/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ /** \file * \ingroup bpygpu * * - Use `bpygpu_` for local API. * - Use `BPyGPU` for public API. */ #include #include "BLI_utildefines.h" #include "GPU_shader.h" #include "GPU_texture.h" #include "GPU_uniform_buffer.h" #include "../generic/py_capi_utils.h" #include "../generic/python_utildefines.h" #include "../mathutils/mathutils.h" #include "gpu_py.h" #include "gpu_py_texture.h" #include "gpu_py_uniformbuffer.h" #include "gpu_py_vertex_format.h" #include "gpu_py_shader.h" /* own include */ /* -------------------------------------------------------------------- */ /** \name Enum Conversion. * \{ */ #define PYDOC_BUILTIN_SHADER_LIST \ " - ``2D_FLAT_COLOR``\n" \ " - ``2D_IMAGE``\n" \ " - ``2D_SMOOTH_COLOR``\n" \ " - ``2D_UNIFORM_COLOR``\n" \ " - ``3D_FLAT_COLOR``\n" \ " - ``3D_SMOOTH_COLOR``\n" \ " - ``3D_UNIFORM_COLOR``\n" \ " - ``3D_POLYLINE_FLAT_COLOR``\n" \ " - ``3D_POLYLINE_SMOOTH_COLOR``\n" \ " - ``3D_POLYLINE_UNIFORM_COLOR``\n" static const struct PyC_StringEnumItems pygpu_shader_builtin_items[] = { {GPU_SHADER_2D_FLAT_COLOR, "2D_FLAT_COLOR"}, {GPU_SHADER_2D_IMAGE, "2D_IMAGE"}, {GPU_SHADER_2D_SMOOTH_COLOR, "2D_SMOOTH_COLOR"}, {GPU_SHADER_2D_UNIFORM_COLOR, "2D_UNIFORM_COLOR"}, {GPU_SHADER_3D_FLAT_COLOR, "3D_FLAT_COLOR"}, {GPU_SHADER_3D_SMOOTH_COLOR, "3D_SMOOTH_COLOR"}, {GPU_SHADER_3D_UNIFORM_COLOR, "3D_UNIFORM_COLOR"}, {GPU_SHADER_3D_POLYLINE_FLAT_COLOR, "3D_POLYLINE_FLAT_COLOR"}, {GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR, "3D_POLYLINE_SMOOTH_COLOR"}, {GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR, "3D_POLYLINE_UNIFORM_COLOR"}, {0, NULL}, }; static const struct PyC_StringEnumItems pygpu_shader_config_items[] = { {GPU_SHADER_CFG_DEFAULT, "DEFAULT"}, {GPU_SHADER_CFG_CLIPPED, "CLIPPED"}, {0, NULL}, }; static int pygpu_shader_uniform_location_get(GPUShader *shader, const char *name, const char *error_prefix) { const int uniform = GPU_shader_get_uniform(shader, name); if (uniform == -1) { PyErr_Format(PyExc_ValueError, "%s: uniform %.32s not found", error_prefix, name); } return uniform; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Shader Type * \{ */ static PyObject *pygpu_shader__tp_new(PyTypeObject *UNUSED(type), PyObject *args, PyObject *kwds) { BPYGPU_IS_INIT_OR_ERROR_OBJ; struct { const char *vertexcode; const char *fragcode; const char *geocode; const char *libcode; const char *defines; } params = {0}; static const char *_keywords[] = { "vertexcode", "fragcode", "geocode", "libcode", "defines", NULL}; static _PyArg_Parser _parser = {"ss|$sss:GPUShader.__new__", _keywords, 0}; if (!_PyArg_ParseTupleAndKeywordsFast(args, kwds, &_parser, ¶ms.vertexcode, ¶ms.fragcode, ¶ms.geocode, ¶ms.libcode, ¶ms.defines)) { return NULL; } GPUShader *shader = GPU_shader_create_from_python( params.vertexcode, params.fragcode, params.geocode, params.libcode, params.defines); if (shader == NULL) { PyErr_SetString(PyExc_Exception, "Shader Compile Error, see console for more details"); return NULL; } return BPyGPUShader_CreatePyObject(shader, false); } PyDoc_STRVAR( pygpu_shader_bind_doc, ".. method:: bind()\n" "\n" " Bind the shader object. Required to be able to change uniforms of this shader.\n"); static PyObject *pygpu_shader_bind(BPyGPUShader *self) { GPU_shader_bind(self->shader); Py_RETURN_NONE; } PyDoc_STRVAR(pygpu_shader_uniform_from_name_doc, ".. method:: uniform_from_name(name)\n" "\n" " Get uniform location by name.