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authorCampbell Barton <ideasman42@gmail.com>2012-02-09 10:38:54 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-02-09 10:38:54 +0400
commitfd60de606a57825390144359e3821ff53656b221 (patch)
tree587820e66ba5dff85ae25f043fff7b1a7f01af99 /doc
parent33bca3075f2cc8201b13a6f08b22d7a1288aab4d (diff)
Style cleanup of gpu rst file.
Diffstat (limited to 'doc')
-rw-r--r--doc/python_api/rst/gpu.rst630
1 files changed, 316 insertions, 314 deletions
diff --git a/doc/python_api/rst/gpu.rst b/doc/python_api/rst/gpu.rst
index 2400e0476b3..68dc30b6143 100644
--- a/doc/python_api/rst/gpu.rst
+++ b/doc/python_api/rst/gpu.rst
@@ -1,13 +1,14 @@
+*******************
GPU functions (gpu)
-===================
+*******************
.. module:: gpu
This module provides access to materials GLSL shaders.
-*****
+
Intro
-*****
+=====
Module to provide functions concerning the GPU implementation in Blender, in particular
the GLSL shaders that blender generates automatically to render materials in the 3D view
@@ -15,16 +16,15 @@ and in the game engine.
.. warning::
- The API provided by this module should be consider unstable. The data exposed by the API
- are are closely related to Blender's internal GLSL code and may change if the GLSL code
- is modified (e.g. new uniform type).
+ The API provided by this module should be consider unstable. The data exposed by the API
+ are are closely related to Blender's internal GLSL code and may change if the GLSL code
+ is modified (e.g. new uniform type).
-*********
Constants
-*********
+=========
+
---------------
GLSL data type
--------------
@@ -59,15 +59,15 @@ See export_shader_
.. data:: GPU_DATA_3F
three floats
-
+
:value: 4
-
+
.. data:: GPU_DATA_4F
four floats
-
+
:value: 5
-
+
.. data:: GPU_DATA_9F
matrix 3x3 in column-major order
@@ -86,448 +86,450 @@ See export_shader_
:value: 8
------------------
+
GLSL uniform type
-----------------
.. _uniform-type:
-Constants that specify the type of uniform used in a GLSL shader.
+Constants that specify the type of uniform used in a GLSL shader.
The uniform type determines the data type, origin and method
-of calculation used by Blender to compute the uniform value.
+of calculation used by Blender to compute the uniform value.
The calculation of some of the uniforms is based on matrices available in the scene:
- .. _mat4_cam_to_world:
- .. _mat4_world_to_cam:
-
- *mat4_cam_to_world*
- Model matrix of the camera. OpenGL 4x4 matrix that converts
- camera local coordinates to world coordinates. In blender this is obtained from the
- 'matrix_world' attribute of the camera object.
-
- Some uniform will need the *mat4_world_to_cam*
- matrix computed as the inverse of this matrix.
-
- .. _mat4_object_to_world:
- .. _mat4_world_to_object:
-
- *mat4_object_to_world*
- Model matrix of the object that is being rendered. OpenGL 4x4 matric that converts
- object local coordinates to world coordinates. In blender this is obtained from the
- 'matrix_world' attribute of the object.
-
- Some uniform will need the *mat4_world_to_object* matrix, computed as the inverse of this matrix.
-
- .. _mat4_lamp_to_world:
- .. _mat4_world_to_lamp:
-
- *mat4_lamp_to_world*
- Model matrix of the lamp lighting the object. OpenGL 4x4 matrix that converts lamp
- local coordinates to world coordinates. In blender this is obtained from the
- 'matrix_world' attribute of the lamp object.
-
- Some uniform will need the *mat4_world_to_lamp* matrix
- computed as the inverse of this matrix.
+ .. _mat4_cam_to_world:
+ .. _mat4_world_to_cam:
+
+ *mat4_cam_to_world*
+ Model matrix of the camera. OpenGL 4x4 matrix that converts
+ camera local coordinates to world coordinates. In blender this is obtained from the
+ 'matrix_world' attribute of the camera object.
