[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46548] branches/hive/source: files

Sjoerd de Vries sjdv1982 at gmail.com
Fri May 11 13:35:25 CEST 2012


Revision: 46548
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46548
Author:   sjoerddevries
Date:     2012-05-11 11:35:24 +0000 (Fri, 11 May 2012)
Log Message:
-----------
files

Added Paths:
-----------
    branches/hive/source/blender/python/intern/gpu.c
    branches/hive/source/blender/python/intern/gpu.h
    branches/hive/source/gameengine/Ketsji/KX_NavMeshObject.cpp
    branches/hive/source/gameengine/Ketsji/KX_NavMeshObject.h
    branches/hive/source/gameengine/Ketsji/KX_ObstacleSimulation.cpp
    branches/hive/source/gameengine/Ketsji/KX_ObstacleSimulation.h
    branches/hive/source/gameengine/Ketsji/KX_SteeringActuator.cpp
    branches/hive/source/gameengine/Ketsji/KX_SteeringActuator.h

Added: branches/hive/source/blender/python/intern/gpu.c
===================================================================
--- branches/hive/source/blender/python/intern/gpu.c	                        (rev 0)
+++ branches/hive/source/blender/python/intern/gpu.c	2012-05-11 11:35:24 UTC (rev 46548)
@@ -0,0 +1,302 @@
+/*
+ * ***** 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
+ *
+ * This file defines the 'gpu' module, used to get GLSL shader code and data
+ * from blender materials.
+ */
+
+/* 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 "BLI_utildefines.h"
+
+#include "RNA_access.h"
+
+#include "bpy_rna.h"
+
+#include "gpu.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_OBJECT_AUTOBUMPSCALE);
+	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)
+
+PyDoc_STRVAR(GPU_export_shader_doc,
+"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"
+);
+static PyObject* GPU_export_shader(PyObject* UNUSED(self), PyObject *args, PyObject *kwds)
+{
+	PyObject* pyscene;
+	PyObject* pymat;
+	PyObject* as_pointer;
+	PyObject* pointer;
+	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
+		pointer = PyObject_CallObject(as_pointer, NULL);
+		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
+		pointer = PyObject_CallObject(as_pointer, NULL);
+		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((const char *)uniform->texpixels, uniform->texsize * 4);
+			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, GPU_export_shader_doc}
+};
+
+PyObject* GPU_initPython(void)
+{
+	PyObject* module = PyInit_gpu();
+	PyModule_AddObject(module, "export_shader", (PyObject *)PyCFunction_New(meth_export_shader, NULL));
+	PyDict_SetItemString(PyImport_GetModuleDict(), "gpu", module);
+
+	return module;
+}
+

Added: branches/hive/source/blender/python/intern/gpu.h
===================================================================
--- branches/hive/source/blender/python/intern/gpu.h	                        (rev 0)
+++ branches/hive/source/blender/python/intern/gpu.h	2012-05-11 11:35:24 UTC (rev 46548)
@@ -0,0 +1,36 @@
+/*
+ * ***** 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

@@ Diff output truncated at 10240 characters. @@



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