diff options
author | Thomas Szepe <HG1_public@gmx.net> | 2015-10-25 21:43:46 +0300 |
---|---|---|
committer | Thomas Szepe <HG1_public@gmx.net> | 2015-10-25 21:43:46 +0300 |
commit | 4f767e37e8452bdc675e362b566fe9aeedb783e4 (patch) | |
tree | fdeeb54a65bd7be983850edce2fd7c1443c27b49 /source/gameengine | |
parent | 06d2ad018564ff0538dad042ebe5670788979171 (diff) |
BGE: Cleanup: Code style BL_Shader
Reviewers: lordloki, youle, campbellbarton, sergey, kupoman, moguri, panzergame
Reviewed By: panzergame
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1397
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Ketsji/BL_Shader.cpp | 1077 | ||||
-rw-r--r-- | source/gameengine/Ketsji/BL_Shader.h | 180 |
2 files changed, 611 insertions, 646 deletions
diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp index a59c3686a18..4b229f53d77 100644 --- a/source/gameengine/Ketsji/BL_Shader.cpp +++ b/source/gameengine/Ketsji/BL_Shader.cpp @@ -41,11 +41,12 @@ #define spit(x) std::cout << x << std::endl; #define SORT_UNIFORMS 1 -#define UNIFORM_MAX_LEN (int)sizeof(float)*16 +#define UNIFORM_MAX_LEN (int)sizeof(float) * 16 #define MAX_LOG_LEN 262144 // bounds BL_Uniform::BL_Uniform(int data_size) -: mLoc(-1), + : + mLoc(-1), mDirty(true), mType(UNI_NONE), mTranspose(0), @@ -53,7 +54,7 @@ BL_Uniform::BL_Uniform(int data_size) { #ifdef SORT_UNIFORMS MT_assert((int)mDataLen <= UNIFORM_MAX_LEN); - mData = (void*)MEM_mallocN(mDataLen, "shader-uniform-alloc"); + mData = (void *)MEM_mallocN(mDataLen, "shader-uniform-alloc"); #endif } @@ -62,7 +63,7 @@ BL_Uniform::~BL_Uniform() #ifdef SORT_UNIFORMS if (mData) { MEM_freeN(mData); - mData=0; + mData = NULL; } #endif } @@ -72,68 +73,69 @@ void BL_Uniform::Apply(class BL_Shader *shader) #ifdef SORT_UNIFORMS MT_assert(mType > UNI_NONE && mType < UNI_MAX && mData); - if (!mDirty) + if (!mDirty) { return; + } switch (mType) { case UNI_FLOAT: { - float *f = (float*)mData; - glUniform1fARB(mLoc,(GLfloat)*f); + float *f = (float *)mData; + glUniform1fARB(mLoc, (GLfloat)*f); break; } case UNI_INT: { - int *f = (int*)mData; + int *f = (int *)mData; glUniform1iARB(mLoc, (GLint)*f); break; } case UNI_FLOAT2: { - float *f = (float*)mData; - glUniform2fvARB(mLoc,1, (GLfloat*)f); + float *f = (float *)mData; + glUniform2fvARB(mLoc, 1, (GLfloat *)f); break; } case UNI_FLOAT3: { - float *f = (float*)mData; - glUniform3fvARB(mLoc,1,(GLfloat*)f); + float *f = (float *)mData; + glUniform3fvARB(mLoc, 1, (GLfloat *)f); break; } case UNI_FLOAT4: { - float *f = (float*)mData; - glUniform4fvARB(mLoc,1,(GLfloat*)f); + float *f = (float *)mData; + glUniform4fvARB(mLoc, 1, (GLfloat *)f); break; } case UNI_INT2: { - int *f = (int*)mData; - glUniform2ivARB(mLoc,1,(GLint*)f); + int *f = (int *)mData; + glUniform2ivARB(mLoc, 1, (GLint *)f); break; } case UNI_INT3: { - int *f = (int*)mData; - glUniform3ivARB(mLoc,1,(GLint*)f); + int *f = (int *)mData; + glUniform3ivARB(mLoc, 1, (GLint *)f); break; } case UNI_INT4: { - int *f = (int*)mData; - glUniform4ivARB(mLoc,1,(GLint*)f); + int *f = (int *)mData; + glUniform4ivARB(mLoc, 1, (GLint *)f); break; } case UNI_MAT4: { - float *f = (float*)mData; - glUniformMatrix4fvARB(mLoc, 1, mTranspose?GL_TRUE:GL_FALSE,(GLfloat*)f); + float *f = (float *)mData; + glUniformMatrix4fvARB(mLoc, 1, mTranspose ? GL_TRUE : GL_FALSE, (GLfloat *)f); break; } case UNI_MAT3: { - float *f = (float*)mData; - glUniformMatrix3fvARB(mLoc, 1, mTranspose?GL_TRUE:GL_FALSE,(GLfloat*)f); + float *f = (float *)mData; + glUniformMatrix3fvARB(mLoc, 1, mTranspose ? GL_TRUE : GL_FALSE, (GLfloat *)f); break; } } @@ -141,29 +143,30 @@ void BL_Uniform::Apply(class BL_Shader *shader) #endif } -void BL_Uniform::SetData(int location, int type,bool transpose) +void BL_Uniform::SetData(int location, int type, bool transpose) { #ifdef SORT_UNIFORMS - mType = type; - mLoc = location; - mDirty = true; + mType = type; + mLoc = location; + mDirty = true; #endif } bool BL_Shader::Ok()const { - return (mShader !=0 && mOk && mUse); + return (mShader != 0 && mOk && mUse); } BL_Shader::BL_Shader() -: PyObjectPlus(), + : + PyObjectPlus(), mShader(0), mPass(1), mOk(0), mUse(0), mAttr(0), - vertProg(""), - fragProg(""), + vertProg(NULL), + fragProg(NULL), mError(0), mDirty(true) { @@ -183,13 +186,14 @@ BL_Shader::~BL_Shader() //} ClearUniforms(); - if ( mShader ) { + if (mShader) { glDeleteObjectARB(mShader); mShader = 0; } - vertProg = 0; - fragProg = 0; - mOk = 0; + + vertProg = NULL; + fragProg = NULL; + mOk = 0; glUseProgramObjectARB(0); } @@ -197,39 +201,38 @@ void BL_Shader::ClearUniforms() { BL_UniformVec::iterator it = mUniforms.begin(); while (it != mUniforms.end()) { - delete (*it); + delete *it; it++; } mUniforms.clear(); - BL_UniformVecDef::iterator itp = mPreDef.begin(); while (itp != mPreDef.end()) { - delete (*itp); + delete *itp; itp++; } mPreDef.clear(); - } - -BL_Uniform *BL_Shader::FindUniform(const int location) +BL_Uniform *BL_Shader::FindUniform(const int location) { #ifdef SORT_UNIFORMS BL_UniformVec::iterator it = mUniforms.begin(); while (it != mUniforms.end()) { - if ((*it)->GetLocation() == location) - return (*it); + if ((*it)->GetLocation() == location) { + return *it; + } it++; } #endif - return 0; + return NULL; } -void BL_Shader::SetUniformfv(int location, int type, float *param,int size, bool transpose) +void BL_Shader::SetUniformfv(int location, int type, float *param, int size, bool transpose) { #ifdef SORT_UNIFORMS - BL_Uniform *uni= FindUniform(location); + BL_Uniform *uni = FindUniform(location); + if (uni) { memcpy(uni->getData(), param, size); uni->SetData(location, type, transpose); @@ -237,18 +240,19 @@ void BL_Shader::SetUniformfv(int location, int type, float *param,int size, bool else { uni = new BL_Uniform(size); memcpy(uni->getData(), param, size); - uni->SetData(location, type, transpose); mUniforms.push_back(uni); } + mDirty = true; #endif } -void BL_Shader::SetUniformiv(int location, int type, int *param,int size, bool transpose) +void BL_Shader::SetUniformiv(int location, int type, int *param, int size, bool transpose) { #ifdef SORT_UNIFORMS - BL_Uniform *uni= FindUniform(location); + BL_Uniform *uni = FindUniform(location); + if (uni) { memcpy(uni->getData(), param, size); uni->SetData(location, type, transpose); @@ -259,19 +263,21 @@ void BL_Shader::SetUniformiv(int location, int type, int *param,int size, bool t uni->SetData(location, type, transpose); mUniforms.push_back(uni); } + mDirty = true; #endif } - void BL_Shader::ApplyShader() { #ifdef SORT_UNIFORMS - if (!mDirty) + if (!mDirty) { return; + } - for (unsigned int i=0; i<mUniforms.size(); i++) + for (unsigned int i = 0; i < mUniforms.size(); i++) { mUniforms[i]->Apply(this); + } mDirty = false; #endif @@ -282,50 +288,55 @@ void BL_Shader::UnloadShader() // } - bool BL_Shader::LinkProgram() { - int vertlen = 0, fraglen=0, proglen=0; - int vertstatus=0, fragstatus=0, progstatus=0; - unsigned int tmpVert=0, tmpFrag=0, tmpProg=0; - int char_len=0; - char *logInf =0; + int vertlen = 0, fraglen = 0, proglen = 0; + int vertstatus = 0, fragstatus = 0, progstatus = 0; + unsigned int tmpVert = 0, tmpFrag = 0, tmpProg = 0; + int char_len = 0; + char *logInf = NULL; - if (mError) + if (mError) { goto programError; + } if (!vertProg || !fragProg) { spit("Invalid GLSL sources"); return false; } - if ( !GLEW_ARB_fragment_shader) { + + if (!GLEW_ARB_fragment_shader) { spit("Fragment shaders not supported"); return false; } - if ( !GLEW_ARB_vertex_shader) { + + if (!GLEW_ARB_vertex_shader) { spit("Vertex shaders not supported"); return false; } - + // -- vertex shader ------------------ tmpVert = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); - glShaderSourceARB(tmpVert, 1, (const char**)&vertProg, 0); + glShaderSourceARB(tmpVert, 1, (const char **)&vertProg, 0); glCompileShaderARB(tmpVert); - glGetObjectParameterivARB(tmpVert, GL_OBJECT_INFO_LOG_LENGTH_ARB,(GLint*) &vertlen); - + glGetObjectParameterivARB(tmpVert, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint *)&vertlen); + // print info if any - if ( vertlen > 0 && vertlen < MAX_LOG_LEN) { - logInf = (char*)MEM_mallocN(vertlen, "vert-log"); - glGetInfoLogARB(tmpVert, vertlen, (GLsizei*)&char_len, logInf); - if (char_len >0) { + if (vertlen > 0 && vertlen < MAX_LOG_LEN) { + logInf = (char *)MEM_mallocN(vertlen, "vert-log"); + glGetInfoLogARB(tmpVert, vertlen, (GLsizei *)&char_len, logInf); + + if (char_len > 0) { spit("---- Vertex Shader Error ----"); spit(logInf); } + MEM_freeN(logInf); - logInf=0; + logInf = 0; } + // check for compile errors - glGetObjectParameterivARB(tmpVert, GL_OBJECT_COMPILE_STATUS_ARB,(GLint*)&vertstatus); + glGetObjectParameterivARB(tmpVert, GL_OBJECT_COMPILE_STATUS_ARB, (GLint *)&vertstatus); if (!vertstatus) { spit("---- Vertex shader failed to compile ----"); goto programError; @@ -333,46 +344,50 @@ bool BL_Shader::LinkProgram() // -- fragment shader ---------------- tmpFrag = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); - glShaderSourceARB(tmpFrag, 1,(const char**)&fragProg, 0); + glShaderSourceARB(tmpFrag, 1, (const char **)&fragProg, 0); glCompileShaderARB(tmpFrag); - glGetObjectParameterivARB(tmpFrag, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &fraglen); - if (fraglen >0 && fraglen < MAX_LOG_LEN) { - logInf = (char*)MEM_mallocN(fraglen, "frag-log"); - glGetInfoLogARB(tmpFrag, fraglen,(GLsizei*) &char_len, logInf); - if (char_len >0) { + glGetObjectParameterivARB(tmpFrag, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint *)&fraglen); + + if (fraglen > 0 && fraglen < MAX_LOG_LEN) { + logInf = (char *)MEM_mallocN(fraglen, "frag-log"); + glGetInfoLogARB(tmpFrag, fraglen, (GLsizei *)&char_len, logInf); + + if (char_len > 0) { spit("---- Fragment Shader Error ----"); spit(logInf); } + MEM_freeN(logInf); - logInf=0; + logInf = 0; } - glGetObjectParameterivARB(tmpFrag, GL_OBJECT_COMPILE_STATUS_ARB, (GLint*) &fragstatus); + glGetObjectParameterivARB(tmpFrag, GL_OBJECT_COMPILE_STATUS_ARB, (GLint *)&fragstatus); + if (!fragstatus) { spit("---- Fragment shader failed to compile ----"); goto programError; } - // -- program ------------------------ - // set compiled vert/frag shader & link + // set compiled vert/frag shader & link tmpProg = glCreateProgramObjectARB(); glAttachObjectARB(tmpProg, tmpVert); glAttachObjectARB(tmpProg, tmpFrag); glLinkProgramARB(tmpProg); - glGetObjectParameterivARB(tmpProg, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &proglen); - glGetObjectParameterivARB(tmpProg, GL_OBJECT_LINK_STATUS_ARB, (GLint*) &progstatus); - + glGetObjectParameterivARB(tmpProg, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint *)&proglen); + glGetObjectParameterivARB(tmpProg, GL_OBJECT_LINK_STATUS_ARB, (GLint *)&progstatus); if (proglen > 0 && proglen < MAX_LOG_LEN) { - logInf = (char*)MEM_mallocN(proglen, "prog-log"); - glGetInfoLogARB(tmpProg, proglen, (GLsizei*)&char_len, logInf); - if (char_len >0) { + logInf = (char *)MEM_mallocN(proglen, "prog-log"); + glGetInfoLogARB(tmpProg, proglen, (GLsizei *)&char_len, logInf); + + if (char_len > 0) { spit("---- GLSL Program ----"); spit(logInf); } + MEM_freeN(logInf); - logInf=0; + logInf = 0; } if (!progstatus) { @@ -384,57 +399,58 @@ bool BL_Shader::LinkProgram() mShader = tmpProg; glDeleteObjectARB(tmpVert); glDeleteObjectARB(tmpFrag); - mOk = 1; + mOk = 1; mError = 0; return true; programError: if (tmpVert) { glDeleteObjectARB(tmpVert); - tmpVert=0; + tmpVert = 0; } + if (tmpFrag) { glDeleteObjectARB(tmpFrag); - tmpFrag=0; + tmpFrag = 0; } if (tmpProg) { glDeleteObjectARB(tmpProg); - tmpProg=0; + tmpProg = 0; } - mOk = 0; - mUse = 0; - mError = 1; + mOk = 0; + mUse = 0; + mError = 1; return false; } const char *BL_Shader::GetVertPtr() { - return vertProg?vertProg:0; + return vertProg ? vertProg : NULL; } const char *BL_Shader::GetFragPtr() { - return fragProg?fragProg:0; + return fragProg ? fragProg : NULL; } -void BL_Shader::SetVertPtr( char *vert ) +void BL_Shader::SetVertPtr(char *vert) { vertProg = vert; } -void BL_Shader::SetFragPtr( char *frag ) +void BL_Shader::SetFragPtr(char *frag) { fragProg = frag; } unsigned int BL_Shader::GetProg() -{ +{ return mShader; } -// -//const BL_Sampler* BL_Shader::GetSampler(int i) + +//const BL_Sampler *BL_Shader::GetSampler(int i) //{ // MT_assert(i<=MAXTEX); // return &mSampler[i]; @@ -442,31 +458,23 @@ unsigned int BL_Shader::GetProg() void BL_Shader::SetSampler(int loc, int unit) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { glUniform1iARB(loc, unit); } } -// -//void BL_Shader::InitializeSampler(int unit, BL_Texture* texture) + +//void BL_Shader::InitializeSampler(int unit, BL_Texture *texture) //{ -// MT_assert(unit<=MAXTEX); +// MT_assert(unit <= MAXTEX); // mSampler[unit].mTexture = texture; -// mSampler[unit].mLoc =-1; +// mSampler[unit].mLoc = -1; // mSampler[unit].mOwn = 0; //} void BL_Shader::SetProg(bool enable) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { - if ( mShader != 0 && mOk && enable) { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { + if (mShader != 0 && mOk && enable) { glUseProgramObjectARB(mShader); } else { @@ -475,114 +483,112 @@ void BL_Shader::SetProg(bool enable) } } -void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) +void BL_Shader::Update(const RAS_MeshSlot &ms, RAS_IRasterizer *rasty) { - if (!Ok() || !mPreDef.size()) + if (!Ok() || !mPreDef.size()) { return; + } - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { MT_Matrix4x4 model; model.setValue(ms.m_OpenGLMatrix); - const MT_Matrix4x4& view = rasty->GetViewMatrix(); + const MT_Matrix4x4 &view = rasty->GetViewMatrix(); - if (mAttr==SHD_TANGENT) + if (mAttr == SHD_TANGENT) { ms.m_mesh->SetMeshModified(true); + } BL_UniformVecDef::iterator it; - for (it = mPreDef.begin(); it!