\n" "\n" " :param name: Name of the uniform variable whose location is to be queried.\n" " :type name: str\n" " :return: Location of the uniform variable.\n" " :rtype: int\n"); static PyObject *pygpu_shader_uniform_from_name(BPyGPUShader *self, PyObject *arg) { const char *name = PyUnicode_AsUTF8(arg); if (name == NULL) { return NULL; } const int uniform = pygpu_shader_uniform_location_get( self->shader, name, "GPUShader.get_uniform"); if (uniform == -1) { return NULL; } return PyLong_FromLong(uniform); } PyDoc_STRVAR( pygpu_shader_uniform_block_from_name_doc, ".. method:: uniform_block_from_name(name)\n" "\n" " Get uniform block location by name.\n" "\n" " :param name: Name of the uniform block variable whose location is to be queried.\n" " :type name: str\n" " :return: The location of the uniform block variable.\n" " :rtype: int\n"); static PyObject *pygpu_shader_uniform_block_from_name(BPyGPUShader *self, PyObject *arg) { const char *name = PyUnicode_AsUTF8(arg); if (name == NULL) { return NULL; } const int uniform = GPU_shader_get_uniform_block(self->shader, name); if (uniform == -1) { PyErr_Format(PyExc_ValueError, "GPUShader.get_uniform_block: uniform %.32s not found", name); return NULL; } return PyLong_FromLong(uniform); } static bool pygpu_shader_uniform_vector_impl(PyObject *args, int elem_size, int *r_location, int *r_length, int *r_count, Py_buffer *r_pybuffer) { PyObject *buffer; *r_count = 1; if (!PyArg_ParseTuple( args, "iOi|i:GPUShader.uniform_vector_*", r_location, &buffer, r_length, r_count)) { return false; } if (PyObject_GetBuffer(buffer, r_pybuffer, PyBUF_SIMPLE) == -1) { /* PyObject_GetBuffer raise a PyExc_BufferError */ return false; } if (r_pybuffer->len < (*r_length * *r_count * elem_size)) { PyErr_SetString(PyExc_OverflowError, "GPUShader.uniform_vector_*: buffer size smaller than required."); return false; } return true; } PyDoc_STRVAR(pygpu_shader_uniform_vector_float_doc, ".. method:: uniform_vector_float(location, buffer, length, count)\n" "\n" " Set the buffer to fill the uniform.\n" "\n" " :param location: Location of the uniform variable to be modified.\n" " :type location: int\n" " :param buffer: The data that should be set. Can support the buffer protocol.\n" " :type buffer: sequence of floats\n" " :param length: Size of the uniform data type:\n\n" " - 1: float\n" " - 2: vec2 or float[2]\n" " - 3: vec3 or float[3]\n" " - 4: vec4 or float[4]\n" " - 9: mat3\n" " - 16: mat4\n" " :type length: int\n" " :param count: Specifies the number of elements, vector or matrices that are to " "be modified.\n" " :type count: int\n"); static PyObject *pygpu_shader_uniform_vector_float(BPyGPUShader *self, PyObject *args) { int location, length, count; Py_buffer pybuffer; if (!pygpu_shader_uniform_vector_impl( args, sizeof(float), &location, &length, &count, &pybuffer)) { return NULL; } GPU_shader_uniform_vector(self->shader, location, length, count, pybuffer.buf); PyBuffer_Release(&pybuffer); Py_RETURN_NONE; } PyDoc_STRVAR(pygpu_shader_uniform_vector_int_doc, ".. method:: uniform_vector_int(location, buffer, length, count)\n" "\n" " See GPUShader.uniform_vector_float(...) description.