[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. @@
More information about the Bf-blender-cvs
mailing list