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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Benoit Bolsee.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/python/intern/gpu.c
* \ingroup pythonintern
*/
/* python redefines */
#ifdef _POSIX_C_SOURCE
#undef _POSIX_C_SOURCE
#endif
#include <Python.h>
#include "GPU_material.h"
#include "DNA_scene_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_lamp_types.h"
#include "DNA_object_types.h"
#include "DNA_ID.h"
#include "DNA_customdata_types.h"
#include "BLI_listbase.h"
#include "RNA_access.h"
#include "bpy_rna.h"
#define PY_MODULE_ADD_CONSTANT(module, name) PyModule_AddIntConstant(module, #name, name)
PyDoc_STRVAR(M_gpu_doc,
"This module provides access to the GLSL shader.");
static struct PyModuleDef gpumodule = {
PyModuleDef_HEAD_INIT,
"gpu", /* name of module */
M_gpu_doc, /* module documentation */
-1, /* size of per-interpreter state of the module,
or -1 if the module keeps state in global variables. */
NULL, NULL, NULL, NULL, NULL
};
PyMODINIT_FUNC
PyInit_gpu(void)
{
PyObject* m;
m = PyModule_Create(&gpumodule);
if(m == NULL)
return NULL;
// device constants
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_MAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWIMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_IMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_COLOR);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNVEC);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNCO);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNIMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNPERSMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNENERGY);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNCOL);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DBUFFER);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DIMAGE);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DSHADOW);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_1I);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_1F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_2F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_3F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_4F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_9F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_16F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_4UB);
PY_MODULE_ADD_CONSTANT(m, CD_MTFACE);
PY_MODULE_ADD_CONSTANT(m, CD_ORCO);
PY_MODULE_ADD_CONSTANT(m, CD_TANGENT);
PY_MODULE_ADD_CONSTANT(m, CD_MCOL);
return m;
}
#define PY_DICT_ADD_STRING(d,s,f) \
val = PyUnicode_FromString(s->f); \
PyDict_SetItemString(d, #f, val); \
Py_DECREF(val)
#define PY_DICT_ADD_LONG(d,s,f) \
val = PyLong_FromLong(s->f); \
PyDict_SetItemString(d, #f, val); \
Py_DECREF(val)
#define PY_DICT_ADD_ID(d,s,f) \
RNA_id_pointer_create((struct ID*)s->f, &tptr); \
val = pyrna_struct_CreatePyObject(&tptr); \
PyDict_SetItemString(d, #f, val); \
Py_DECREF(val)
#define PY_OBJ_ADD_ID(d,s,f) \
val = PyUnicode_FromString(&s->f->id.name[2]); \
PyObject_SetAttrString(d, #f, val); \
Py_DECREF(val)
#define PY_OBJ_ADD_LONG(d,s,f) \
val = PyLong_FromLong(s->f); \
PyObject_SetAttrString(d, #f, val); \
Py_DECREF(val)
#define PY_OBJ_ADD_STRING(d,s,f) \
val = PyUnicode_FromString(s->f); \
PyObject_SetAttrString(d, #f, val); \
Py_DECREF(val)
static PyObject* GPU_export_shader(PyObject* self, PyObject *args, PyObject *kwds)
{
PyObject* pyscene;
PyObject* pymat;
PyObject* as_pointer;
PyObject* pointer;
PyObject* noargs;
PyObject* result;
PyObject* dict;
PyObject* val;
PyObject* seq;
int i;
Scene *scene;
PointerRNA tptr;
Material *material;
GPUShaderExport *shader;
GPUInputUniform *uniform;
GPUInputAttribute *attribute;
static const char *kwlist[] = {"scene", "material", NULL};
if(!PyArg_ParseTupleAndKeywords(args, kwds, "OO:export_shader", (char**)(kwlist), &pyscene, &pymat))