\n"); static PyObject *pygpu_shader_uniform_vector_int(BPyGPUShader *self, PyObject *args) { int location, length, count; Py_buffer pybuffer; if (!pygpu_shader_uniform_vector_impl( args, sizeof(int), &location, &length, &count, &pybuffer)) { return NULL; } GPU_shader_uniform_vector_int(self->shader, location, length, count, pybuffer.buf); PyBuffer_Release(&pybuffer); Py_RETURN_NONE; } PyDoc_STRVAR(pygpu_shader_uniform_bool_doc, ".. method:: uniform_bool(name, seq)\n" "\n" " Specify the value of a uniform variable for the current program object.\n" "\n" " :param name: Name of the uniform variable whose value is to be changed.\n" " :type name: str\n" " :param seq: Value that will be used to update the specified uniform variable.\n" " :type seq: sequence of bools\n"); static PyObject *pygpu_shader_uniform_bool(BPyGPUShader *self, PyObject *args) { const char *error_prefix = "GPUShader.uniform_bool"; struct { const char *id; PyObject *seq; } params; if (!PyArg_ParseTuple(args, "sO:GPUShader.uniform_bool", ¶ms.id, ¶ms.seq)) { return NULL; } int values[4]; int length; int ret; { PyObject *seq_fast = PySequence_Fast(params.seq, error_prefix); if (seq_fast == NULL) { PyErr_Format(PyExc_TypeError, "%s: expected a sequence, got %s", error_prefix, Py_TYPE(params.seq)->tp_name); ret = -1; } else { length = PySequence_Fast_GET_SIZE(seq_fast); if (length == 0 || length > 4) { PyErr_Format(PyExc_TypeError, "%s: invalid sequence length. expected 1..4, got %d", error_prefix, length); ret = -1; } else { ret = PyC_AsArray_FAST( values, sizeof(*values), seq_fast, length, &PyLong_Type, error_prefix); } Py_DECREF(seq_fast); } } if (ret == -1) { return NULL; } const int location = pygpu_shader_uniform_location_get(self->shader, params.id, error_prefix); if (location == -1) { return NULL; } GPU_shader_uniform_vector_int(self->shader, location, length, 1, values); Py_RETURN_NONE; } PyDoc_STRVAR(pygpu_shader_uniform_float_doc, ".. method:: uniform_float(name, value)\n" "\n" " Specify the value of a uniform variable for the current program object.\n" "\n" " :param name: Name of the uniform variable whose value is to be changed.\n" " :type name: str\n" " :param value: Value that will be used to update the specified uniform variable.\n" " :type value: single number or sequence of numbers\n"); static PyObject *pygpu_shader_uniform_float(BPyGPUShader *self, PyObject *args) { const char *error_prefix = "GPUShader.uniform_float"; struct { const char *id; PyObject *seq; } params; if (!PyArg_ParseTuple(args, "sO:GPUShader.uniform_float", ¶ms.id, ¶ms.seq)) { return NULL; } float values[16]; int length; if (PyFloat_Check(params.seq)) { values[0] = (float)PyFloat_AsDouble(params.seq); length = 1; } else if (PyLong_Check(params.seq)) { values[0] = (float)PyLong_AsDouble(params.seq); length = 1; } else if (MatrixObject_Check(params.seq)) { MatrixObject *mat = (MatrixObject *)params.seq; if (BaseMath_ReadCallback(mat) == -1) { return NULL; } if ((mat->num_row != mat->num_col) || !ELEM(mat->num_row, 3, 4)) { PyErr_SetString(PyExc_ValueError, "Expected 3x3 or 4x4 matrix"); return NULL; } length = mat->num_row * mat->num_col; memcpy(values, mat->matrix, sizeof(float) * length); } else { length = mathutils_array_parse(values, 2, 16, params.seq, ""); if (length == -1) { return NULL; } } if (!ELEM(length, 1, 2, 3, 4, 9, 16)) { PyErr_SetString(PyExc_TypeError, "Expected a single float or a sequence of floats of length 1..4, 9 or 16."); return NULL; } const int location = pygpu_shader_uniform_location_get(self->shader, params.id, error_prefix); if (location == -1) { return NULL; } GPU_shader_uniform_vector(self->shader, location, length, 1, values); Py_RETURN_NONE; } PyDoc_STRVAR(pygpu_shader_uniform_int_doc, ".. method:: uniform_int(name, seq)\n" "\n" " Specify the value of a uniform variable for the current program object.