From 8dbe14b70b427ff449e1f4a7bb4cff989100f629 Mon Sep 17 00:00:00 2001 From: Erwin Coumans Date: Tue, 11 Apr 2006 05:57:30 +0000 Subject: applied Charlies patch, reverted some GLSL shader stuff, improved penetration depth estimate. --- source/gameengine/Ketsji/BL_Shader.cpp | 116 ++++++++++++++++----------------- 1 file changed, 55 insertions(+), 61 deletions(-) (limited to 'source/gameengine/Ketsji/BL_Shader.cpp') diff --git a/source/gameengine/Ketsji/BL_Shader.cpp b/source/gameengine/Ketsji/BL_Shader.cpp index 5598224c1ea..4a664589871 100644 --- a/source/gameengine/Ketsji/BL_Shader.cpp +++ b/source/gameengine/Ketsji/BL_Shader.cpp @@ -28,19 +28,7 @@ //using namespace bgl; #define spit(x) std::cout << x << std::endl; -/* ---- - testing for a faster solution! - ... just compile out - The idea is to install a shader in other - areas if code, find the shader via the scene and, - install it with ... - - shader->ApplyShader() - ... - shader->UnloadShader() -*/ #define SORT_UNIFORMS 1 - #define UNIFORM_MAX_LEN sizeof(float)*16 BL_Uniform::BL_Uniform(int data_size) @@ -143,15 +131,16 @@ BL_Shader::BL_Shader(PyTypeObject *T) mPass(1), mOk(0), mUse(0), + mAttr(0), vertProg(""), fragProg(""), mError(0), mDirty(true) { // if !RAS_EXT_support._ARB_shader_objects this class will not be used - for (int i=0; iDeleteTex(); - } - } + //for (int i=0; iDeleteTex(); + // } + //} ClearUniforms(); if( mShader ) { @@ -214,15 +203,6 @@ BL_Uniform *BL_Shader::FindUniform(const int location) void BL_Shader::SetUniformfv(int location, int type, float *param,int size, bool transpose) { #ifdef SORT_UNIFORMS -#ifdef WIN32 -#ifndef NDEBUG - MT_assert(type > BL_Uniform::UNI_NONE && type < BL_Uniform::UNI_MAX); - MT_assert(location); - MT_assert(param); - //MT_assert(size > 0 && size <= UNIFORM_MAX_LEN); -#endif -#endif //WIN32 - BL_Uniform *uni= FindUniform(location); if(uni) { memcpy(uni->getData(), param, size); @@ -242,16 +222,6 @@ void BL_Shader::SetUniformfv(int location, int type, float *param,int size, bool void BL_Shader::SetUniformiv(int location, int type, int *param,int size, bool transpose) { #ifdef SORT_UNIFORMS -#ifdef WIN32 -#ifndef NDEBUG - //MT_assert(type > BL_Uniform::UNI_NONE && type < BL_Uniform::UNI_MAX); - MT_assert(location); - MT_assert(param); - //MT_assert(size > 0 && size <= UNIFORM_MAX_LEN); -#endif -#endif //WIN32 - - BL_Uniform *uni= FindUniform(location); if(uni) { memcpy(uni->getData(), param, size); @@ -438,12 +408,12 @@ unsigned int BL_Shader::GetProg() { return mShader; } - -const BL_Sampler* BL_Shader::GetSampler(int i) -{ - MT_assert(i<=MAXTEX); - return &mSampler[i]; -} +// +//const BL_Sampler* BL_Shader::GetSampler(int i) +//{ +// MT_assert(i<=MAXTEX); +// return &mSampler[i]; +//} void BL_Shader::SetSampler(int loc, int unit) { @@ -457,14 +427,14 @@ void BL_Shader::SetSampler(int loc, int unit) } #endif } - -void BL_Shader::InitializeSampler(int unit, BL_Texture* texture) -{ - MT_assert(unit<=MAXTEX); - mSampler[unit].mTexture = texture; - mSampler[unit].mLoc =-1; - mSampler[unit].mOwn = 0; -} +// +//void BL_Shader::InitializeSampler(int unit, BL_Texture* texture) +//{ +// MT_assert(unit<=MAXTEX); +// mSampler[unit].mTexture = texture; +// mSampler[unit].mLoc =-1; +// mSampler[unit].mOwn = 0; +//} void BL_Shader::SetProg(bool enable) { @@ -504,7 +474,7 @@ void BL_Shader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) for(it = mPreDef.begin(); it!= mPreDef.end(); it++) { BL_DefUniform *uni = (*it); - if(!uni->mLoc) continue; + if(uni->mLoc == -1) continue; switch (uni->mType) { @@ -826,8 +796,7 @@ PyMethodDef BL_Shader::Methods[] = KX_PYMETHODTABLE( BL_Shader, setUniform2i ), KX_PYMETHODTABLE( BL_Shader, setUniform3i ), KX_PYMETHODTABLE( BL_Shader, setUniform4i ), -// TODO: GL_ARB_vertex/fragment_program support -// KX_PYMETHODTABLE( BL_Shader, setAttrib ), + KX_PYMETHODTABLE( BL_Shader, setAttrib ), KX_PYMETHODTABLE( BL_Shader, setUniformfv ), KX_PYMETHODTABLE( BL_Shader, setUniformiv ), @@ -967,10 +936,18 @@ KX_PYMETHODDEF_DOC( BL_Shader, setSampler, "setSampler(name, index)" ) { int loc = GetUniformLocation(uniform); if(loc != -1) { - if(index <= MAXTEX) - mSampler[index].mLoc = loc; - else + if(index >= MAXTEX && index < 0) spit("Invalid texture sample index: " << index); + +#ifdef SORT_UNIFORMS + SetUniformiv(loc, BL_Uniform::UNI_INT, &index, (sizeof(int)) ); +#else + SetUniform(loc, index); +#endif + //if(index <= MAXTEX) + // mSampler[index].mLoc = loc; + //else + // spit("Invalid texture sample index: " << index); } Py_Return; } @@ -1418,7 +1395,24 @@ KX_PYMETHODDEF_DOC( BL_Shader, setUniformMatrix3, KX_PYMETHODDEF_DOC( BL_Shader, setAttrib, "setAttrib(enum)" ) { - Py_Return; +#ifdef GL_ARB_shader_objects + if(mError) { + Py_INCREF(Py_None); + return Py_None; + } + int attr=0; + if(PyArg_ParseTuple(args, "i", &attr )) { + if(mShader==0) { + PyErr_Format(PyExc_ValueError, "invalid shader object"); + return NULL; + } + mAttr=SHD_TANGENT; + bgl::blUseProgramObjectARB(mShader); + bgl::blBindAttribLocationARB(mShader, mAttr, "Tangent"); + Py_Return; + } + return NULL; +#endif } -- cgit v1.2.3