= mPreDef.end(); it++) - { + for (it = mPreDef.begin(); it != mPreDef.end(); it++) { BL_DefUniform *uni = (*it); - if (uni->mLoc == -1) continue; - switch (uni->mType) - { + if (uni->mLoc == -1) { + continue; + } + + switch (uni->mType) { case MODELMATRIX: - { - SetUniform(uni->mLoc, model); - break; - } + { + SetUniform(uni->mLoc, model); + break; + } case MODELMATRIX_TRANSPOSE: - { - SetUniform(uni->mLoc, model, true); - break; - } + { + SetUniform(uni->mLoc, model, true); + break; + } case MODELMATRIX_INVERSE: - { - model.invert(); - SetUniform(uni->mLoc, model); - break; - } + { + model.invert(); + SetUniform(uni->mLoc, model); + break; + } case MODELMATRIX_INVERSETRANSPOSE: - { - model.invert(); - SetUniform(uni->mLoc, model, true); - break; - } + { + model.invert(); + SetUniform(uni->mLoc, model, true); + break; + } case MODELVIEWMATRIX: - { - SetUniform(uni->mLoc, view*model); - break; - } - + { + SetUniform(uni->mLoc, view * model); + break; + } case MODELVIEWMATRIX_TRANSPOSE: - { - MT_Matrix4x4 mat(view*model); - SetUniform(uni->mLoc, mat, true); - break; - } + { + MT_Matrix4x4 mat(view * model); + SetUniform(uni->mLoc, mat, true); + break; + } case MODELVIEWMATRIX_INVERSE: - { - MT_Matrix4x4 mat(view*model); - mat.invert(); - SetUniform(uni->mLoc, mat); - break; - } + { + MT_Matrix4x4 mat(view * model); + mat.invert(); + SetUniform(uni->mLoc, mat); + break; + } case MODELVIEWMATRIX_INVERSETRANSPOSE: - { - MT_Matrix4x4 mat(view*model); - mat.invert(); - SetUniform(uni->mLoc, mat, true); - break; - } + { + MT_Matrix4x4 mat(view * model); + mat.invert(); + SetUniform(uni->mLoc, mat, true); + break; + } case CAM_POS: - { - MT_Point3 pos(rasty->GetCameraPosition()); - SetUniform(uni->mLoc, pos); - break; - } + { + MT_Point3 pos(rasty->GetCameraPosition()); + SetUniform(uni->mLoc, pos); + break; + } case VIEWMATRIX: - { - SetUniform(uni->mLoc, view); - break; - } + { + SetUniform(uni->mLoc, view); + break; + } case VIEWMATRIX_TRANSPOSE: - { - SetUniform(uni->mLoc, view, true); - break; - } + { + SetUniform(uni->mLoc, view, true); + break; + } case VIEWMATRIX_INVERSE: - { - MT_Matrix4x4 viewinv = view; - viewinv.invert(); - SetUniform(uni->mLoc, view); - break; - } + { + MT_Matrix4x4 viewinv = view; + viewinv.invert(); + SetUniform(uni->mLoc, view); + break; + } case VIEWMATRIX_INVERSETRANSPOSE: - { - MT_Matrix4x4 viewinv = view; - viewinv.invert(); - SetUniform(uni->mLoc, view, true); - break; - } + { + MT_Matrix4x4 viewinv = view; + viewinv.invert(); + SetUniform(uni->mLoc, view, true); + break; + } case CONSTANT_TIMER: - { - SetUniform(uni->mLoc, (float)rasty->GetTime()); - break; - } + { + SetUniform(uni->mLoc, (float)rasty->GetTime()); + break; + } default: break; } @@ -590,13 +596,9 @@ void BL_Shader::Update( const RAS_MeshSlot & ms, RAS_IRasterizer* rasty ) } } - int BL_Shader::GetAttribLocation(const char *name) { - if (GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { return glGetAttribLocationARB(mShader, name); } @@ -605,205 +607,168 @@ int BL_Shader::GetAttribLocation(const char *name) void BL_Shader::BindAttribute(const char *attr, int loc) { - if (GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects ) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { glBindAttribLocationARB(mShader, loc, attr); } } int BL_Shader::GetUniformLocation(const char *name) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { - MT_assert(mShader!=0); + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { + MT_assert(mShader != 0); int location = glGetUniformLocationARB(mShader, name); - if (location == -1) + + if (location == -1) { spit("Invalid uniform value: " << name << "."); + } + return location; } - return -1; } -void BL_Shader::SetUniform(int uniform, const MT_Tuple2& vec) +void BL_Shader::SetUniform(int uniform, const MT_Tuple2 &vec) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { float value[2]; vec.getValue(value); glUniform2fvARB(uniform, 1, value); } - } -void BL_Shader::SetUniform(int uniform, const MT_Tuple3& vec) +void BL_Shader::SetUniform(int uniform, const MT_Tuple3 &vec) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { float value[3]; vec.getValue(value); glUniform3fvARB(uniform, 1, value); } } -void BL_Shader::SetUniform(int uniform, const MT_Tuple4& vec) +void BL_Shader::SetUniform(int uniform, const MT_Tuple4 &vec) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { float value[4]; vec.getValue(value); glUniform4fvARB(uniform, 1, value); } } -void BL_Shader::SetUniform(int uniform, const unsigned int& val) +void BL_Shader::SetUniform(int uniform, const unsigned int &val) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { glUniform1iARB(uniform, val); } } void BL_Shader::SetUniform(int uniform, const int val) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { glUniform1iARB(uniform, val); } } -void BL_Shader::SetUniform(int uniform, const float& val) +void BL_Shader::SetUniform(int uniform, const float &val) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { glUniform1fARB(uniform, val); } } -void BL_Shader::SetUniform(int uniform, const MT_Matrix4x4& vec, bool transpose) +void BL_Shader::SetUniform(int uniform, const MT_Matrix4x4 &vec, bool transpose) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { float value[16]; // note: getValue gives back column major as needed by OpenGL vec.getValue(value); - glUniformMatrix4fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value); + glUniformMatrix4fvARB(uniform, 1, transpose ? GL_TRUE : GL_FALSE, value); } } -void BL_Shader::SetUniform(int uniform, const MT_Matrix3x3& vec, bool transpose) +void BL_Shader::SetUniform(int uniform, const MT_Matrix3x3 &vec, bool transpose) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { float value[9]; - value[0] = (float)vec[0][0]; value[1] = (float)vec[1][0]; value[2] = (float)vec[2][0]; - value[3] = (float)vec[0][1]; value[4] = (float)vec[1][1]; value[5] = (float)vec[2][1]; - value[6] = (float)vec[0][2]; value[7] = (float)vec[1][2]; value[8] = (float)vec[2][2]; - glUniformMatrix3fvARB(uniform, 1, transpose?GL_TRUE:GL_FALSE, value); + value[0] = (float)vec[0][0]; + value[1] = (float)vec[1][0]; + value[2] = (float)vec[2][0]; + value[3] = (float)vec[0][1]; + value[4] = (float)vec[1][1]; + value[5] = (float)vec[2][1]; + value[6] = (float)vec[0][2]; + value[7] = (float)vec[1][2]; + value[8] = (float)vec[2][2]; + glUniformMatrix3fvARB(uniform, 1, transpose ? GL_TRUE : GL_FALSE, value); } } -void BL_Shader::SetUniform(int uniform, const float* val, int len) +void BL_Shader::SetUniform(int uniform, const float *val, int len) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { - if (len == 2) - glUniform2fvARB(uniform, 1,(GLfloat*)val); - else if (len == 3) - glUniform3fvARB(uniform, 1,(GLfloat*)val); - else if (len == 4) - glUniform4fvARB(uniform, 1,(GLfloat*)val); - else + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { + if (len == 2) { + glUniform2fvARB(uniform, 1, (GLfloat *)val); + } + else if (len == 3) { + glUniform3fvARB(uniform, 1, (GLfloat *)val); + } + else if (len == 4) { + glUniform4fvARB(uniform, 1, (GLfloat *)val); + } + else { MT_assert(0); + } } } -void BL_Shader::SetUniform(int uniform, const int* val, int len) +void BL_Shader::SetUniform(int uniform, const int *val, int len) { - if ( GLEW_ARB_fragment_shader && - GLEW_ARB_vertex_shader && - GLEW_ARB_shader_objects - ) - { - if (len == 2) - glUniform2ivARB(uniform, 1, (GLint*)val); - else if (len == 3) - glUniform3ivARB(uniform, 1, (GLint*)val); - else if (len == 4) - glUniform4ivARB(uniform, 1, (GLint*)val); - else + if (GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader && GLEW_ARB_shader_objects) { + if (len == 2) { + glUniform2ivARB(uniform, 1, (GLint *)val); + } + else if (len == 3) { + glUniform3ivARB(uniform, 1, (GLint *)val); + } + else if (len == 4) { + glUniform4ivARB(uniform, 1, (GLint *)val); + } + else { MT_assert(0); + } } } #ifdef WITH_PYTHON - -PyMethodDef BL_Shader::Methods[] = -{ +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, setAttrib ), - - KX_PYMETHODTABLE( BL_Shader, setUniformfv ), - KX_PYMETHODTABLE( BL_Shader, setUniformiv ), - KX_PYMETHODTABLE( BL_Shader, setUniformDef ), - - KX_PYMETHODTABLE( BL_Shader, setSampler ), - KX_PYMETHODTABLE( BL_Shader, setUniformMatrix4 ), - KX_PYMETHODTABLE( BL_Shader, setUniformMatrix3 ), - - {NULL,NULL} //Sentinel + 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, setAttrib), + KX_PYMETHODTABLE(BL_Shader, setUniformfv), + KX_PYMETHODTABLE(BL_Shader, setUniformiv), + KX_PYMETHODTABLE(BL_Shader, setUniformDef), + KX_PYMETHODTABLE(BL_Shader, setSampler), + KX_PYMETHODTABLE(BL_Shader, setUniformMatrix4), + KX_PYMETHODTABLE(BL_Shader, setUniformMatrix3), + {NULL, NULL} //Sentinel }; PyAttributeDef BL_Shader::Attributes[] = { - { NULL } //Sentinel + {NULL} //Sentinel }; PyTypeObject BL_Shader::Type = { @@ -817,37 +782,39 @@ PyTypeObject BL_Shader::Type = { 0, 0, py_base_repr, - 0,0,0,0,0,0,0,0,0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, - 0,0,0,0,0,0,0, + 0, 0, 0, 0, 0, 0, 0, Methods, 0, 0, &PyObjectPlus::Type, - 0,0,0,0,0,0, + 0, 0, 0, 0, 0, 0, py_base_new }; -KX_PYMETHODDEF_DOC( BL_Shader, setSource," setSource(vertexProgram, fragmentProgram)" ) +KX_PYMETHODDEF_DOC(BL_Shader, setSource, " setSource(vertexProgram, fragmentProgram)") { - if (mShader !=0 && mOk ) - { + if (mShader != 0 && mOk) { // already set... Py_RETURN_NONE; } - char *v,*f; - int apply=0; - if ( PyArg_ParseTuple(args, "ssi:setSource", &v, &f, &apply) ) - { + + char *v, *f; + int apply = 0; + + if (PyArg_ParseTuple(args, "ssi:setSource", &v, &f, &apply)) { vertProg = v; fragProg = f; - if ( LinkProgram() ) { - glUseProgramObjectARB( mShader ); - mUse = apply!=0; + + if (LinkProgram()) { + glUseProgramObjectARB(mShader); + mUse = apply != 0; Py_RETURN_NONE; } - vertProg = 0; - fragProg = 0; + + vertProg = NULL; + fragProg = NULL; mUse = 0; Py_RETURN_NONE; } @@ -855,80 +822,82 @@ KX_PYMETHODDEF_DOC( BL_Shader, setSource," setSource(vertexProgram, fragmentProg } -KX_PYMETHODDEF_DOC( BL_Shader, delSource, "delSource( )" ) +KX_PYMETHODDEF_DOC(BL_Shader, delSource, "delSource( )") { ClearUniforms(); glUseProgramObjectARB(0); - glDeleteObjectARB(mShader); - mShader = 0; - mOk = 0; - mUse = 0; + mShader = 0; + mOk = 0; + mUse = 0; Py_RETURN_NONE; } -KX_PYMETHODDEF_DOC( BL_Shader, isValid, "isValid()" ) +KX_PYMETHODDEF_DOC(BL_Shader, isValid, "isValid()") { - return PyBool_FromLong(( mShader !=0 && mOk )); + return PyBool_FromLong((mShader != 0 && mOk)); } -KX_PYMETHODDEF_DOC( BL_Shader, getVertexProg, "getVertexProg( )" ) +KX_PYMETHODDEF_DOC(BL_Shader, getVertexProg, "getVertexProg( )") { - return PyUnicode_FromString(vertProg?vertProg:""); + return PyUnicode_FromString(vertProg ? vertProg : ""); } -KX_PYMETHODDEF_DOC( BL_Shader, getFragmentProg, "getFragmentProg( )" ) +KX_PYMETHODDEF_DOC(BL_Shader, getFragmentProg, "getFragmentProg( )") { - return PyUnicode_FromString(fragProg?fragProg:""); + return PyUnicode_FromString(fragProg ? fragProg : ""); } -KX_PYMETHODDEF_DOC( BL_Shader, validate, "validate()") +KX_PYMETHODDEF_DOC(BL_Shader, validate, "validate()") { if (mError) { Py_RETURN_NONE; } - if (mShader==0) { + + if (mShader == 0) { PyErr_SetString(PyExc_TypeError, "shader.validate(): BL_Shader, invalid shader object"); return NULL; } + int stat = 0; glValidateProgramARB(mShader); - glGetObjectParameterivARB(mShader, GL_OBJECT_VALIDATE_STATUS_ARB,(GLint*) &stat); - + glGetObjectParameterivARB(mShader, GL_OBJECT_VALIDATE_STATUS_ARB, (GLint *)&stat); if (stat > 0 && stat < MAX_LOG_LEN) { - int char_len=0; - char *logInf = (char*)MEM_mallocN(stat, "validate-log"); + int char_len = 0; + char *logInf = (char *)MEM_mallocN(stat, "validate-log"); - glGetInfoLogARB(mShader, stat,(GLsizei*) &char_len, logInf); - if (char_len >0) { + glGetInfoLogARB(mShader, stat, (GLsizei *)&char_len, logInf); + + if (char_len > 0) { spit("---- GLSL Validation ----"); spit(logInf); } MEM_freeN(logInf); - logInf=0; + logInf = NULL; } Py_RETURN_NONE; } -KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" ) +KX_PYMETHODDEF_DOC(BL_Shader, setSampler, "setSampler(name, index)") { if (mError) { Py_RETURN_NONE; } const char *uniform; - int index=-1; - if (PyArg_ParseTuple(args, "si:setSampler", &uniform, &index)) - { + int index = -1; + + if (PyArg_ParseTuple(args, "si:setSampler", &uniform, &index)) { int loc = GetUniformLocation(uniform); + if (loc != -1) { - if (index >= MAXTEX || index < 0) + if (index >= MAXTEX || index < 0) { spit("Invalid texture sample index: " << index); - + } #ifdef SORT_UNIFORMS - SetUniformiv(loc, BL_Uniform::UNI_INT, &index, (sizeof(int)) ); + SetUniformiv(loc, BL_Uniform::UNI_INT, &index, (sizeof(int))); #else SetUniform(loc, index); #endif @@ -942,34 +911,36 @@ KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" ) return NULL; } -KX_PYMETHODDEF_DOC( BL_Shader, setNumberOfPasses, "setNumberOfPasses( max-pass )" ) +KX_PYMETHODDEF_DOC(BL_Shader, setNumberOfPasses, "setNumberOfPasses( max-pass )") { int pass = 1; - if (!PyArg_ParseTuple(args, "i:setNumberOfPasses", &pass)) + + if (!PyArg_ParseTuple(args, "i:setNumberOfPasses", &pass)) { return NULL; + } mPass = 1; Py_RETURN_NONE; } /// access functions -KX_PYMETHODDEF_DOC( BL_Shader, setUniform1f, "setUniform1f(name, fx)" ) +KX_PYMETHODDEF_DOC(BL_Shader, setUniform1f, "setUniform1f(name, fx)") { if (mError) { Py_RETURN_NONE; } const char *uniform; - float value=0; - if (PyArg_ParseTuple(args, "sf:setUniform1f", &uniform, &value )) - { + float value = 0.0f; + + if (PyArg_ParseTuple(args, "sf:setUniform1f", &uniform, &value)) { int loc = GetUniformLocation(uniform); - if (loc != -1) - { + + if (loc != -1) { #ifdef SORT_UNIFORMS SetUniformfv(loc, BL_Uniform::UNI_FLOAT, &value, sizeof(float)); #else - SetUniform( loc, (float)value ); + SetUniform(loc, (float)value); #endif } Py_RETURN_NONE; @@ -977,21 +948,21 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform1f, "setUniform1f(name, fx)" ) return NULL; } - -KX_PYMETHODDEF_DOC( BL_Shader, setUniform2f, "setUniform2f(name, fx, fy)") +KX_PYMETHODDEF_DOC(BL_Shader, setUniform2f, "setUniform2f(name, fx, fy)") { if (mError) { Py_RETURN_NONE; } + const char *uniform; - float array[2] = {0, 0}; - if (PyArg_ParseTuple(args, "sff:setUniform2f", &uniform, &array[0],&array[1] )) - { + float array[2] = {0.0f, 0.0f}; + + if (PyArg_ParseTuple(args, "sff:setUniform2f", &uniform, &array[0], &array[1])) { int loc = GetUniformLocation(uniform); - if (loc != -1) - { + + if (loc != -1) { #ifdef SORT_UNIFORMS - SetUniformfv(loc, BL_Uniform::UNI_FLOAT2, array, (sizeof(float)*2) ); + SetUniformfv(loc, BL_Uniform::UNI_FLOAT2, array, (sizeof(float) * 2)); #else SetUniform(loc, array, 2); #endif @@ -1001,46 +972,45 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform2f, "setUniform2f(name, fx, fy)") return NULL; } - -KX_PYMETHODDEF_DOC( BL_Shader, setUniform3f, "setUniform3f(name, fx,fy,fz) ") +KX_PYMETHODDEF_DOC(BL_Shader, setUniform3f, "setUniform3f(name, fx,fy,fz) ") { if (mError) { Py_RETURN_NONE; } + const char *uniform; - float array[3] = {0, 0, 0}; - if (PyArg_ParseTuple(args, "sfff:setUniform3f", &uniform, &array[0],&array[1],&array[2])) - { + float array[3] = {0.0f, 0.0f, 0.0f}; + + if (PyArg_ParseTuple(args, "sfff:setUniform3f", &uniform, &array[0], &array[1], &array[2])) { int loc = GetUniformLocation(uniform); - if (loc != -1) - { + + if (loc != -1) { #ifdef SORT_UNIFORMS - SetUniformfv(loc, BL_Uniform::UNI_FLOAT3, array, (sizeof(float)*3) ); + SetUniformfv(loc, BL_Uniform::UNI_FLOAT3, array, (sizeof(float) * 3)); #else SetUniform(loc, array, 3); #endif } Py_RETURN_NONE; - } return NULL; } - -KX_PYMETHODDEF_DOC( BL_Shader, setUniform4f, "setUniform4f(name, fx,fy,fz, fw) ") +KX_PYMETHODDEF_DOC(BL_Shader, setUniform4f, "setUniform4f(name, fx,fy,fz, fw) ") { if (mError) { Py_RETURN_NONE; } + const char *uniform; - float array[4] = {0, 0, 0, 0}; - if (PyArg_ParseTuple(args, "sffff:setUniform4f", &uniform, &array[0],&array[1],&array[2], &array[3])) - { + float array[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + + if (PyArg_ParseTuple(args, "sffff:setUniform4f", &uniform, &array[0], &array[1], &array[2], &array[3])) { int loc = GetUniformLocation(uniform); - if (loc != -1) - { + + if (loc != -1) { #ifdef SORT_UNIFORMS - SetUniformfv(loc, BL_Uniform::UNI_FLOAT4, array, (sizeof(float)*4) ); + SetUniformfv(loc, BL_Uniform::UNI_FLOAT4, array, (sizeof(float) * 4)); #else SetUniform(loc, array, 4); #endif @@ -1050,19 +1020,19 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform4f, "setUniform4f(name, fx,fy,fz, fw) " return NULL; } - -KX_PYMETHODDEF_DOC( BL_Shader, setUniform1i, "setUniform1i(name, ix)" ) +KX_PYMETHODDEF_DOC(BL_Shader, setUniform1i, "setUniform1i(name, ix)") { if (mError) { Py_RETURN_NONE; } + const char *uniform; - int value=0; - if (PyArg_ParseTuple(args, "si:setUniform1i", &uniform, &value )) - { + int value = 0; + + if (PyArg_ParseTuple(args, "si:setUniform1i", &uniform, &value)) { int loc = GetUniformLocation(uniform); - if (loc != -1) - { + + if (loc != -1) { #ifdef SORT_UNIFORMS SetUniformiv(loc, BL_Uniform::UNI_INT, &value, sizeof(int)); #else @@ -1074,21 +1044,21 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform1i, "setUniform1i(name, ix)" ) return NULL; } - -KX_PYMETHODDEF_DOC( BL_Shader, setUniform2i, "setUniform2i(name, ix, iy)") +KX_PYMETHODDEF_DOC(BL_Shader, setUniform2i, "setUniform2i(name, ix, iy)") { if (mError) { Py_RETURN_NONE; } + const char *uniform; int array[2] = {0, 0}; - if (PyArg_ParseTuple(args, "sii:setUniform2i", &uniform, &array[0],&array[1] )) - { + + if (PyArg_ParseTuple(args, "sii:setUniform2i", &uniform, &array[0], &array[1])) { int loc = GetUniformLocation(uniform); - if (loc != -1) - { + + if (loc != -1) { #ifdef SORT_UNIFORMS - SetUniformiv(loc, BL_Uniform::UNI_INT2, array, sizeof(int)*2); + SetUniformiv(loc, BL_Uniform::UNI_INT2, array, sizeof(int) * 2); #else SetUniform(loc, array, 2); #endif @@ -1098,8 +1068,7 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform2i, "setUniform2i(name, ix, iy)") return NULL; } - -KX_PYMETHODDEF_DOC( BL_Shader, setUniform3i, "setUniform3i(name, ix,iy,iz) ") +KX_PYMETHODDEF_DOC(BL_Shader, setUniform3i, "setUniform3i(name, ix,iy,iz) ") { if (mError) { Py_RETURN_NONE; @@ -1107,13 +1076,13 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform3i, "setUniform3i(name, ix,iy,iz) ") const char *uniform; int array[3] = {0, 0, 0}; - if (PyArg_ParseTuple(args, "siii:setUniform3i", &uniform, &array[0],&array[1],&array[2])) - { + + if (PyArg_ParseTuple(args, "siii:setUniform3i", &uniform, &array[0], &array[1], &array[2])) { int loc = GetUniformLocation(uniform); - if (loc != -1) - { + + if (loc != -1) { #ifdef SORT_UNIFORMS - SetUniformiv(loc, BL_Uniform::UNI_INT3, array, sizeof(int)*3); + SetUniformiv(loc, BL_Uniform::UNI_INT3, array, sizeof(int) * 3); #else SetUniform(loc, array, 3); #endif @@ -1123,20 +1092,21 