+
+ Some uniform will need the *mat4_world_to_cam*
+ matrix computed as the inverse of this matrix.
+
+ .. _mat4_object_to_world:
+ .. _mat4_world_to_object:
+
+ *mat4_object_to_world*
+ Model matrix of the object that is being rendered. OpenGL 4x4 matric that converts
+ object local coordinates to world coordinates. In blender this is obtained from the
+ 'matrix_world' attribute of the object.
+
+ Some uniform will need the *mat4_world_to_object* matrix, computed as the inverse of this matrix.
+
+ .. _mat4_lamp_to_world:
+ .. _mat4_world_to_lamp:
+
+ *mat4_lamp_to_world*
+ Model matrix of the lamp lighting the object. OpenGL 4x4 matrix that converts lamp
+ local coordinates to world coordinates. In blender this is obtained from the
+ 'matrix_world' attribute of the lamp object.
+
+ Some uniform will need the *mat4_world_to_lamp* matrix
+ computed as the inverse of this matrix.
.. data:: GPU_DYNAMIC_OBJECT_VIEWMAT
- The uniform is a 4x4 GL matrix that converts world coordinates to
- camera coordinates (see mat4_world_to_cam_). Can be set once per frame.
- There is at most one uniform of that type per shader.
+ The uniform is a 4x4 GL matrix that converts world coordinates to
+ camera coordinates (see mat4_world_to_cam_). Can be set once per frame.
+ There is at most one uniform of that type per shader.
- :value: 1
+ :value: 1
.. data:: GPU_DYNAMIC_OBJECT_MAT
- The uniform is a 4x4 GL matrix that converts object coordinates
- to world coordinates (see mat4_object_to_world_). Must be set before drawing the object.
- There is at most one uniform of that type per shader.
+ The uniform is a 4x4 GL matrix that converts object coordinates
+ to world coordinates (see mat4_object_to_world_). Must be set before drawing the object.
+ There is at most one uniform of that type per shader.
- :value: 2
+ :value: 2
.. data:: GPU_DYNAMIC_OBJECT_VIEWIMAT
- The uniform is a 4x4 GL matrix that converts coordinates
- in camera space to world coordinates (see mat4_cam_to_world_).
- Can be set once per frame.
- There is at most one uniform of that type per shader.
+ The uniform is a 4x4 GL matrix that converts coordinates
+ in camera space to world coordinates (see mat4_cam_to_world_).
+ Can be set once per frame.
+ There is at most one uniform of that type per shader.
- :value: 3
+ :value: 3
.. data:: GPU_DYNAMIC_OBJECT_IMAT
- The uniform is a 4x4 GL matrix that converts world coodinates
- to object coordinates (see mat4_world_to_object_).
- Must be set before drawing the object.
- There is at most one uniform of that type per shader.
-
- :value: 4
-
+ The uniform is a 4x4 GL matrix that converts world coodinates
+ to object coordinates (see mat4_world_to_object_).
+ Must be set before drawing the object.
+ There is at most one uniform of that type per shader.
+
+ :value: 4
+
.. data:: GPU_DYNAMIC_OBJECT_COLOR
- The uniform is a vector of 4 float representing a RGB color + alpha defined at object level.
- Each values between 0.0 and 1.0. In blender it corresponds to the 'color' attribute of the object.
- Must be set before drawing the object.
- There is at most one uniform of that type per shader.
-
- :value: 5
-
+ The uniform is a vector of 4 float representing a RGB color + alpha defined at object level.
+ Each values between 0.0 and 1.0. In blender it corresponds to the 'color' attribute of the object.
+ Must be set before drawing the object.
+ There is at most one uniform of that type per shader.
+
+ :value: 5
+
.. data:: GPU_DYNAMIC_LAMP_DYNVEC
- The uniform is a vector of 3 float representing the direction of light in camera space.
- In Blender, this is computed by
+ The uniform is a vector of 3 float representing the direction of light in camera space.
+ In Blender, this is computed by
+
+ mat4_world_to_cam_ * (-vec3_lamp_Z_axis)
- mat4_world_to_cam_ * (-vec3_lamp_Z_axis)
+ as the lamp Z axis points to the opposite direction of light.
