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authorErwin Coumans <blender@erwincoumans.com>2006-01-08 12:37:15 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-01-08 12:37:15 +0300
commitc94455c14d28221f6e05f33ba42e23a5d3245a28 (patch)
tree733dfaccbbcd71cf66e2d33b1868f64f78189eeb /source/gameengine/Ketsji/BL_Shader.cpp
parent88a8508b347dda050557e72dfad105023e5095aa (diff)
more linux game engine work. hopefully works now!
Diffstat (limited to 'source/gameengine/Ketsji/BL_Shader.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_Shader.cpp914
1 files changed, 914 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp
new file mode 100644
index 00000000000..ec804228f61
--- /dev/null
+++ b/source/gameengine/Ketsji/BL_Shader.cpp
@@ -0,0 +1,914 @@
+// ------------------------------------
+#ifdef WIN32
+#include <windows.h>
+#endif // WIN32
+#ifdef __APPLE__
+#include <OpenGL/gl.h>
+#include <OpenGL/glu.h>
+#else
+#include <GL/gl.h>
+#include <GL/glu.h>
+#endif
+
+
+#include <iostream>
+#include "BL_Shader.h"
+#include "BL_Material.h"
+
+#include "MT_assert.h"
+#include "MT_Matrix4x4.h"
+#include "MT_Matrix3x3.h"
+#include "KX_PyMath.h"
+
+#include "RAS_GLExtensionManager.h"
+
+//using namespace bgl;
+#define spit(x) std::cout << x << std::endl;
+
+
+const bool BL_Shader::Ok()const
+{
+ return (mShader !=0 && mOk && mUse);
+}
+
+BL_Shader::BL_Shader(int n, PyTypeObject *T)
+: PyObjectPlus(T),
+ mShader(0),
+ mVert(0),
+ mFrag(0),
+ mPass(1),
+ vertProg(""),
+ fragProg(""),
+ mOk(0),
+ mUse(0)
+{
+ // if !RAS_EXT_support._ARB_shader_objects this class will not be used
+
+ mBlending.src = -1;
+ mBlending.dest = -1;
+ mBlending.const_color[0] = 0.0;
+ mBlending.const_color[1] = 0.0;
+ mBlending.const_color[2] = 0.0;
+ mBlending.const_color[3] = 1.0;
+
+ for (int i=0; i<MAXTEX; i++)
+ {
+ mSampler[i].type = 0;
+ mSampler[i].pass = 0;
+ mSampler[i].unit = -1;
+ mSampler[i].loc = -1;
+ mSampler[i].glTexture =0;
+ }
+}
+
+using namespace bgl;
+
+BL_Shader::~BL_Shader()
+{
+#ifdef GL_ARB_shader_objects
+ if( mShader ) {
+ glDeleteObjectARB(mShader);
+ mShader = 0;
+ }
+ if( mFrag ) {
+ glDeleteObjectARB(mFrag);
+ mFrag = 0;
+ }
+ if( mVert ) {
+ glDeleteObjectARB(mVert);
+ mVert = 0;
+ }
+
+ vertProg = 0;
+ fragProg = 0;
+ mOk = 0;
+
+ glUseProgramObjectARB(0);
+#endif//GL_ARB_shader_objects
+}
+
+
+bool BL_Shader::LinkProgram()
+{
+#ifdef GL_ARB_shader_objects
+ if(!vertProg || !fragProg ) return false;
+
+ int vertstat,fragstat,progstat;
+
+ // vertex prog
+ unsigned int vert = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
+ glShaderSourceARB(vert, 1, (const char**) &vertProg, 0);
+ glCompileShaderARB(vert);
+ glGetObjectParameterivARB(vert, GL_OBJECT_INFO_LOG_LENGTH_ARB, &vertstat);
+ // errors if any
+ printInfo(vert);
+
+ // fragment prog
+ unsigned int frag = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
+ glShaderSourceARB(frag, 1,(const char**) &fragProg, 0);
+ glCompileShaderARB(frag);
+ glGetObjectParameterivARB(frag, GL_OBJECT_INFO_LOG_LENGTH_ARB, &fragstat);
+ // errors if any
+ printInfo(frag);
+
+ if(!vertstat || !fragstat) return false;
+
+ // main prog
+ unsigned int prog = glCreateProgramObjectARB();
+ glAttachObjectARB(prog,vert);
+ glAttachObjectARB(prog,frag);
