BL_Shader.setUniformEyef(name)
defines a uniform that reflects the eye being rendered in stereo mode: 0.0 for the left eye, 0.5 for the right eye. In non stereo mode, the value of the uniform is fixed to 0.0. The typical use of this uniform is in stereo mode to sample stereo textures containing the left and right eye images in a top-bottom order. python: shader = obj.meshes[0].materials[mat].getShader() shader.setUniformEyef("eye") shader: uniform float eye; uniform sampler2D tex; void main(void) { vec4 color; float ty, tx; tx = gl_TexCoord[0].x; ty = eye+gl_TexCoord[0].y*0.5; // ty will be between 0 and 0.5 for the left eye render // and 0.5 and 1.0 for the right eye render. color = texture(tex, vec2(tx, ty)); ... }
This commit is contained in:
parent
fa9bb2ffe9
commit
c0bf881ebf
@ -214,6 +214,16 @@ base class --- :class:`PyObjectPlus`
|
||||
:arg iList: a list (2, 3 or 4 elements) of integer values
|
||||
:type iList: list[integer]
|
||||
|
||||
.. method:: setUniformEyef(name)
|
||||
|
||||
Set a uniform with a float value that reflects the eye being render in stereo mode:
|
||||
0.0 for the left eye, 0.5 for the right eye. In non stereo mode, the value of the uniform
|
||||
is fixed to 0.0. The typical use of this uniform is in stereo mode to sample stereo textures
|
||||
containing the left and right eye images in a top-bottom order.
|
||||
|
||||
:arg name: the uniform name
|
||||
:type name: string
|
||||
|
||||
.. method:: validate()
|
||||
|
||||
Validate the shader object.
|
||||
|
@ -32,6 +32,7 @@
|
||||
#include "MT_Matrix4x4.h"
|
||||
#include "MT_Matrix3x3.h"
|
||||
#include "KX_PyMath.h"
|
||||
#include "KX_PythonInit.h"
|
||||
#include "MEM_guardedalloc.h"
|
||||
|
||||
#include "RAS_MeshObject.h"
|
||||
@ -67,15 +68,16 @@ BL_Uniform::~BL_Uniform()
|
||||
#endif
|
||||
}
|
||||
|
||||
void BL_Uniform::Apply(class BL_Shader *shader)
|
||||
bool BL_Uniform::Apply(class BL_Shader *shader)
|
||||
{
|
||||
#ifdef SORT_UNIFORMS
|
||||
RAS_IRasterizer *ras;
|
||||
MT_assert(mType > UNI_NONE && mType < UNI_MAX && mData);
|
||||
|
||||
if (!mDirty) {
|
||||
return;
|
||||
}
|
||||
if (!mDirty)
|
||||
return false;
|
||||
|
||||
mDirty = false;
|
||||
switch (mType) {
|
||||
case UNI_FLOAT:
|
||||
{
|
||||
@ -83,6 +85,15 @@ void BL_Uniform::Apply(class BL_Shader *shader)
|
||||
glUniform1fARB(mLoc, (GLfloat)*f);
|
||||
break;
|
||||
}
|
||||
case UNI_FLOAT_EYE:
|
||||
{
|
||||
float *f = (float*)mData;
|
||||
ras = KX_GetActiveEngine()->GetRasterizer();
|
||||
*f = (ras->GetEye() == RAS_IRasterizer::RAS_STEREO_LEFTEYE) ? 0.0f : 0.5f;
|
||||
glUniform1fARB(mLoc, (GLfloat)*f);
|
||||
mDirty = (ras->Stereo()) ? true : false;
|
||||
break;
|
||||
}
|
||||
case UNI_INT:
|
||||
{
|
||||
int *f = (int *)mData;
|
||||
@ -138,7 +149,7 @@ void BL_Uniform::Apply(class BL_Shader *shader)
|
||||
break;
|
||||
}
|
||||
}
|
||||
mDirty = false;
|
||||
return mDirty;
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -274,11 +285,10 @@ void BL_Shader::ApplyShader()
|
||||
return;
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < mUniforms.size(); i++) {
|
||||
mUniforms[i]->Apply(this);
|
||||
}
|
||||
|
||||
mDirty = false;
|
||||
for (unsigned int i=0; i<mUniforms.size(); i++) {
|
||||
mDirty |= mUniforms[i]->Apply(this);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -314,64 +324,70 @@ bool BL_Shader::LinkProgram()
|
||||
return false;
|
||||
}
|
||||
|
||||