+ The norm of the vector should be unity. Can be set once per frame.
+ There is one uniform of that type per lamp lighting the material.
- as the lamp Z axis points to the opposite direction of light.
- The norm of the vector should be unity. Can be set once per frame.
- There is one uniform of that type per lamp lighting the material.
+ :value: 6
- :value: 6
-
.. data:: GPU_DYNAMIC_LAMP_DYNCO
- The uniform is a vector of 3 float representing the position of the light in camera space.
- Computed as
-
- mat4_world_to_cam_ * vec3_lamp_pos
+ The uniform is a vector of 3 float representing the position of the light in camera space.
+ Computed as
+
+ mat4_world_to_cam_ * vec3_lamp_pos
+
+ Can be set once per frame.
+ There is one uniform of that type per lamp lighting the material.
+
+ :value: 7
- Can be set once per frame.
- There is one uniform of that type per lamp lighting the material.
-
- :value: 7
-
.. data:: GPU_DYNAMIC_LAMP_DYNIMAT
- The uniform is a 4x4 GL matrix that converts vector in camera space to lamp space.
- Computed as
+ The uniform is a 4x4 GL matrix that converts vector in camera space to lamp space.
+ Computed as
- mat4_world_to_lamp_ * mat4_cam_to_world_
+ mat4_world_to_lamp_ * mat4_cam_to_world_
- Can be set once per frame.
- There is one uniform of that type per lamp lighting the material.
+ Can be set once per frame.
+ There is one uniform of that type per lamp lighting the material.
- :value: 8
+ :value: 8
.. data:: GPU_DYNAMIC_LAMP_DYNPERSMAT
- The uniform is a 4x4 GL matrix that converts a vector in camera space to shadow buffer depth space.
- Computed as
+ The uniform is a 4x4 GL matrix that converts a vector in camera space to shadow buffer depth space.
+ Computed as
- mat4_perspective_to_depth_ * mat4_lamp_to_perspective_ * mat4_world_to_lamp_ * mat4_cam_to_world_.
+ mat4_perspective_to_depth_ * mat4_lamp_to_perspective_ * mat4_world_to_lamp_ * mat4_cam_to_world_.
- .. _mat4_perspective_to_depth:
+ .. _mat4_perspective_to_depth:
- *mat4_perspective_to_depth* is a fixed matrix defined as follow::
+ *mat4_perspective_to_depth* is a fixed matrix defined as follow::
- 0.5 0.0 0.0 0.5
- 0.0 0.5 0.0 0.5
- 0.0 0.0 0.5 0.5
- 0.0 0.0 0.0 1.0
+ 0.5 0.0 0.0 0.5
+ 0.0 0.5 0.0 0.5
+ 0.0 0.0 0.5 0.5
+ 0.0 0.0 0.0 1.0
- This uniform can be set once per frame. There is one uniform of that type per lamp casting shadow in the scene.
+ This uniform can be set once per frame. There is one uniform of that type per lamp casting shadow in the scene.
- :value: 9
+ :value: 9
.. data:: GPU_DYNAMIC_LAMP_DYNENERGY
- The uniform is a single float representing the lamp energy. In blender it corresponds
- to the 'energy' attribute of the lamp data block.
- There is one uniform of that type per lamp lighting the material.
+ The uniform is a single float representing the lamp energy. In blender it corresponds
+ to the 'energy' attribute of the lamp data block.
+ There is one uniform of that type per lamp lighting the material.
- :value: 10
+ :value: 10
.. data:: GPU_DYNAMIC_LAMP_DYNCOL
- The uniform is a vector of 3 float representing the lamp color.
- Color elements are between 0.0 and 1.0. In blender it corresponds
- to the 'color' attribute of the lamp data block.
- There is one uniform of that type per lamp lighting the material.
+ The uniform is a vector of 3 float representing the lamp color.
+ Color elements are between 0.0 and 1.0. In blender it corresponds
+ to the 'color' attribute of the lamp data block.
+ There is one uniform of that type per lamp lighting the material.
