPU_DYNAMIC_OBJECT_COLOR, GPU_DATA_4F },
+ { 0 }
+ };
+
+ GPUShaderExport *shader = NULL;
+ GPUPass *pass;
+ GPUInput *input;
+ GPUMaterial *mat;
+ GPUInputUniform *uniform;
+ GPUInputAttribute *attribute;
+ GLint lastbindcode;
+ int i, liblen, fraglen;
+
+ if(!GPU_glsl_support())
+ return NULL;
+
+ mat = GPU_material_from_blender(scene, ma);
+ pass = (mat)? mat->pass: NULL;
+
+ if(pass && pass->fragmentcode && pass->vertexcode) {
+ shader = MEM_callocN(sizeof(GPUShaderExport), "GPUShaderExport");
+
+ for(input = pass->inputs.first; input; input = input->next) {
+ uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform");
+
+ if(input->ima) {
+ /* image sampler uniform */
+ uniform->type = GPU_DYNAMIC_SAMPLER_2DIMAGE;
+ uniform->datatype = GPU_DATA_1I;
+ uniform->image = input->ima;
+ uniform->texnumber = input->texid;
+ BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
+ }
+ else if(input->tex) {
+ /* generated buffer */
+ uniform->texnumber = input->texid;
+ uniform->datatype = GPU_DATA_1I;
+ BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
+
+ switch(input->textype) {
+ case GPU_SHADOW2D:
+ uniform->type = GPU_DYNAMIC_SAMPLER_2DSHADOW;
+ uniform->lamp = input->dynamicdata;
+ break;
+ case GPU_TEX2D:
+ if(GPU_texture_opengl_bindcode(input->tex)) {
+ uniform->type = GPU_DYNAMIC_SAMPLER_2DBUFFER;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &lastbindcode);
+ glBindTexture(GL_TEXTURE_2D, GPU_texture_opengl_bindcode(input->tex));
+ uniform->texsize = GPU_texture_opengl_width(input->tex) * GPU_texture_opengl_height(input->tex);
+ uniform->texpixels = MEM_mallocN(uniform->texsize*4, "RGBApixels");
+ glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, uniform->texpixels);
+ glBindTexture(GL_TEXTURE_2D, lastbindcode);
+ }
+ break;
+ }
+ }
+ else {
+ uniform->type = input->dynamictype;
+ BLI_strncpy(uniform->varname, input->shadername, sizeof(uniform->varname));
+ switch(input->type) {
+ case 1:
+ uniform->datatype = GPU_DATA_1F;
+ break;
+ case 2:
+ uniform->datatype = GPU_DATA_2F;
+ break;
+ case 3:
+ uniform->datatype = GPU_DATA_3F;
+ break;
+ case 4:
+ uniform->datatype = GPU_DATA_4F;
+ break;
+ case 9:
+ uniform->datatype = GPU_DATA_9F;
+ break;
+ case 16:
+ uniform->datatype = GPU_DATA_16F;
+ break;
+ }
+
+ if(uniform->type >= GPU_DYNAMIC_LAMP_FIRST && uniform->type <= GPU_DYNAMIC_LAMP_LAST)
+ uniform->lamp = input->dynamicdata;
+ }
+
+ if(uniform->type != GPU_DYNAMIC_NONE)
+ BLI_addtail(&shader->uniforms, uniform);
+ else
+ MEM_freeN(uniform);
+ }
+
+ /* process builtin uniform */
+ for(i=0; builtins[i].gputype; i++) {
+ if(mat->builtins & builtins[i].gputype) {
+ uniform = MEM_callocN(sizeof(GPUInputUniform), "GPUInputUniform");
+ uniform->type = builtins[i].dynamictype;
+ uniform->datatype = builtins[i].datatype;
+ BLI_strncpy(uniform->varname, GPU_builtin_name(builtins[i].gputype), sizeof(uniform->varname));
+ BLI_addtail(&shader->uniforms, uniform);
+ }
+ }
+
+ // now link fragement shader with library shader
+ // TBD: remove the function that are not used in the main function
+ liblen = (pass->libcode) ? strlen(pass->libcode) : 0;
+ fraglen = strlen(pass->fragmentcode);
+ shader->fragment = (char *)MEM_mallocN(liblen+fraglen+1, "GPUFragShader");
+ if(pass->libcode)
+ memcpy(shader->fragment, pass->libcode, liblen);
+ memcpy(&shader->fragment[liblen], pass->fragmentcode, fraglen);
+ shader->fragment[liblen+fraglen] = 0;
+
+ // export the attribute
+ for(i=0; i<mat->attribs.totlayer; i++) {
+ attribute = MEM_callocN(sizeof(GPUInputAttribute), "GPUInputAttribute");
+ attribute->type = mat->attribs.layer[i].type;
+ attribute->number = mat->attribs.layer[i].glindex;
+ BLI_snprintf(attribute->varname, sizeof(attribute->varname), "att%d", mat->attribs.layer[i].attribid);
+
+ switch(attribute->type) {
+ case CD_TANGENT:
+ attribute->datatype = GPU_DATA_4F;
+ break;
+ case CD_MTFACE:
+ attribute->datatype = GPU_DATA_2F;
+ attribute->name = mat->attribs.layer[i].name;
+ break;
+ case CD_MCOL:
+ attribute->datatype = GPU_DATA_4UB;
+ attribute->name = mat->attribs.layer[i].name;
+ break;
+ case CD_ORCO:
+ attribute->datatype = GPU_DATA_3F;
+ break;
+ }
+
+ if(attribute->datatype != GPU_DATA_NONE)
+ BLI_addtail(&shader->attributes, attribute);
+ else
+ MEM_freeN(attribute);
+ }
+
+ // export the vertex shader
+ shader->vertex = BLI_strdup(pass->vertexcode);
+ }
+
+ return shader;
+}
+
+void GPU_free_shader_export(GPUShaderExport *shader)
+{
+ GPUInputUniform *uniform;
+
+ if(shader == NULL)
+ return;
+
+ for(uniform = shader->uniforms.first; uniform; uniform=uniform->next)
+ if(uniform->texpixels)
+ MEM_freeN(uniform->texpixels);
+
+ BLI_freelistN(&shader->uniforms);
+ BLI_freelistN(&shader->attributes);
+
+ if(shader->vertex)
+ MEM_freeN(shader->vertex);
+ if(shader->fragment)
+ MEM_freeN(shader->fragment);
+
+ MEM_freeN(shader);
+}
+