+
+ glLinkProgramARB(prog);
+ glGetObjectParameterivARB(prog, GL_OBJECT_INFO_LOG_LENGTH_ARB, &progstat);
+ // info on how it compiled &| linked
+ printInfo(prog);
+
+ if(!progstat)
+ return false;
+
+ // assign
+ mShader = prog;
+ mVert = vert;
+ mFrag = frag;
+ mOk = 1;
+ return true;
+#else
+ return false;
+#endif//GL_ARB_shader_objects
+}
+
+void BL_Shader::printInfo(unsigned int pr)
+{
+#ifdef GL_ARB_shader_objects
+#ifndef GLcharARB
+typedef char GLcharARB;
+#endif
+int length=0;
+ glGetObjectParameterivARB(pr, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
+
+ if(length > 1)
+ {
+ GLcharARB*logger = (GLcharARB*)malloc(sizeof(GLcharARB)*length);
+ int chars=0;
+
+ glGetInfoLogARB(pr, length, &chars, logger);
+ if(chars>0)
+ std::cout << (logger) << std::endl;
+
+ if(logger)
+ free(logger);
+ }
+#endif//GL_ARB_shader_objects
+}
+
+char *BL_Shader::GetVertPtr()
+{
+ return vertProg?vertProg:0;
+}
+
+char *BL_Shader::GetFragPtr()
+{
+ return fragProg?fragProg:0;
+}
+
+void BL_Shader::SetVertPtr( char *vert )
+{
+ vertProg = vert;
+}
+
+void BL_Shader::SetFragPtr( char *frag )
+{
+ fragProg = frag;
+}
+
+unsigned int BL_Shader::GetProg()
+{
+ return mShader;
+}
+
+unsigned int BL_Shader::GetVertexShader()
+{
+ return mVert;
+}
+
+unsigned int BL_Shader::GetFragmentShader()
+{
+ return mFrag;
+}
+
+const uSampler* BL_Shader::getSampler(int i)
+{
+ MT_assert(i<=MAXTEX);
+ return &mSampler[i];
+}
+
+const uBlending *BL_Shader::getBlending( int pass )
+{
+ return &mBlending;
+}
+
+
+
+void BL_Shader::InitializeSampler(
+ int type,
+ int unit,
+ int pass,
+ unsigned int texture)
+{
+ MT_assert(unit<=MAXTEX);
+ mSampler[unit].glTexture = texture;
+ mSampler[unit].loc =-1;
+ mSampler[unit].pass=0;
+ mSampler[unit].type=type;
+ mSampler[unit].unit=unit;
+}
+
+PyObject* BL_Shader::_getattr(const STR_String& attr)
+{
+ _getattr_up(PyObjectPlus);
+}
+
+
+PyMethodDef BL_Shader::Methods[] =
+{
+ // creation
+ KX_PYMETHODTABLE( BL_Shader, setSource ),
+ KX_PYMETHODTABLE( BL_Shader, delSource ),
+ KX_PYMETHODTABLE( BL_Shader, getVertexProg ),
+ KX_PYMETHODTABLE( BL_Shader, getFragmentProg ),
+ KX_PYMETHODTABLE( BL_Shader, setNumberOfPasses ),
+ KX_PYMETHODTABLE( BL_Shader, validate),
+ /// access functions
+ KX_PYMETHODTABLE( BL_Shader, isValid),
+ KX_PYMETHODTABLE( BL_Shader, setUniform1f ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform2f ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform3f ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform4f ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform1i ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform2i ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform3i ),
+ KX_PYMETHODTABLE( BL_Shader, setUniform4i ),
+
+ KX_PYMETHODTABLE( BL_Shader, setUniformfv ),
+ KX_PYMETHODTABLE( BL_Shader, setUniformiv ),
+
+ KX_PYMETHODTABLE( BL_Shader, setSampler ),
+ KX_PYMETHODTABLE( BL_Shader, setUniformMatrix4 ),
+ KX_PYMETHODTABLE( BL_Shader, setUniformMatrix3 ),
+ // KX_PYMETHODTABLE( BL_Shader, setBlending ),
+
+ {NULL,NULL} //Sentinel
+};
+
+
+PyTypeObject BL_Shader::Type = {
+ PyObject_HEAD_INIT(&PyType_Type)
+ 0,
+ "BL_Shader",
+ sizeof(BL_Shader),
+ 0,
+ PyDestructor,
+ 0,
+ __getattr,
+ __setattr,
+ 0,
+ __repr,
+ 0
+};
+
