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:
Benoit Bolsee 2016-06-10 00:28:19 +02:00
parent fa9bb2ffe9
commit c0bf881ebf
3 changed files with 112 additions and 58 deletions

View File

@ -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.

View File

@ -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) {

View File

@ -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);