// -- vertex shader ------------------
|
||||
tmpVert = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
|
||||
glShaderSourceARB(tmpVert, 1, (const char **)&vertProg, 0);
|
||||
glCompileShaderARB(tmpVert);
|
||||
glGetObjectParameterivARB(tmpVert, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint *)&vertlen);
|
||||
if (vertProg[0] != 0) {
|
||||
// -- vertex shader ------------------
|
||||
tmpVert = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
|
||||
glShaderSourceARB(tmpVert, 1, (const char**)&vertProg, 0);
|
||||
glCompileShaderARB(tmpVert);
|
||||
glGetObjectParameterivARB(tmpVert, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*)&vertlen);
|
||||
|
||||
// print info if any
|
||||
if (vertlen > 0 && vertlen < MAX_LOG_LEN) {
|
||||
logInf = (char *)MEM_mallocN(vertlen, "vert-log");
|
||||
glGetInfoLogARB(tmpVert, vertlen, (GLsizei *)&char_len, logInf);
|
||||
// print info if any
|
||||
if (vertlen > 0 && vertlen < MAX_LOG_LEN) {
|
||||
logInf = (char*)MEM_mallocN(vertlen, "vert-log");
|
||||
glGetInfoLogARB(tmpVert, vertlen, (GLsizei*)&char_len, logInf);
|
||||
if (char_len > 0) {
|
||||
spit("---- Vertex Shader Error ----");
|
||||
spit(logInf);
|
||||
}
|
||||
MEM_freeN(logInf);
|
||||
logInf = 0;
|
||||
}
|
||||
// check for compile errors
|
||||
glGetObjectParameterivARB(tmpVert, GL_OBJECT_COMPILE_STATUS_ARB, (GLint*)&vertstatus);
|
||||
if (!vertstatus) {
|
||||
spit("---- Vertex shader failed to compile ----");
|
||||
goto programError;
|
||||
}
|
||||
}
|
||||
|
||||
if (char_len > 0) {
|
||||
spit("---- Vertex Shader Error ----");
|
||||
spit(logInf);
|
||||
if (fragProg[0] != 0) {
|
||||
// -- fragment shader ----------------
|
||||
tmpFrag = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
|
||||
glShaderSourceARB(tmpFrag, 1, (const char**)&fragProg, 0);
|
||||
glCompileShaderARB(tmpFrag);
|
||||
glGetObjectParameterivARB(tmpFrag, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*)&fraglen);
|
||||
if (fraglen > 0 && fraglen < MAX_LOG_LEN) {
|
||||
logInf = (char*)MEM_mallocN(fraglen, "frag-log");
|
||||
glGetInfoLogARB(tmpFrag, fraglen, (GLsizei*)&char_len, logInf);
|
||||
if (char_len > 0) {
|
||||
spit("---- Fragment Shader Error ----");
|
||||
spit(logInf);
|
||||
}
|
||||
MEM_freeN(logInf);
|
||||
logInf = 0;
|
||||
}
|
||||
|
||||
MEM_freeN(logInf);
|
||||
logInf = 0;
|
||||
}
|
||||
|
||||
// check for compile errors
|
||||
glGetObjectParameterivARB(tmpVert, GL_OBJECT_COMPILE_STATUS_ARB, (GLint *)&vertstatus);
|
||||
if (!vertstatus) {
|
||||
spit("---- Vertex shader failed to compile ----");
|
||||
goto programError;
|
||||
}
|
||||
|
||||
// -- fragment shader ----------------
|
||||
tmpFrag = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
|
||||
glShaderSourceARB(tmpFrag, 1, (const char **)&fragProg, 0);
|
||||
glCompileShaderARB(tmpFrag);
|
||||
glGetObjectParameterivARB(tmpFrag, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint *)&fraglen);
|
||||
|
||||
if (fraglen > 0 && fraglen < MAX_LOG_LEN) {
|
||||
logInf = (char *)MEM_mallocN(fraglen, "frag-log");
|
||||
glGetInfoLogARB(tmpFrag, fraglen, (GLsizei *)&char_len, logInf);
|
||||
|
||||
if (char_len > 0) {
|
||||
spit("---- Fragment Shader Error ----");
|
||||
spit(logInf);
|
||||
glGetObjectParameterivARB(tmpFrag, GL_OBJECT_COMPILE_STATUS_ARB, (GLint*)&fragstatus);
|
||||
if (!fragstatus) {
|
||||
spit("---- Fragment shader failed to compile ----");