- :value: 11
+ :value: 11
.. data:: GPU_DYNAMIC_SAMPLER_2DBUFFER
- The uniform is an integer representing an internal texture used for certain effect
- (color band, etc).
-
- :value: 12
+ The uniform is an integer representing an internal texture used for certain effect
+ (color band, etc).
+
+ :value: 12
.. data:: GPU_DYNAMIC_SAMPLER_2DIMAGE
- The uniform is an integer representing a texture loaded from an image file.
+ The uniform is an integer representing a texture loaded from an image file.
- :value: 13
+ :value: 13
.. data:: GPU_DYNAMIC_SAMPLER_2DSHADOW
- The uniform is an integer representing a shadow buffer corresponding to a lamp
- casting shadow.
+ The uniform is an integer representing a shadow buffer corresponding to a lamp
+ casting shadow.
+
+ :value: 14
- :value: 14
--------------------
GLSL attribute type
-------------------
.. _attribute-type:
Type of the vertex attribute used in the GLSL shader. Determines the mesh custom data
-layer that contains the vertex attribute.
+layer that contains the vertex attribute.
.. data:: CD_MTFACE
- Vertex attribute is a UV Map. Data type is vector of 2 float.
+ Vertex attribute is a UV Map. Data type is vector of 2 float.
- There can be more than one attribute of that type, they are differenciated by name.
- In blender, you can retrieve the attribute data with:
+ There can be more than one attribute of that type, they are differenciated by name.
+ In blender, you can retrieve the attribute data with:
- .. code-block:: python
+ .. code-block:: python
- mesh.uv_textures[attribute['name']]
+ mesh.uv_textures[attribute["name"]]
- :value: 5
+ :value: 5
.. data:: CD_MCOL
- Vertex attribute is color layer. Data type is vector 4 unsigned byte (RGBA).
+ Vertex attribute is color layer. Data type is vector 4 unsigned byte (RGBA).
- There can be more than one attribute of that type, they are differenciated by name.
- In blender you can retrieve the attribute data with:
+ There can be more than one attribute of that type, they are differenciated by name.
+ In blender you can retrieve the attribute data with:
- .. code-block:: python
+ .. code-block:: python
- mesh.vertex_colors[attribute['name']]
+ mesh.vertex_colors[attribute["name"]]
- :value: 6
+ :value: 6
.. data:: CD_ORCO
- Vertex attribute is original coordinates. Data type is vector 3 float.
+ Vertex attribute is original coordinates. Data type is vector 3 float.
+
+ There can be only 1 attribute of that type per shader.
+ In blender you can retrieve the attribute data with:
- There can be only 1 attribute of that type per shader.
- In blender you can retrieve the attribute data with:
-
- .. code-block:: python
+ .. code-block:: python
- mesh.vertices
+ mesh.vertices
- :value: 14
+ :value: 14
.. data:: CD_TANGENT
- Vertex attribute is the tangent vector. Data type is vector 4 float.
+ Vertex attribute is the tangent vector. Data type is vector 4 float.
- There can be only 1 attribute of that type per shader.
- There is currently no way to retrieve this attribute data via the RNA API but a standalone
- C function to compute the tangent layer from the other layers can be obtained from
- blender.org.
+ There can be only 1 attribute of that type per shader.
+ There is currently no way to retrieve this attribute data via the RNA API but a standalone
+ C function to compute the tangent layer from the other layers can be obtained from
+ blender.org.
+
+ :value: 18
- :value: 18
-*********
Functions
-*********
+=========
.. _export_shader:
.. function:: export_shader(scene,material)
- Extracts the GLSL shader producing the visual effect of material in scene for the purpose of
- reusing the shader in an external engine. This function is meant to be used in material exporter
- so that the GLSL shader can be exported entirely. The return value is a dictionary containing the
- shader source code and all associated data.
+ Extracts the GLSL shader producing the visual effect of material in scene for the purpose of
+ reusing the shader in an external engine. This function is meant to be used in material exporter
+ so that the GLSL shader can be exported entirely. The return value is a dictionary containing the
+ shader source code and all associated data.