+
+PyParentObject BL_Shader::Parents[] = {
+ &PyObjectPlus::Type,
+ &BL_Shader::Type,
+ NULL
+};
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setSource," setSource(vertexProgram, fragmentProgram)" )
+{
+#ifdef GL_ARB_shader_objects
+ if(mShader !=0 && mOk )
+ {
+ // already set...
+ Py_Return;
+ }
+
+ char *v,*f;
+ int apply=0;
+ if( PyArg_ParseTuple(args, "ssi", &v, &f, &apply) )
+ {
+ vertProg = v;
+ fragProg = f;
+ if( LinkProgram() )
+ {
+ glUseProgramObjectARB( mShader );
+ mUse = apply!=0;
+ Py_Return;
+ }
+ else
+ {
+ vertProg = 0;
+ fragProg = 0;
+ mUse = 0;
+ glUseProgramObjectARB( 0 );
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, delSource, "delSource( )" )
+{
+#ifdef GL_ARB_shader_objects
+ glDeleteObjectARB(mShader);
+ glDeleteObjectARB(mFrag);
+ glDeleteObjectARB(mVert);
+ mShader = 0;
+ mFrag = 0;
+ mVert = 0;
+ vertProg = 0;
+ fragProg = 0;
+ mOk = 0;
+ mUse = 0;
+ glUseProgramObjectARB(0);
+#endif
+ Py_Return;
+
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, isValid, "isValid()" )
+{
+ return PyInt_FromLong( ( mShader !=0 && mOk ) );
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, getVertexProg ,"getVertexProg( )" )
+{
+ return PyString_FromString(vertProg?vertProg:"");
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, getFragmentProg ,"getFragmentProg( )" )
+{
+ return PyString_FromString(fragProg?fragProg:"");
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()")
+{
+#ifdef GL_ARB_shader_objects
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_TypeError, "invalid shader object");
+ return NULL;
+ }
+
+ int stat = 0;
+ glValidateProgramARB(mShader);
+ glGetObjectParameterivARB(mShader, GL_OBJECT_VALIDATE_STATUS_ARB, &stat);
+ printInfo(mShader);
+
+ return PyInt_FromLong((stat!=0));
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" )
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ int index=-1;
+ if(PyArg_ParseTuple(args, "si", &uniform, &index))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader, uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ if(index <= MAXTEX)
+ {
+ mSampler[index].loc = loc;
+ }else
+ {
+ spit("Invalid texture sample index: " << index);
+ }
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, setNumberOfPasses, "setNumberOfPasses( max-pass )" )
+{
+ int pass = 1;
+ if(!PyArg_ParseTuple(args, "i", &pass))
+ return NULL;
+
+ mPass = pass;
+ Py_Return;
+}
+
+/// access functions
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform1f, "setUniform1f(name, fx)" )
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ float value=0;
+ if(PyArg_ParseTuple(args, "sf", &uniform, &value ))
+ {
+ if( mShader==0 )
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader, uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB( mShader );
+ glUniform1fARB( loc, value );
+ Py_Return;
+ }
+
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform2f , "setUniform2f(name, fx, fy)")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ float array[2]={ 0,0 };
+ if(PyArg_ParseTuple(args, "sff", &uniform, &array[0],&array[1] ))
+ {
+ if( mShader==0 )
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB( mShader );
+ glUniform2fARB(loc, array[0],array[1] );
+ Py_Return;
+ }
+