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform3i, "setUniform3i(name, ix,iy,iz) ") return NULL; } -KX_PYMETHODDEF_DOC( BL_Shader, setUniform4i, "setUniform4i(name, ix,iy,iz, iw) ") +KX_PYMETHODDEF_DOC(BL_Shader, setUniform4i, "setUniform4i(name, ix,iy,iz, iw) ") { if (mError) { Py_RETURN_NONE; } + const char *uniform; int array[4] = {0, 0, 0, 0}; - if (PyArg_ParseTuple(args, "siiii:setUniform4i", &uniform, &array[0],&array[1],&array[2], &array[3] )) - { + + if (PyArg_ParseTuple(args, "siiii:setUniform4i", &uniform, &array[0], &array[1], &array[2], &array[3])) { int loc = GetUniformLocation(uniform); - if (loc != -1) - { + + if (loc != -1) { #ifdef SORT_UNIFORMS - SetUniformiv(loc, BL_Uniform::UNI_INT4, array, sizeof(int)*4); + SetUniformiv(loc, BL_Uniform::UNI_INT4, array, sizeof(int) * 4); #else SetUniform(loc, array, 4); #endif @@ -1146,68 +1116,69 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniform4i, "setUniform4i(name, ix,iy,iz, iw) " return NULL; } -KX_PYMETHODDEF_DOC( BL_Shader, setUniformfv, "setUniformfv( float (list2 or list3 or list4) )") +KX_PYMETHODDEF_DOC(BL_Shader, setUniformfv, "setUniformfv(float (list2 or list3 or list4))") { if (mError) { Py_RETURN_NONE; } + const char *uniform = ""; - PyObject *listPtr =0; - float array_data[4] = {0.f,0.f,0.f,0.f}; + PyObject *listPtr = NULL; + float array_data[4] = {0.0f, 0.0f, 0.0f, 0.0f}; - if (PyArg_ParseTuple(args, "sO:setUniformfv", &uniform, &listPtr)) - { + if (PyArg_ParseTuple(args, "sO:setUniformfv", &uniform, &listPtr)) { int loc = GetUniformLocation(uniform); - if (loc != -1) - { - if (PySequence_Check(listPtr)) - { + if (loc != -1) { + if (PySequence_Check(listPtr)) { unsigned int list_size = PySequence_Size(listPtr); - - for (unsigned int i=0; (i<list_size && i<4); i++) - { + + 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: + switch (list_size) { + case 2: { - float array2[2] = { array_data[0],array_data[1] }; + float array2[2] = {array_data[0], array_data[1]}; #ifdef SORT_UNIFORMS - SetUniformfv(loc, BL_Uniform::UNI_FLOAT2, array2, sizeof(float)*2); + SetUniformfv(loc, BL_Uniform::UNI_FLOAT2, array2, sizeof(float) * 2); #else SetUniform(loc, array2, 2); #endif Py_RETURN_NONE; - } break; - case 3: + break; + } + case 3: { - float array3[3] = { array_data[0],array_data[1],array_data[2] }; + float array3[3] = {array_data[0], array_data[1], array_data[2]}; #ifdef SORT_UNIFORMS - SetUniformfv(loc, BL_Uniform::UNI_FLOAT3, array3, sizeof(float)*3); + SetUniformfv(loc, BL_Uniform::UNI_FLOAT3, array3, sizeof(float) * 3); #else SetUniform(loc, array3, 3); #endif Py_RETURN_NONE; - }break; - case 4: + break; + } + case 4: { - float array4[4] = { array_data[0],array_data[1],array_data[2],array_data[3] }; + float array4[4] = {array_data[0], array_data[1], array_data[2], array_data[3]}; #ifdef SORT_UNIFORMS - SetUniformfv(loc, BL_Uniform::UNI_FLOAT4, array4, sizeof(float)*4); + SetUniformfv(loc, BL_Uniform::UNI_FLOAT4, array4, sizeof(float) * 4); #else SetUniform(loc, array4, 4); #endif Py_RETURN_NONE; - }break; - default: + break; + } + default: { - PyErr_SetString(PyExc_TypeError, "shader.setUniform4i(name, ix,iy,iz, iw): BL_Shader. invalid list size"); + PyErr_SetString(PyExc_TypeError, + "shader.setUniform4i(name, ix,iy,iz, iw): BL_Shader. invalid list size"); return NULL; - }break; + break; + } } } } @@ -1215,220 +1186,227 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniformfv, "setUniformfv( float (list2 or list return NULL; } -KX_PYMETHODDEF_DOC( BL_Shader, setUniformiv, "setUniformiv( uniform_name, (list2 or list3 or list4) )") +KX_PYMETHODDEF_DOC(BL_Shader, setUniformiv, "setUniformiv(uniform_name, (list2 or list3 or list4))") { if (mError) { Py_RETURN_NONE; } + const char *uniform = ""; - PyObject *listPtr =0; - int array_data[4] = {0,0,0,0}; + PyObject *listPtr = NULL; + int array_data[4] = {0, 0, 0, 0}; - if (!PyArg_ParseTuple(args, "sO:setUniformiv", &uniform, &listPtr)) + if (!PyArg_ParseTuple(args, "sO:setUniformiv", &uniform, &listPtr)) { return NULL; - + } + int loc = GetUniformLocation(uniform); - + if (loc == -1) { - PyErr_SetString(PyExc_TypeError, "shader.setUniformiv(...): BL_Shader, first string argument is not a valid uniform value"); + PyErr_SetString(PyExc_TypeError, + "shader.setUniformiv(...): BL_Shader, first string argument is not a valid uniform value"); return NULL; } - + if (!PySequence_Check(listPtr)) { PyErr_SetString(PyExc_TypeError, "shader.setUniformiv(...): BL_Shader, second argument is not a sequence"); return NULL; } - + unsigned int list_size = PySequence_Size(listPtr); - - for (unsigned int i=0; (i<list_size && i<4); i++) - { + + for (unsigned int i = 0; (i < list_size && i < 4); i++) { PyObject *item = PySequence_GetItem(listPtr, i); array_data[i] = PyLong_AsLong(item); Py_DECREF(item); } - + if (PyErr_Occurred()) { - PyErr_SetString(PyExc_TypeError, "shader.setUniformiv(...): BL_Shader, one or more values in the list is not an int"); + PyErr_SetString(PyExc_TypeError, + "shader.setUniformiv(...): BL_Shader, one or more values in the list is not an int"); return NULL; } - - /* Sanity checks done! */ - - switch (list_size) - { - case 2: + + // Sanity checks done! + switch (list_size) { + case 2: { - int array2[2] = { array_data[0],array_data[1]}; + int array2[2] = {array_data[0], array_data[1]}; #ifdef SORT_UNIFORMS - SetUniformiv(loc, BL_Uniform::UNI_INT2, array2, sizeof(int)*2); + SetUniformiv(loc, BL_Uniform::UNI_INT2, array2, sizeof(int) * 2); #else SetUniform(loc, array2, 2); #endif Py_RETURN_NONE; - } break; - case 3: + break; + } + case 3: { - int array3[3] = { array_data[0],array_data[1],array_data[2] }; + int array3[3] = {array_data[0], array_data[1], array_data[2]}; #ifdef SORT_UNIFORMS - SetUniformiv(loc, BL_Uniform::UNI_INT3, array3, sizeof(int)*3); - + SetUniformiv(loc, BL_Uniform::UNI_INT3, array3, sizeof(int) * 3); #else SetUniform(loc, array3, 3); #endif Py_RETURN_NONE; - }break; - case 4: + break; + } + case 4: { - int array4[4] = { array_data[0],array_data[1],array_data[2],array_data[3] }; + int array4[4] = {array_data[0], array_data[1], array_data[2], array_data[3]}; #ifdef SORT_UNIFORMS - SetUniformiv(loc, BL_Uniform::UNI_INT4, array4, sizeof(int)*4); - + SetUniformiv(loc, BL_Uniform::UNI_INT4, array4, sizeof(int) * 4); #else SetUniform(loc, array4, 4); #endif Py_RETURN_NONE; - }break; - default: + break; + } + default: { - PyErr_SetString(PyExc_TypeError, "shader.setUniformiv(...): BL_Shader, second argument, invalid list size, expected an int list between 2 and 