- :arg scene: the scene in which the material in rendered.
- :type scene: :class:`bpy.types.Scene`
- :arg material: the material that you want to export the GLSL shader
- :type material: :class:`bpy.types.Material`
- :return: the shader source code and all associated data in a dictionary
- :rtype: dictionary
+ :arg scene: the scene in which the material in rendered.
+ :type scene: :class:`bpy.types.Scene`
+ :arg material: the material that you want to export the GLSL shader
+ :type material: :class:`bpy.types.Material`
+ :return: the shader source code and all associated data in a dictionary
+ :rtype: dictionary
- The dictionary contains the following elements:
+ The dictionary contains the following elements:
- * ['fragment'] : string
- fragment shader source code.
-
- * ['vertex'] : string
- vertex shader source code.
+ * ["fragment"] : string
+ fragment shader source code.
- * ['uniforms'] : sequence
- list of uniforms used in fragment shader, can be empty list. Each element of the
- sequence is a dictionary with the following elements:
+ * ["vertex"] : string
+ vertex shader source code.
- * ['varname'] : string
- name of the uniform in the fragment shader. Always of the form 'unf<number>'.
+ * ["uniforms"] : sequence
+ list of uniforms used in fragment shader, can be empty list. Each element of the
+ sequence is a dictionary with the following elements:
- * ['datatype'] : integer
- data type of the uniform variable. Can be one of the following:
+ * ["varname"] : string
+ name of the uniform in the fragment shader. Always of the form 'unf<number>'.
- * :data:`gpu.GPU_DATA_1I` : use glUniform1i
- * :data:`gpu.GPU_DATA_1F` : use glUniform1fv
- * :data:`gpu.GPU_DATA_2F` : use glUniform2fv
- * :data:`gpu.GPU_DATA_3F` : use glUniform3fv
- * :data:`gpu.GPU_DATA_4F` : use glUniform4fv
- * :data:`gpu.GPU_DATA_9F` : use glUniformMatrix3fv
- * :data:`gpu.GPU_DATA_16F` : use glUniformMatrix4fv
+ * ["datatype"] : integer
+ data type of the uniform variable. Can be one of the following:
- * ['type'] : integer
- type of uniform, determines the origin and method of calculation. See uniform-type_.
- Depending on the type, more elements will be be present.
+ * :data:`gpu.GPU_DATA_1I` : use glUniform1i
+ * :data:`gpu.GPU_DATA_1F` : use glUniform1fv
+ * :data:`gpu.GPU_DATA_2F` : use glUniform2fv
+ * :data:`gpu.GPU_DATA_3F` : use glUniform3fv
+ * :data:`gpu.GPU_DATA_4F` : use glUniform4fv
+ * :data:`gpu.GPU_DATA_9F` : use glUniformMatrix3fv
+ * :data:`gpu.GPU_DATA_16F` : use glUniformMatrix4fv
- * ['lamp'] : :class:`bpy.types.Object`
- Reference to the lamp object from which the uniforms value are extracted. Set for the following uniforms types:
+ * ["type"] : integer
+ type of uniform, determines the origin and method of calculation. See uniform-type_.
+ Depending on the type, more elements will be be present.