\n" "\n" " :param name: name of the uniform variable whose value is to be changed.\n" " :type name: str\n" " :param seq: Value that will be used to update the specified uniform variable.\n" " :type seq: sequence of numbers\n"); static PyObject *pygpu_shader_uniform_int(BPyGPUShader *self, PyObject *args) { const char *error_prefix = "GPUShader.uniform_int"; struct { const char *id; PyObject *seq; } params; if (!PyArg_ParseTuple(args, "sO:GPUShader.uniform_int", ¶ms.id, ¶ms.seq)) { return NULL; } int values[4]; int length; int ret; if (PyLong_Check(params.seq)) { values[0] = PyC_Long_AsI32(params.seq); length = 1; ret = 0; } else { PyObject *seq_fast = PySequence_Fast(params.seq, error_prefix); if (seq_fast == NULL) { PyErr_Format(PyExc_TypeError, "%s: expected a sequence, got %s", error_prefix, Py_TYPE(params.seq)->tp_name); ret = -1; } else { length = PySequence_Fast_GET_SIZE(seq_fast); if (length == 0 || length > 4) { PyErr_Format(PyExc_TypeError, "%s: invalid sequence length. expected 1..4, got %d", error_prefix, length); ret = -1; } else { ret = PyC_AsArray_FAST( values, sizeof(*values), seq_fast, length, &PyLong_Type, error_prefix); } Py_DECREF(seq_fast); } } if (ret == -1) { return NULL; } const int location = pygpu_shader_uniform_location_get(self->shader, params.id, error_prefix); if (location == -1) { return NULL; } GPU_shader_uniform_vector_int(self->shader, location, length, 1, values); Py_RETURN_NONE; } PyDoc_STRVAR(pygpu_shader_uniform_sampler_doc, ".. method:: uniform_sampler(name, texture)\n" "\n" " Specify the value of a texture uniform variable for the current GPUShader.\n" "\n" " :param name: name of the uniform variable whose texture is to be specified.\n" " :type name: str\n" " :param texture: Texture to attach.\n" " :type texture: :class:`gpu.types.GPUTexture`\n"); static PyObject *pygpu_shader_uniform_sampler(BPyGPUShader *self, PyObject *args) { const char *name; BPyGPUTexture *py_texture; if (!PyArg_ParseTuple( args, "sO!:GPUShader.uniform_sampler", &name, &BPyGPUTexture_Type, &py_texture)) { return NULL; } int slot = GPU_shader_get_texture_binding(self->shader, name); GPU_texture_bind(py_texture->tex, slot); GPU_shader_uniform_1i(self->shader, name, slot); Py_RETURN_NONE; } PyDoc_STRVAR( pygpu_shader_uniform_block_doc, ".. method:: uniform_block(name, ubo)\n" "\n" " Specify the value of an uniform buffer object variable for the current GPUShader.\n" "\n" " :param name: name of the uniform variable whose UBO is to be specified.\n" " :type name: str\n" " :param ubo: Uniform Buffer to attach.\n" " :type texture: :class:`gpu.types.GPUUniformBuf`\n"); static PyObject *pygpu_shader_uniform_block(BPyGPUShader *self, PyObject *args) { const char *name; BPyGPUUniformBuf *py_ubo; if (!PyArg_ParseTuple( args, "sO!:GPUShader.uniform_block", &name, &BPyGPUUniformBuf_Type, &py_ubo)) { return NULL; } int slot = GPU_shader_get_uniform_block(self->shader, name); if (slot == -1) { PyErr_SetString( PyExc_BufferError, "GPUShader.uniform_buffer: uniform block not found, make sure the name is correct"); return NULL; } GPU_uniformbuf_bind(py_ubo->ubo, slot); GPU_shader_uniform_1i(self->shader, name, slot); Py_RETURN_NONE; } PyDoc_STRVAR( pygpu_shader_attr_from_name_doc, ".. method:: attr_from_name(name)\n" "\n" " Get attribute location by name.