return NULL;
if (!strcmp(Py_TYPE(pyscene)->tp_name, "Scene") &&
(as_pointer = PyObject_GetAttrString(pyscene, "as_pointer")) != NULL &&
PyCallable_Check(as_pointer)) {
// must be a scene object
noargs = PyTuple_New(0);
pointer = PyObject_CallObject(as_pointer, noargs);
Py_DECREF(noargs);
if (!pointer) {
PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
return NULL;
}
scene = (Scene*)PyLong_AsVoidPtr(pointer);
Py_DECREF(pointer);
if (!scene) {
PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
return NULL;
}
} else {
PyErr_SetString(PyExc_TypeError, "gpu.export_shader() first argument should be of Scene type");
return NULL;
}
if (!strcmp(Py_TYPE(pymat)->tp_name, "Material") &&
(as_pointer = PyObject_GetAttrString(pymat, "as_pointer")) != NULL &&
PyCallable_Check(as_pointer)) {
// must be a material object
noargs = PyTuple_New(0);
pointer = PyObject_CallObject(as_pointer, noargs);
Py_DECREF(noargs);
if (!pointer) {
PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
return NULL;
}
material = (Material*)PyLong_AsVoidPtr(pointer);
Py_DECREF(pointer);
if (!material) {
PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
return NULL;
}
} else {
PyErr_SetString(PyExc_TypeError, "gpu.export_shader() second argument should be of Material type");
return NULL;
}
// we can call our internal function at last:
shader = GPU_shader_export(scene, material);
if (!shader) {
PyErr_SetString(PyExc_RuntimeError, "cannot export shader");
return NULL;
}
// build a dictionary
result = PyDict_New();
if (shader->fragment) {
PY_DICT_ADD_STRING(result,shader,fragment);
}
if (shader->vertex) {
PY_DICT_ADD_STRING(result,shader,vertex);
}
seq = PyList_New(BLI_countlist(&shader->uniforms));
for (i=0, uniform=shader->uniforms.first; uniform; uniform=uniform->next, i++) {
dict = PyDict_New();
PY_DICT_ADD_STRING(dict,uniform,varname);
PY_DICT_ADD_LONG(dict,uniform,datatype);
PY_DICT_ADD_LONG(dict,uniform,type);
if (uniform->lamp) {
PY_DICT_ADD_ID(dict,uniform,lamp);
}
if (uniform->image) {
PY_DICT_ADD_ID(dict,uniform,image);
}
if (uniform->type == GPU_DYNAMIC_SAMPLER_2DBUFFER ||
uniform->type == GPU_DYNAMIC_SAMPLER_2DIMAGE ||
uniform->type == GPU_DYNAMIC_SAMPLER_2DSHADOW) {
PY_DICT_ADD_LONG(dict,uniform,texnumber);
}
if (uniform->texpixels) {
val = PyByteArray_FromStringAndSize(uniform->texpixels, uniform->texsize);
PyDict_SetItemString(dict, "texpixels", val);
Py_DECREF(val);
PY_DICT_ADD_LONG(dict,uniform,texsize);
}
PyList_SET_ITEM(seq, i, dict);
}
PyDict_SetItemString(result, "uniforms", seq);
Py_DECREF(seq);
seq = PyList_New(BLI_countlist(&shader->attributes));
for (i=0, attribute=shader->attributes.first; attribute; attribute=attribute->next, i++) {
dict = PyDict_New();
PY_DICT_ADD_STRING(dict,attribute,varname);
PY_DICT_ADD_LONG(dict,attribute,datatype);
PY_DICT_ADD_LONG(dict,attribute,type);
PY_DICT_ADD_LONG(dict,attribute,number);
if (attribute->name) {
if (attribute->name[0] != 0) {
PY_DICT_ADD_STRING(dict,attribute,name);
} else {
val = PyLong_FromLong(0);
PyDict_SetItemString(dict, "name", val);
Py_DECREF(val);
}
}
PyList_SET_ITEM(seq, i, dict);
}
PyDict_SetItemString(result, "attributes", seq);
Py_DECREF(seq);
GPU_free_shader_export(shader);
return result;
}
static PyMethodDef meth_export_shader[] = {{ "export_shader", (PyCFunction)GPU_export_shader, METH_VARARGS | METH_KEYWORDS,
"export_shader(scene,material)\n\n"
"Returns the GLSL shader that produces the visual effect of material in scene.\n\n"
":return: Dictionary defining the shader, uniforms and attributes.\n"
":rtype: Dict"}};
PyObject* GPU_initPython()
{
PyObject* module = PyInit_gpu();
PyModule_AddObject(module, "export_shader", (PyObject *)PyCFunction_New(meth_export_shader, NULL));
PyDict_SetItemString(PyImport_GetModuleDict(), "gpu", module);
return module;
}
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