- .. hlist::
- :columns: 3
+ * ["lamp"] : :class:`bpy.types.Object`
+ Reference to the lamp object from which the uniforms value are extracted. Set for the following uniforms types:
- * :data:`gpu.GPU_DYNAMIC_LAMP_DYNVEC`
- * :data:`gpu.GPU_DYNAMIC_LAMP_DYNCO`
- * :data:`gpu.GPU_DYNAMIC_LAMP_DYNIMAT`
- * :data:`gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT`
- * :data:`gpu.GPU_DYNAMIC_LAMP_DYNENERGY`
- * :data:`gpu.GPU_DYNAMIC_LAMP_DYNCOL`
- * :data:`gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW`
+ .. hlist::
+ :columns: 3
- Notes:
+ * :data:`gpu.GPU_DYNAMIC_LAMP_DYNVEC`
+ * :data:`gpu.GPU_DYNAMIC_LAMP_DYNCO`
+ * :data:`gpu.GPU_DYNAMIC_LAMP_DYNIMAT`
+ * :data:`gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT`
+ * :data:`gpu.GPU_DYNAMIC_LAMP_DYNENERGY`
+ * :data:`gpu.GPU_DYNAMIC_LAMP_DYNCOL`
+ * :data:`gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW`
- * The uniforms :data:`gpu.GPU_DYNAMIC_LAMP_DYNVEC`, :data:`gpu.GPU_DYNAMIC_LAMP_DYNCO`, :data:`gpu.GPU_DYNAMIC_LAMP_DYNIMAT` and :data:`gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT`
- refer to the lamp object position and orientation, both of can be derived from the object world matrix:
+ Notes:
- .. code-block:: python
+ * The uniforms :data:`gpu.GPU_DYNAMIC_LAMP_DYNVEC`, :data:`gpu.GPU_DYNAMIC_LAMP_DYNCO`, :data:`gpu.GPU_DYNAMIC_LAMP_DYNIMAT` and :data:`gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT`
+ refer to the lamp object position and orientation, both of can be derived from the object world matrix:
- obmat = uniform['lamp'].matrix_world
+ .. code-block:: python
- where obmat is the mat4_lamp_to_world_ matrix of the lamp as a 2 dimensional array,
- the lamp world location location is in obmat[3].
+ obmat = uniform["lamp"].matrix_world
- * The uniform types :data:`gpu.GPU_DYNAMIC_LAMP_DYNENERGY` and :data:`gpu.GPU_DYNAMIC_LAMP_DYNCOL` refer to the lamp data bloc that you get from:
+ where obmat is the mat4_lamp_to_world_ matrix of the lamp as a 2 dimensional array,
+ the lamp world location location is in obmat[3].
- .. code-block:: python
+ * The uniform types :data:`gpu.GPU_DYNAMIC_LAMP_DYNENERGY` and :data:`gpu.GPU_DYNAMIC_LAMP_DYNCOL` refer to the lamp data bloc that you get from:
- la = uniform['lamp'].data
-
- from which you get la.energy and la.color
+ .. code-block:: python
- * Lamp duplication is not supported: if you have duplicated lamps in your scene
- (i.e. lamp that are instantiated by dupligroup, etc), this element will only
- give you a reference to the orignal lamp and you will not know which instance
- of the lamp it is refering too. You can still handle that case in the exporter
- by distributing the uniforms amongst the duplicated lamps.
-
- * ['image'] : :class:`bpy.types.Image`
- Reference to the image databloc. Set for uniform type :data:`gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE`. You can get the image data from:
+ la = uniform["lamp"].data
+
+ from which you get la.energy and la.color
+
+ * Lamp duplication is not supported: if you have duplicated lamps in your scene
+ (i.e. lamp that are instantiated by dupligroup, etc), this element will only
+ give you a reference to the orignal lamp and you will not know which instance
+ of the lamp it is refering too. You can still handle that case in the exporter
+ by distributing the uniforms amongst the duplicated lamps.
+
+ * ["image"] : :class:`bpy.types.Image`
+ Reference to the image databloc. Set for uniform type :data:`gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE`. You can get the image data from:
+
+ .. code-block:: python
+
+ # full path to image file
+ uniform["image"].filepath
+ # image size as a 2-dimensional array of int
+ uniform["image"].size
+
+ * ["texnumber"] : integer
+ Channel number to which the texture is bound when drawing the object.
+ Set for uniform types :data:`gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER`, :data:`gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE` and :data:`gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW`.
+
+ This is provided for information only: when reusing the shader outside blencer,
+ you are free to assign the textures to the channel of your choice and to pass
+ that number channel to the GPU in the uniform.
+
+ * ["texpixels"] : byte array
+ texture data for uniform type :data:`gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER`. Although
+ the corresponding uniform is a 2D sampler, the texture is always a 1D texture
+ of n x 1 pixel. The texture size n is provided in ["texsize"] element.
+ These texture are only used for computer generated texture (colorband, etc).