\n" "\n" " :param name: The name of the attribute variable whose location is to be queried.\n" " :type name: str\n" " :return: The location of an attribute variable.\n" " :rtype: int\n"); static PyObject *pygpu_shader_attr_from_name(BPyGPUShader *self, PyObject *arg) { const char *name = PyUnicode_AsUTF8(arg); if (name == NULL) { return NULL; } const int attr = GPU_shader_get_attribute(self->shader, name); if (attr == -1) { PyErr_Format(PyExc_ValueError, "GPUShader.attr_from_name: attribute %.32s not found", name); return NULL; } return PyLong_FromLong(attr); } PyDoc_STRVAR(pygpu_shader_calc_format_doc, ".. method:: calc_format()\n" "\n" " Build a new format based on the attributes of the shader.\n" "\n" " :return: vertex attribute format for the shader\n" " :rtype: :class:`gpu.types.GPUVertFormat`\n"); static PyObject *pygpu_shader_calc_format(BPyGPUShader *self, PyObject *UNUSED(arg)) { BPyGPUVertFormat *ret = (BPyGPUVertFormat *)BPyGPUVertFormat_CreatePyObject(NULL); GPU_vertformat_from_shader(&ret->fmt, self->shader); return (PyObject *)ret; } static struct PyMethodDef pygpu_shader__tp_methods[] = { {"bind", (PyCFunction)pygpu_shader_bind, METH_NOARGS, pygpu_shader_bind_doc}, {"uniform_from_name", (PyCFunction)pygpu_shader_uniform_from_name, METH_O, pygpu_shader_uniform_from_name_doc}, {"uniform_block_from_name", (PyCFunction)pygpu_shader_uniform_block_from_name, METH_O, pygpu_shader_uniform_block_from_name_doc}, {"uniform_vector_float", (PyCFunction)pygpu_shader_uniform_vector_float, METH_VARARGS, pygpu_shader_uniform_vector_float_doc}, {"uniform_vector_int", (PyCFunction)pygpu_shader_uniform_vector_int, METH_VARARGS, pygpu_shader_uniform_vector_int_doc}, {"uniform_bool", (PyCFunction)pygpu_shader_uniform_bool, METH_VARARGS, pygpu_shader_uniform_bool_doc}, {"uniform_float", (PyCFunction)pygpu_shader_uniform_float, METH_VARARGS, pygpu_shader_uniform_float_doc}, {"uniform_int", (PyCFunction)pygpu_shader_uniform_int, METH_VARARGS, pygpu_shader_uniform_int_doc}, {"uniform_sampler", (PyCFunction)pygpu_shader_uniform_sampler, METH_VARARGS, pygpu_shader_uniform_sampler_doc}, {"uniform_block", (PyCFunction)pygpu_shader_uniform_block, METH_VARARGS, pygpu_shader_uniform_block_doc}, {"attr_from_name", (PyCFunction)pygpu_shader_attr_from_name, METH_O, pygpu_shader_attr_from_name_doc}, {"format_calc", (PyCFunction)pygpu_shader_calc_format, METH_NOARGS, pygpu_shader_calc_format_doc}, {NULL, NULL, 0, NULL}, }; PyDoc_STRVAR( pygpu_shader_program_doc, "The name of the program object for use by the OpenGL API (read-only).\n\n:type: int"); static PyObject *pygpu_shader_program_get(BPyGPUShader *self, void *UNUSED(closure)) { return PyLong_FromLong(GPU_shader_get_program(self->shader)); } static PyGetSetDef pygpu_shader__tp_getseters[] = { {"program", (getter)pygpu_shader_program_get, (setter)NULL, pygpu_shader_program_doc, NULL}, {NULL, NULL, NULL, NULL, NULL} /* Sentinel */ }; static void pygpu_shader__tp_dealloc(BPyGPUShader *self) { if (self->is_builtin == false) { GPU_shader_free(self->shader); } Py_TYPE(self)->tp_free((PyObject *)self); } PyDoc_STRVAR( pygpu_shader__tp_doc, ".. class:: GPUShader(vertexcode, fragcode, geocode=None, libcode=None, defines=None)\n" "\n" " GPUShader combines multiple GLSL shaders into a program used for drawing.