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform3f, "setUniform3f(name, fx,fy,fz) ")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ float array[3]={0,0,0};
+ if(PyArg_ParseTuple(args, "sfff", &uniform, &array[0],&array[1],&array[2]))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform3fARB(loc, array[0],array[1],array[2]);
+ Py_Return;
+ }
+
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform4f, "setUniform4f(name, fx,fy,fz, fw) ")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ float array[4]={0,0,0,0};
+ if(PyArg_ParseTuple(args, "sffff", &uniform, &array[0],&array[1],&array[2], &array[3]))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform4fARB(loc, array[0],array[1],array[2], array[3]);
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform1i, "setUniform1i(name, ix)" )
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ int value=0;
+ if(PyArg_ParseTuple(args, "si", &uniform, &value ))
+ {
+ if( mShader==0 )
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader, uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB( mShader );
+ glUniform1iARB( loc, value );
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform2i , "setUniform2i(name, ix, iy)")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ int array[2]={ 0,0 };
+ if(PyArg_ParseTuple(args, "sii", &uniform, &array[0],&array[1] ))
+ {
+ if( mShader==0 )
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB( mShader );
+ glUniform2iARB(loc, array[0],array[1] );
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform3i, "setUniform3i(name, ix,iy,iz) ")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ int array[3]={0,0,0};
+ if(PyArg_ParseTuple(args, "siii", &uniform, &array[0],&array[1],&array[2]))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform3iARB(loc, array[0],array[1],array[2]);
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniform4i, "setUniform4i(name, ix,iy,iz, iw) ")
+{
+#ifdef GL_ARB_shader_objects
+ char *uniform="";
+ int array[4]={0,0,0, 0};
+ if(PyArg_ParseTuple(args, "siiii", &uniform, &array[0],&array[1],&array[2], &array[3] ))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform4iARB(loc, array[0],array[1],array[2], array[3]);
+ Py_Return;
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniformfv , "setUniformfv( float (list2 or list3 or list4) )")
+{
+#ifdef GL_ARB_shader_objects
+ char*uniform = "";
+ PyObject *listPtr =0;
+ float array_data[4] = {0.f,0.f,0.f,0.f};
+
+ if(PyArg_ParseTuple(args, "sO", &uniform, &listPtr))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ if(PySequence_Check(listPtr))
+ {
+ unsigned int list_size = PySequence_Size(listPtr);
+
+ for(unsigned int i=0; (i<list_size && i<=4); i++)
+ {
+ PyObject *item = PySequence_GetItem(listPtr, i);
+ array_data[i] = (float)PyFloat_AsDouble(item);
+ Py_DECREF(item);
+ }
+ switch(list_size)
+ {
+ case 2:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform2fARB(loc, array_data[0],array_data[1]);
+ Py_Return;
+ } break;
+ case 3:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform3fARB(loc, array_data[0],array_data[1], array_data[2]);
+ Py_Return;
+ }break;
+ case 4:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform4fARB(loc, array_data[0],array_data[1], array_data[2], array_data[3]);