+ The texture data is provided so that you can make a real image out of it in the
+ exporter.
+
+ * ["texsize"] : integer
+ horizontal size of texture for uniform type :data:`gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER`.
+ The texture data is in ["texpixels"].
+
+ * ["attributes"] : sequence
+ list of attributes used in vertex shader, can be empty. Blender doesn't use
+ standard attributes except for vertex position and normal. All other vertex
+ attributes must be passed using the generic glVertexAttrib functions.
+ The attribute data can be found in the derived mesh custom data using RNA.
+ Each element of the sequence is a dictionary containing the following elements:
+
+ * ["varname"] : string
+ name of the uniform in the vertex shader. Always of the form 'att<number>'.
+
+ * ["datatype"] : integer
+ data type of vertex attribute, can be one of the following:
+
+ * :data:`gpu.GPU_DATA_2F` : use glVertexAttrib2fv
+ * :data:`gpu.GPU_DATA_3F` : use glVertexAttrib3fv
+ * :data:`gpu.GPU_DATA_4F` : use glVertexAttrib4fv
+ * :data:`gpu.GPU_DATA_4UB` : use glVertexAttrib4ubv
+
+ * ["number"] : integer
+ generic attribute number. This is provided for information only. Blender
+ doesn't use glBindAttribLocation to place generic attributes at specific location,
+ it lets the shader compiler place the attributes automatically and query the
+ placement with glGetAttribLocation. The result of this placement is returned in
+ this element.
+
+ When using this shader in a render engine, you should either use
+ glBindAttribLocation to force the attribute at this location or use
+ glGetAttribLocation to get the placement chosen by the compiler of your GPU.
+
+ * ["type"] : integer
+ type of the mesh custom data from which the vertex attribute is loaded.
+ See attribute-type_.
+
+ * ["name"] : string or integer
+ custom data layer name, used for attribute type :data:`gpu.CD_MTFACE` and :data:`gpu.CD_MCOL`.
+
+ Example:
+
+ .. code-block:: python
+
+ import gpu
+ # get GLSL shader of material Mat.001 in scene Scene.001
+ scene = bpy.data.scenes["Scene.001"]
+ material = bpy.data.materials["Mat.001"]
+ shader = gpu.export_shader(scene,material)
+ # scan the uniform list and find the images used in the shader
+ for uniform in shader["uniforms"]:
+ if uniform["type"] == gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE:
+ print("uniform {0} is using image {1}".format(uniform["varname"], uniform["image"].filepath))
+ # scan the attribute list and find the UV Map used in the shader
+ for attribute in shader["attributes"]:
+ if attribute["type"] == gpu.CD_MTFACE:
+ print("attribute {0} is using UV Map {1}".format(attribute["varname"], attribute["name"]))
- .. code-block:: python
- # full path to image file
- uniform['image'].filepath
- # image size as a 2-dimensional array of int
- uniform['image'].size
-
- * ['texnumber'] : integer
- Channel number to which the texture is bound when drawing the object.
- Set for uniform types :data:`gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER`, :data:`gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE` and :data:`gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW`.
-
- This is provided for information only: when reusing the shader outside blencer,
- you are free to assign the textures to the channel of your choice and to pass
- that number channel to the GPU in the uniform.
-
- * ['texpixels'] : byte array
- texture data for uniform type :data:`gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER`. Although
- the corresponding uniform is a 2D sampler, the texture is always a 1D texture
- of n x 1 pixel. The texture size n is provided in ['texsize'] element.
- These texture are only used for computer generated texture (colorband, etc).
- The texture data is provided so that you can make a real image out of it in the
- exporter.
-
- * ['texsize'] : integer
- horizontal size of texture for uniform type :data:`gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER`.
- The texture data is in ['texpixels'].
-
- * ['attributes'] : sequence
- list of attributes used in vertex shader, can be empty. Blender doesn't use
- standard attributes except for vertex position and normal. All other vertex
- attributes must be passed using the generic glVertexAttrib functions.
- The attribute data can be found in the derived mesh custom data using RNA.