\n" " It must contain a vertex and fragment shaders, with an optional geometry shader.\n" "\n" " The GLSL ``#version`` directive is automatically included at the top of shaders,\n" " and set to 330. Some preprocessor directives are automatically added according to\n" " the Operating System or availability: ``GPU_ATI``, ``GPU_NVIDIA`` and ``GPU_INTEL``.\n" "\n" " The following extensions are enabled by default if supported by the GPU:\n" " ``GL_ARB_texture_gather``, ``GL_ARB_texture_cube_map_array``\n" " and ``GL_ARB_shader_draw_parameters``.\n" "\n" " For drawing user interface elements and gizmos, use\n" " ``fragOutput = blender_srgb_to_framebuffer_space(fragOutput)``\n" " to transform the output sRGB colors to the frame-buffer color-space.\n" "\n" " :param vertexcode: Vertex shader code.\n" " :type vertexcode: str\n" " :param fragcode: Fragment shader code.\n" " :type value: str\n" " :param geocode: Geometry shader code.\n" " :type value: str\n" " :param libcode: Code with functions and presets to be shared between shaders.\n" " :type value: str\n" " :param defines: Preprocessor directives.\n" " :type value: str\n"); PyTypeObject BPyGPUShader_Type = { PyVarObject_HEAD_INIT(NULL, 0).tp_name = "GPUShader", .tp_basicsize = sizeof(BPyGPUShader), .tp_dealloc = (destructor)pygpu_shader__tp_dealloc, .tp_flags = Py_TPFLAGS_DEFAULT, .tp_doc = pygpu_shader__tp_doc, .tp_methods = pygpu_shader__tp_methods, .tp_getset = pygpu_shader__tp_getseters, .tp_new = pygpu_shader__tp_new, }; /** \} */ /* -------------------------------------------------------------------- */ /** \name gpu.shader Module API * \{ */ PyDoc_STRVAR(pygpu_shader_unbind_doc, ".. function:: unbind()\n" "\n" " Unbind the bound shader object.\n"); static PyObject *pygpu_shader_unbind(BPyGPUShader *UNUSED(self)) { GPU_shader_unbind(); Py_RETURN_NONE; } PyDoc_STRVAR(pygpu_shader_from_builtin_doc, ".. function:: from_builtin(shader_name, config='DEFAULT')\n" "\n" " Shaders that are embedded in the blender internal code.\n" " They all read the uniform ``mat4 ModelViewProjectionMatrix``,\n" " which can be edited by the :mod:`gpu.matrix` module.\n" " You can also choose a shader configuration that uses clip_planes by setting the " "``CLIPPED`` value to the config parameter. Note that in this case you also need to " "manually set the value of ``ModelMatrix``.\n" "\n" " For more details, you can check the shader code with the\n" " :func:`gpu.shader.code_from_builtin` function.\n" "\n" " :param shader_name: One of these builtin shader names:\n" "\n" PYDOC_BUILTIN_SHADER_LIST " :type shader_name: str\n" " :param config: One of these types of shader configuration:\n" " - ``DEFAULT``\n" " - ``CLIPPED``\n" " :type config: str\n" " :return: Shader object corresponding to the given name.\n" " :rtype: :class:`bpy.types.GPUShader`\n"); static PyObject *pygpu_shader_from_builtin(PyObject *UNUSED(self), PyObject *args, PyObject *kwds) { BPYGPU_IS_INIT_OR_ERROR_OBJ; struct PyC_StringEnum pygpu_bultinshader = {pygpu_shader_builtin_items}; struct PyC_StringEnum pygpu_config = {pygpu_shader_config_items, GPU_SHADER_CFG_DEFAULT}; static const char *_keywords[] = {"shader_name", "config", NULL}; static _PyArg_Parser _parser = {"O&|$O&:from_builtin", _keywords, 0}; if (!