4"); + PyErr_SetString(PyExc_TypeError, + "shader.setUniformiv(...): BL_Shader, second argument, invalid list size, expected an int " + "list between 2 and 4"); return NULL; - }break; + break; + } } - Py_RETURN_NONE; } - -KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix4, -"setUniformMatrix4(uniform_name, mat-4x4, transpose(row-major=true, col-major=false)" ) +KX_PYMETHODDEF_DOC(BL_Shader, setUniformMatrix4, + "setUniformMatrix4(uniform_name, mat-4x4, transpose(row-major=true, col-major=false)") { if (mError) { Py_RETURN_NONE; } float matr[16] = { - 1,0,0,0, - 0,1,0,0, - 0,0,1,0, - 0,0,0,1 + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; const char *uniform; - PyObject *matrix=0; - int transp=0; // python use column major by default, so no transpose.... - - if (!PyArg_ParseTuple(args, "sO|i:setUniformMatrix4",&uniform, &matrix,&transp)) + PyObject *matrix = NULL; + int transp = 0; // python use column major by default, so no transpose.... + + if (!PyArg_ParseTuple(args, "sO|i:setUniformMatrix4", &uniform, &matrix, &transp)) { return NULL; + } int loc = GetUniformLocation(uniform); - + if (loc == -1) { - PyErr_SetString(PyExc_TypeError, "shader.setUniformMatrix4(...): BL_Shader, first string argument is not a valid uniform value"); + PyErr_SetString(PyExc_TypeError, + "shader.setUniformMatrix4(...): BL_Shader, first string argument is not a valid uniform value"); return NULL; } - + MT_Matrix4x4 mat; - + if (!PyMatTo(matrix, mat)) { - PyErr_SetString(PyExc_TypeError, "shader.setUniformMatrix4(...): BL_Shader, second argument cannot be converted into a 4x4 matrix"); + PyErr_SetString(PyExc_TypeError, + "shader.setUniformMatrix4(...): BL_Shader, second argument cannot be converted into a 4x4 matrix"); return NULL; } - - /* Sanity checks done! */ + // Sanity checks done! #ifdef SORT_UNIFORMS mat.getValue(matr); - SetUniformfv(loc, BL_Uniform::UNI_MAT4, matr, (sizeof(float)*16), (transp!=0) ); + SetUniformfv(loc, BL_Uniform::UNI_MAT4, matr, (sizeof(float) * 16), (transp != 0)); #else - SetUniform(loc,mat,(transp!=0)); + SetUniform(loc, mat, (transp != 0)); #endif Py_RETURN_NONE; } -KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix3, -"setUniformMatrix3(uniform_name, list[3x3], transpose(row-major=true, col-major=false)" ) +KX_PYMETHODDEF_DOC(BL_Shader, setUniformMatrix3, + "setUniformMatrix3(uniform_name, list[3x3], transpose(row-major=true, col-major=false)") { if (mError) { Py_RETURN_NONE; } float matr[9] = { - 1,0,0, - 0,1,0, - 0,0,1, + 1.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 1.0f, }; const char *uniform; - PyObject *matrix=0; - int transp=0; // python use column major by default, so no transpose.... - if (!PyArg_ParseTuple(args, "sO|i:setUniformMatrix3",&uniform, &matrix,&transp)) + PyObject *matrix = NULL; + int transp = 0; // python use column major by default, so no transpose.... + + if (!PyArg_ParseTuple(args, "sO|i:setUniformMatrix3", &uniform, &matrix, &transp)) { return NULL; - + } + int loc = GetUniformLocation(uniform); - + if (loc == -1) { - PyErr_SetString(PyExc_TypeError, "shader.setUniformMatrix3(...): BL_Shader, first string argument is not a valid uniform value"); + PyErr_SetString(PyExc_TypeError, + "shader.setUniformMatrix3(...): BL_Shader, first string argument is not a valid uniform value"); return NULL; } - - + MT_Matrix3x3 mat; - + if (!PyMatTo(matrix, mat)) { - PyErr_SetString(PyExc_TypeError, "shader.setUniformMatrix3(...): BL_Shader, second argument cannot be converted into a 3x3 matrix"); + PyErr_SetString(PyExc_TypeError, + "shader.setUniformMatrix3(...): BL_Shader, second argument cannot be converted into a 3x3 matrix"); return NULL; } - #ifdef SORT_UNIFORMS mat.getValue3x3(matr); - SetUniformfv(loc, BL_Uniform::UNI_MAT3, matr, (sizeof(float)*9), (transp!=0) ); + SetUniformfv(loc, BL_Uniform::UNI_MAT3, matr, (sizeof(float) * 9), (transp != 0)); #else - SetUniform(loc,mat,(transp!=0)); + SetUniform(loc, mat, (transp != 0)); #endif Py_RETURN_NONE; } -KX_PYMETHODDEF_DOC( BL_Shader, setAttrib, "setAttrib(enum)" ) +KX_PYMETHODDEF_DOC(BL_Shader, setAttrib, "setAttrib(enum)") { if (mError) { Py_RETURN_NONE; } - - int attr=0; - - if (!PyArg_ParseTuple(args, "i:setAttrib", &attr)) + + int attr = 0; + + if (!PyArg_ParseTuple(args, "i:setAttrib", &attr)) { return NULL; + } - attr= SHD_TANGENT; /* user input is ignored for now, there is only 1 attr */ + attr = SHD_TANGENT; // user input is ignored for now, there is only 1 attr - if (mShader==0) { + if (mShader == 0) { PyErr_SetString(PyExc_ValueError, "shader.setAttrib() BL_Shader, invalid shader object"); return NULL; } - mAttr= attr; + mAttr = attr; glUseProgramObjectARB(mShader); glBindAttribLocationARB(mShader, mAttr, "Tangent"); Py_RETURN_NONE; } -KX_PYMETHODDEF_DOC( BL_Shader, setUniformDef, "setUniformDef(name, enum)" ) +KX_PYMETHODDEF_DOC(BL_Shader, setUniformDef, "setUniformDef(name, enum)") { if (mError) { Py_RETURN_NONE; } const char *uniform; - int nloc=0; - if (PyArg_ParseTuple(args, "si:setUniformDef", &uniform, &nloc)) - { + int nloc = 0; + if (PyArg_ParseTuple(args, "si:setUniformDef", &uniform, &nloc)) { int loc = GetUniformLocation(uniform); - if (loc != -1) - { + + if (loc != -1) { bool defined = false; BL_UniformVecDef::iterator it = mPreDef.begin(); while (it != mPreDef.end()) { @@ -1438,6 +1416,7 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniformDef, "setUniformDef(name, enum)" ) } it++; } + if (defined) { Py_RETURN_NONE; } diff --git a/source/gameengine/Ketsji/BL_Shader.h b/source/gameengine/Ketsji/BL_Shader.h index e3dc4b19773..aef4b42a85a 100644 --- a/source/gameengine/Ketsji/BL_Shader.h +++ b/source/gameengine/Ketsji/BL_Shader.h @@ -9,7 +9,6 @@ #include "EXP_PyObjectPlus.h" #include "BL_Material.h" #include "BL_Texture.h" -// -- #include "MT_Matrix4x4.h" #include "MT_Matrix3x3.h" #include "MT_Tuple2.h" @@ -18,17 +17,19 @@ /** * BL_Sampler - * Sampler access + * Sampler access */ class BL_Sampler { public: - BL_Sampler(): + BL_Sampler() + : mLoc(-1) { } - int mLoc; // Sampler location - + + int mLoc; // Sampler location + #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_Sampler") #endif @@ -36,27 +37,23 @@ public: /** * BL_Uniform - * uniform storage + * uniform storage */ -class BL_Uniform +class BL_Uniform { private: - int mLoc; // Uniform location - void* mData; // Memory allocated for variable - bool mDirty; // Caching variable - int mType; // Enum UniformTypes - bool mTranspose; // Transpose matrices - const int mDataLen; // Length of our data + int mLoc; // Uniform location + void *mData; // Memory allocated for