|
||||
goto programError;
|
||||
}
|
||||
|
||||
MEM_freeN(logInf);
|
||||
logInf = 0;
|
||||
}
|
||||
|
||||
glGetObjectParameterivARB(tmpFrag, GL_OBJECT_COMPILE_STATUS_ARB, (GLint *)&fragstatus);
|
||||
|
||||
if (!fragstatus) {
|
||||
spit("---- Fragment shader failed to compile ----");
|
||||
|
||||
if (!tmpFrag && !tmpVert) {
|
||||
spit("---- No shader given ----");
|
||||
goto programError;
|
||||
}
|
||||
|
||||
// -- program ------------------------
|
||||
// set compiled vert/frag shader & link
|
||||
tmpProg = glCreateProgramObjectARB();
|
||||
glAttachObjectARB(tmpProg, tmpVert);
|
||||
glAttachObjectARB(tmpProg, tmpFrag);
|
||||
if (tmpVert) {
|
||||
glAttachObjectARB(tmpProg, tmpVert);
|
||||
}
|
||||
if (tmpFrag) {
|
||||
glAttachObjectARB(tmpProg, tmpFrag);
|
||||
}
|
||||
glLinkProgramARB(tmpProg);
|
||||
glGetObjectParameterivARB(tmpProg, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint *)&proglen);
|
||||
glGetObjectParameterivARB(tmpProg, GL_OBJECT_LINK_STATUS_ARB, (GLint *)&progstatus);
|
||||
@ -396,8 +412,12 @@ bool BL_Shader::LinkProgram()
|
||||
|
||||
// set
|
||||
mShader = tmpProg;
|
||||
glDeleteObjectARB(tmpVert);
|
||||
glDeleteObjectARB(tmpFrag);
|
||||
if (tmpVert) {
|
||||
glDeleteObjectARB(tmpVert);
|
||||
}
|
||||
if (tmpFrag) {
|
||||
glDeleteObjectARB(tmpFrag);
|
||||
}
|
||||
mOk = 1;
|
||||
mError = 0;
|
||||
return true;
|
||||
@ -748,6 +768,7 @@ PyMethodDef BL_Shader::Methods[] = {
|
||||
KX_PYMETHODTABLE(BL_Shader, validate),
|
||||
// access functions
|
||||
KX_PYMETHODTABLE(BL_Shader, isValid),
|
||||
KX_PYMETHODTABLE(BL_Shader, setUniformEyef),
|
||||
KX_PYMETHODTABLE(BL_Shader, setUniform1f),
|
||||
KX_PYMETHODTABLE(BL_Shader, setUniform2f),
|
||||
KX_PYMETHODTABLE(BL_Shader, setUniform3f),
|
||||
@ -1019,6 +1040,27 @@ KX_PYMETHODDEF_DOC(BL_Shader, setUniform4f, "setUniform4f(name, fx,fy,fz, fw) ")
|
||||
return NULL;
|
||||
}
|
||||
|
||||
KX_PYMETHODDEF_DOC(BL_Shader, setUniformEyef, "setUniformEyef(name)")
|
||||
{
|
||||
if (mError) {
|
||||
Py_RETURN_NONE;
|
||||
}
|
||||
const char *uniform;
|
||||
float value = 0.0f;
|
||||
if (PyArg_ParseTuple(args, "s:setUniformEyef", &uniform)) {
|
||||
int loc = GetUniformLocation(uniform);
|
||||
if (loc != -1) {
|
||||
#ifdef SORT_UNIFORMS
|
||||
SetUniformfv(loc, BL_Uniform::UNI_FLOAT_EYE, &value, sizeof(float));
|
||||
#else
|
||||
SetUniform(loc, (int)value);
|
||||
#endif
|
||||
}
|
||||
Py_RETURN_NONE;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
KX_PYMETHODDEF_DOC(BL_Shader, setUniform1i, "setUniform1i(name, ix)")
|
||||
{
|
||||
if (mError) {
|
||||
|
@ -64,10 +64,11 @@ public:
|
||||
UNI_FLOAT4,
|
||||
UNI_MAT3,
|
||||
UNI_MAT4,
|
||||
UNI_FLOAT_EYE,
|
||||
UNI_MAX
|
||||
};
|
||||
|
||||
void Apply(class BL_Shader *shader);
|
||||
bool Apply(class BL_Shader *shader);
|
||||
void SetData(int location, int type, bool transpose = false);
|
||||
int GetLocation() { return mLoc; }
|
||||
void *getData() { return mData; }
|
||||
@ -226,6 +227,7 @@ public:
|
||||
KX_PYMETHOD_DOC(BL_Shader, setUniform3i);
|
||||
KX_PYMETHOD_DOC(BL_Shader, setUniform2i);
|
||||
KX_PYMETHOD_DOC(BL_Shader, setUniform1i);
|
||||
KX_PYMETHOD_DOC(BL_Shader, setUniformEyef);
|
||||
KX_PYMETHOD_DOC(BL_Shader, setUniformfv);
|
||||
KX_PYMETHOD_DOC(BL_Shader, setUniformiv);
|
||||
KX_PYMETHOD_DOC(BL_Shader, setUniformMatrix4);
|
||||
|
Loading…
x
Reference in New Issue
Block a user