- Each element of the sequence is a dictionary containing the following elements:
-
- * ['varname'] : string
- name of the uniform in the vertex shader. Always of the form 'att<number>'.
-
- * ['datatype'] : integer
- data type of vertex attribute, can be one of the following:
-
- * :data:`gpu.GPU_DATA_2F` : use glVertexAttrib2fv
- * :data:`gpu.GPU_DATA_3F` : use glVertexAttrib3fv
- * :data:`gpu.GPU_DATA_4F` : use glVertexAttrib4fv
- * :data:`gpu.GPU_DATA_4UB` : use glVertexAttrib4ubv
-
- * ['number'] : integer
- generic attribute number. This is provided for information only. Blender
- doesn't use glBindAttribLocation to place generic attributes at specific location,
- it lets the shader compiler place the attributes automatically and query the
- placement with glGetAttribLocation. The result of this placement is returned in
- this element.
-
- When using this shader in a render engine, you should either use
- glBindAttribLocation to force the attribute at this location or use
- glGetAttribLocation to get the placement chosen by the compiler of your GPU.
-
- * ['type'] : integer
- type of the mesh custom data from which the vertex attribute is loaded.
- See attribute-type_.
-
- * ['name'] : string or integer
- custom data layer name, used for attribute type :data:`gpu.CD_MTFACE` and :data:`gpu.CD_MCOL`.
-
- Example:
-
- .. code-block:: python
-
- import gpu
- # get GLSL shader of material Mat.001 in scene Scene.001
- scene = bpy.data.scenes['Scene.001']
- material = bpy.data.materials['Mat.001']
- shader = gpu.export_shader(scene,material)
- # scan the uniform list and find the images used in the shader
- for uniform in shader['uniforms']:
- if uniform['type'] == gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE:
- print("uniform {0} is using image {1}".format(uniform['varname'], uniform['image'].filepath))
- # scan the attribute list and find the UV Map used in the shader
- for attribute in shader['attributes']:
- if attribute['type'] == gpu.CD_MTFACE:
- print("attribute {0} is using UV Map {1}".format(attribute['varname'], attribute['name']))
-
-*****
Notes
-*****
+=====
.. _mat4_lamp_to_perspective:
1. Calculation of the *mat4_lamp_to_perspective* matrix for a spot lamp.
- The following pseudo code shows how the *mat4_lamp_to_perspective* matrix is computed
+ The following pseudo code shows how the *mat4_lamp_to_perspective* matrix is computed
in blender for uniforms of :data:`gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT` type::
- #Get the lamp datablock with:
- lamp=bpy.data.objects[uniform['lamp']].data
+ .. code-block:: python
+
+ #Get the lamp datablock with:
+ lamp = bpy.data.objects[uniform["lamp"]].data
- #Compute the projection matrix:
- # You will need these lamp attributes:
- # lamp.clipsta : near clip plane in world unit
- # lamp.clipend : far clip plane in world unit
- # lamp.spotsize : angle in degree of the spot light
+ # Compute the projection matrix:
+ # You will need these lamp attributes:
+ # lamp.clipsta : near clip plane in world unit
+ # lamp.clipend : far clip plane in world unit
+ # lamp.spotsize : angle in degree of the spot light
- #The size of the projection plane is computed with the usual formula:
- wsize = lamp.clista * tan(lamp.spotsize/2)
+ # The size of the projection plane is computed with the usual formula:
+ wsize = lamp.clista * tan(lamp.spotsize/2)
- #And the projection matrix:
- mat4_lamp_to_perspective = glFrustum(-wsize,wsize,-wsize,wsize,lamp.clista,lamp.clipend)
+ #And the projection matrix:
+ mat4_lamp_to_perspective = glFrustum(-wsize, wsize, -wsize, wsize, lamp.clista, lamp.clipend)
2. Creation of the shadow map for a spot lamp.
The shadow map is the depth buffer of a render performed by placing the camera at the
- spot light position. The size of the shadow map is given by the attribute lamp.bufsize :
+ spot light position. The size of the shadow map is given by the attribute lamp.bufsize :
shadow map size in pixel, same size in both dimensions.