_PyArg_ParseTupleAndKeywordsFast(args, kwds, &_parser, PyC_ParseStringEnum, &pygpu_bultinshader, PyC_ParseStringEnum, &pygpu_config)) { return NULL; } GPUShader *shader = GPU_shader_get_builtin_shader_with_config(pygpu_bultinshader.value_found, pygpu_config.value_found); return BPyGPUShader_CreatePyObject(shader, true); } PyDoc_STRVAR(pygpu_shader_code_from_builtin_doc, ".. function:: code_from_builtin(pygpu_shader_name)\n" "\n" " Exposes the internal shader code for query.\n" "\n" " :param pygpu_shader_name: One of these builtin shader names:\n" "\n" PYDOC_BUILTIN_SHADER_LIST " :type pygpu_shader_name: str\n" " :return: Vertex, fragment and geometry shader codes.\n" " :rtype: dict\n"); static PyObject *pygpu_shader_code_from_builtin(BPyGPUShader *UNUSED(self), PyObject *arg) { const char *vert; const char *frag; const char *geom; const char *defines; PyObject *item, *r_dict; struct PyC_StringEnum pygpu_bultinshader = {pygpu_shader_builtin_items}; if (!PyC_ParseStringEnum(arg, &pygpu_bultinshader)) { return NULL; } GPU_shader_get_builtin_shader_code( pygpu_bultinshader.value_found, &vert, &frag, &geom, &defines); r_dict = PyDict_New(); PyDict_SetItemString(r_dict, "vertex_shader", item = PyUnicode_FromString(vert)); Py_DECREF(item); PyDict_SetItemString(r_dict, "fragment_shader", item = PyUnicode_FromString(frag)); Py_DECREF(item); if (geom) { PyDict_SetItemString(r_dict, "geometry_shader", item = PyUnicode_FromString(geom)); Py_DECREF(item); } if (defines) { PyDict_SetItemString(r_dict, "defines", item = PyUnicode_FromString(defines)); Py_DECREF(item); } return r_dict; } static struct PyMethodDef pygpu_shader_module__tp_methods[] = { {"unbind", (PyCFunction)pygpu_shader_unbind, METH_NOARGS, pygpu_shader_unbind_doc}, {"from_builtin", (PyCFunction)pygpu_shader_from_builtin, METH_VARARGS | METH_KEYWORDS, pygpu_shader_from_builtin_doc}, {"code_from_builtin", (PyCFunction)pygpu_shader_code_from_builtin, METH_O, pygpu_shader_code_from_builtin_doc}, {NULL, NULL, 0, NULL}, }; PyDoc_STRVAR(pygpu_shader_module__tp_doc, "This module provides access to GPUShader internal functions.\n" "\n" ".. rubric:: Built-in shaders\n" "\n" "All built-in shaders have the ``mat4 ModelViewProjectionMatrix`` uniform.\n" "The value of it can only be modified using the :class:`gpu.matrix` module.\n" "\n" "2D_UNIFORM_COLOR\n" " :Attributes: vec3 pos\n" " :Uniforms: vec4 color\n" "2D_FLAT_COLOR\n" " :Attributes: vec3 pos, vec4 color\n" " :Uniforms: none\n" "2D_SMOOTH_COLOR\n" " :Attributes: vec3 pos, vec4 color\n" " :Uniforms: none\n" "2D_IMAGE\n" " :Attributes: vec3 pos, vec2 texCoord\n" " :Uniforms: sampler2D image\n" "3D_UNIFORM_COLOR\n" " :Attributes: vec3 pos\n" " :Uniforms: vec4 color\n" "3D_FLAT_COLOR\n" " :Attributes: vec3 pos, vec4 color\n" " :Uniforms: none\n" "3D_SMOOTH_COLOR\n" " :Attributes: vec3 pos, vec4 color\n" " :Uniforms: none\n"); static PyModuleDef pygpu_shader_module_def = { PyModuleDef_HEAD_INIT, .m_name = "gpu.shader", .m_doc = pygpu_shader_module__tp_doc, .m_methods = pygpu_shader_module__tp_methods, }; /** \} */ /* -------------------------------------------------------------------- */ /** \name Public API * \{ */ PyObject *BPyGPUShader_CreatePyObject(GPUShader *shader, bool is_builtin) { BPyGPUShader *self; self = PyObject_New(BPyGPUShader, &BPyGPUShader_Type); self->shader = shader; self->is_builtin = is_builtin; return (PyObject *)self; } PyObject *bpygpu_shader_init(void) { PyObject *submodule; submodule = PyModule_Create(&pygpu_shader_module_def); return submodule; } /** \} */