+ Py_Return;
+ }break;
+ default:
+ {
+ PyErr_Format(PyExc_TypeError, "Invalid list size");
+ return NULL;
+ }break;
+ }
+ }
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+
+}
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniformiv, "setUniformiv( int (list2 or list3 or list4) )")
+{
+#ifdef GL_ARB_shader_objects
+ char*uniform = "";
+ PyObject *listPtr =0;
+ int array_data[4] = {0,0,0,0};
+
+ if(PyArg_ParseTuple(args, "sO", &uniform, &listPtr))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ if(PySequence_Check(listPtr))
+ {
+ unsigned int list_size = PySequence_Size(listPtr);
+
+ for(unsigned int i=0; (i<list_size && i<=4); i++)
+ {
+ PyObject *item = PySequence_GetItem(listPtr, i);
+ array_data[i] = PyInt_AsLong(item);
+ Py_DECREF(item);
+ }
+ switch(list_size)
+ {
+ case 2:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform2iARB(loc, array_data[0],array_data[1]);
+ Py_Return;
+ } break;
+ case 3:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform3iARB(loc, array_data[0],array_data[1], array_data[2]);
+ Py_Return;
+ }break;
+ case 4:
+ {
+ glUseProgramObjectARB(mShader);
+ glUniform4iARB(loc, array_data[0],array_data[1], array_data[2], array_data[3]);
+ Py_Return;
+ }break;
+ default:
+ {
+ PyErr_Format(PyExc_TypeError, "Invalid list size");
+ return NULL;
+ }break;
+ }
+ }
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix4,
+"setUniformMatrix4(uniform-name, mat-4x4, transpose(row-major=true, col-major=false)" )
+{
+#ifdef GL_ARB_shader_objects
+ float matr[16] = {
+ 1,0,0,0,
+ 0,1,0,0,
+ 0,0,1,0,
+ 0,0,0,1
+ };
+
+ char *uniform="";
+ PyObject *matrix=0;
+ int transp=1; // MT_ is row major so transpose by default....
+ if(PyArg_ParseTuple(args, "sO|i",&uniform, &matrix,&transp))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ if (PyObject_IsMT_Matrix(matrix, 4))
+ {
+ MT_Matrix4x4 mat;
+ if (PyMatTo(matrix, mat))
+ {
+ mat.getValue(matr);
+ glUseProgramObjectARB(mShader);
+ glUniformMatrix4fvARB(loc, 1, (transp!=0)?GL_TRUE:GL_FALSE, matr);
+ Py_Return;
+ }
+ }
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix3,
+"setUniformMatrix3(uniform-name, list[3x3], transpose(row-major=true, col-major=false)" )
+{
+#ifdef GL_ARB_shader_objects
+ float matr[9] = {
+ 1,0,0,
+ 0,1,0,
+ 0,0,1,
+ };
+
+ char *uniform="";
+ PyObject *matrix=0;
+ int transp=1; // MT_ is row major so transpose by default....
+ if(PyArg_ParseTuple(args, "sO|i",&uniform, &matrix,&transp))
+ {
+ if(mShader==0)
+ {
+ PyErr_Format(PyExc_ValueError, "invalid shader object");
+ return NULL;
+ }
+ int loc= glGetUniformLocationARB(mShader , uniform);
+ if( loc==-1 )
+ {
+ spit("Invalid uniform value: " << uniform << ".");
+ Py_Return;
+ }else
+ {
+ if (PyObject_IsMT_Matrix(matrix, 3))
+ {
+ MT_Matrix3x3 mat;
+ if (PyMatTo(matrix, mat))
+ {
+ mat.getValue(matr);
+ glUseProgramObjectARB(mShader);
+ glUniformMatrix3fvARB(loc, 1, (transp!=0)?GL_TRUE:GL_FALSE, matr);
+ Py_Return;
+ }
+ }
+ }
+ }
+ return NULL;
+#else
+ Py_Return;
+#endif//GL_ARB_shader_objects
+}
+
+
+KX_PYMETHODDEF_DOC( BL_Shader, setBlending, "setBlending(src, dest)" )
+{
+ int src, dest;
+ if(PyArg_ParseTuple(args, "ii", &src, &dest))
+ {
+ mBlending.src = src;
+ mBlending.dest = dest;
+ Py_Return;
+ }
+ return NULL;
+}