variable + bool mDirty; // Caching variable + int mType; // Enum UniformTypes + bool mTranspose; // Transpose matrices + const int mDataLen; // Length of our data public: BL_Uniform(int data_size); ~BL_Uniform(); - - - void Apply(class BL_Shader *shader); - void SetData(int location, int type, bool transpose=false); enum UniformTypes { - UNI_NONE =0, + UNI_NONE = 0, UNI_INT, UNI_FLOAT, UNI_INT2, @@ -70,10 +67,11 @@ public: UNI_MAX }; - int GetLocation() { return mLoc; } - void* getData() { return mData; } - - + void Apply(class BL_Shader *shader); + void SetData(int location, int type, bool transpose = false); + int GetLocation() { return mLoc; } + void *getData() { return mData; } + #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_Uniform") #endif @@ -81,22 +79,23 @@ public: /** * BL_DefUniform - * pre defined uniform storage + * pre defined uniform storage */ class BL_DefUniform { public: - BL_DefUniform() : + BL_DefUniform() + : mType(0), mLoc(0), mFlag(0) { } - int mType; - int mLoc; - unsigned int mFlag; - - + + int mType; + int mLoc; + unsigned int mFlag; + #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_DefUniform") #endif @@ -104,46 +103,46 @@ public: /** * BL_Shader - * shader access + * shader access */ class BL_Shader : public PyObjectPlus { Py_Header private: - typedef std::vector<BL_Uniform*> BL_UniformVec; - typedef std::vector<BL_DefUniform*> BL_UniformVecDef; - - unsigned int mShader; // Shader object - int mPass; // 1.. unused - bool mOk; // Valid and ok - bool mUse; // ... -//BL_Sampler mSampler[MAXTEX]; // Number of samplers - int mAttr; // Tangent attribute - const char* vertProg; // Vertex program string - const char* fragProg; // Fragment program string - bool mError; // ... - bool mDirty; // + typedef std::vector<BL_Uniform *> BL_UniformVec; + typedef std::vector<BL_DefUniform *> BL_UniformVecDef; + + unsigned int mShader; // Shader object + int mPass; // 1.. unused + bool mOk; // Valid and ok + bool mUse; + //BL_Sampler mSampler[MAXTEX]; // Number of samplers + int mAttr; // Tangent attribute + const char *vertProg; // Vertex program string + const char *fragProg; // Fragment program string + bool mError; + bool mDirty; + + // Stored uniform variables + BL_UniformVec mUniforms; + BL_UniformVecDef mPreDef; // Compiles and links the shader bool LinkProgram(); - // Stored uniform variables - BL_UniformVec mUniforms; - BL_UniformVecDef mPreDef; - // search by location - BL_Uniform* FindUniform(const int location); + BL_Uniform *FindUniform(const int location); + // clears uniform data - void ClearUniforms(); + void ClearUniforms(); public: BL_Shader(); virtual ~BL_Shader(); - // Unused for now tangent is set as - // tex coords + // Unused for now tangent is set as tex coords enum AttribTypes { - SHD_TANGENT =1 + SHD_TANGENT = 1 }; enum GenType { @@ -151,76 +150,63 @@ public: MODELVIEWMATRIX_TRANSPOSE, MODELVIEWMATRIX_INVERSE, MODELVIEWMATRIX_INVERSETRANSPOSE, - - // Model matrix MODELMATRIX, MODELMATRIX_TRANSPOSE, MODELMATRIX_INVERSE, MODELMATRIX_INVERSETRANSPOSE, - - // View Matrix VIEWMATRIX, VIEWMATRIX_TRANSPOSE, VIEWMATRIX_INVERSE, VIEWMATRIX_INVERSETRANSPOSE, - - // Current camera position CAM_POS, - - // RAS timer CONSTANT_TIMER }; - const char* GetVertPtr(); - const char* GetFragPtr(); - void SetVertPtr( char *vert ); - void SetFragPtr( char *frag ); - - // --- - int getNumPass() {return mPass;} - bool GetError() {return mError;} - // --- - //const BL_Sampler* GetSampler(int i); - void SetSampler(int loc, int unit); - - bool Ok()const; - unsigned int GetProg(); - void SetProg(bool enable); - int GetAttribute() { return mAttr; } - - // -- + const char *GetVertPtr(); + const char *GetFragPtr(); + void SetVertPtr(char *vert); + void SetFragPtr(char *frag); + int getNumPass() { return mPass; } + bool GetError() { return mError; } + + //const BL_Sampler *GetSampler(int i); + void SetSampler(int loc, int unit); + bool Ok() const; + unsigned int GetProg(); + void SetProg(bool enable); + int GetAttribute() { return mAttr; } + // Apply methods : sets colected uniforms void ApplyShader(); void UnloadShader(); // Update predefined uniforms each render call - void Update(const class RAS_MeshSlot & ms, class RAS_IRasterizer* rasty); - - //// Set sampler units (copied) - //void InitializeSampler(int unit, BL_Texture* texture ); - - - void SetUniformfv(int location,int type, float *param, int size,bool transpose=false); - void SetUniformiv(int location,int type, int *param, int size,bool transpose=false); + void Update(const class RAS_MeshSlot &ms, class RAS_IRasterizer *rasty); + // Set sampler units (copied) + //void InitializeSampler(int unit, BL_Texture *texture); + void SetUniformfv(int location, int type, float *param, int size, bool transpose = false); + void SetUniformiv(int location, int type, int *param, int size, bool transpose = false); int GetAttribLocation(const char *name); void BindAttribute(const char *attr, int loc); int GetUniformLocation(const char *name); - - void SetUniform(int uniform, const MT_Tuple2& vec); - void SetUniform(int uniform, const MT_Tuple3& vec); - void SetUniform(int uniform, const MT_Tuple4& vec); - void SetUniform(int uniform, const MT_Matrix4x4& vec, bool transpose=false); - void SetUniform(int uniform, const MT_Matrix3x3& vec, bool transpose=false); - void SetUniform(int uniform, const float& val); - void SetUniform(int uniform, const float* val, int len); - void SetUniform(int uniform, const int* val, int len); - void SetUniform(int uniform, const unsigned int& val); + void SetUniform(int uniform, const MT_Tuple2 &vec); + void SetUniform(int uniform, const MT_Tuple3 &vec); + void SetUniform(int uniform, const MT_Tuple4 &vec); + void SetUniform(int uniform, const MT_Matrix4x4 &vec, bool transpose = false); + void SetUniform(int uniform, const MT_Matrix3x3 &vec, bool transpose = false); + void SetUniform(int uniform, const float &val); + void SetUniform(int uniform, const float *val, int len); + void SetUniform(int uniform, const int *val, int len); + void SetUniform(int uniform, const unsigned int &val); void SetUniform(int uniform, const int val); // Python interface #ifdef WITH_PYTHON - virtual PyObject *py_repr(void) { return PyUnicode_FromFormat("BL_Shader\n\tvertex shader:%s\n\n\tfragment shader%s\n\n", vertProg, fragProg); } + virtual PyObject *py_repr() + { + return PyUnicode_FromFormat("BL_Shader\n\tvertex shader:%s\n\n\tfragment shader%s\n\n", vertProg, fragProg); + } // ----------------------------------- KX_PYMETHOD_DOC(BL_Shader, setSource); |