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Diffstat (limited to 'doc/python_api/rst/gpu.rst')
-rw-r--r-- | doc/python_api/rst/gpu.rst | 480 |
1 files changed, 313 insertions, 167 deletions
diff --git a/doc/python_api/rst/gpu.rst b/doc/python_api/rst/gpu.rst index aaceb3ce32e..b56523c2206 100644 --- a/doc/python_api/rst/gpu.rst +++ b/doc/python_api/rst/gpu.rst @@ -16,24 +16,24 @@ 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 is subject to change. + 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 +GLSL Data Type -------------- .. _data-type: Type of GLSL data. -For shader uniforms, the data type determines which glUniform function +For shader uniforms, the data type determines which ``glUniform`` function variant to use to send the uniform value to the GPU. -For vertex attributes, the data type determines which glVertexAttrib function +For vertex attributes, the data type determines which ``glVertexAttrib`` function variant to use to send the vertex attribute to the GPU. See export_shader_ @@ -42,53 +42,37 @@ See export_shader_ one integer - :value: 1 - .. data:: GPU_DATA_1F one float - :value: 2 - .. data:: GPU_DATA_2F two floats - :value: 3 - .. 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 - :value: 6 - .. data:: GPU_DATA_16F matrix 4x4 in column-major order - :value: 7 - .. data:: GPU_DATA_4UB four unsigned byte - :value: 8 - -GLSL uniform type ------------------ +GLSL Uniform Types +------------------ .. _uniform-type: @@ -101,7 +85,7 @@ The calculation of some of the uniforms is based on matrices available in the sc .. _mat4_cam_to_world: .. _mat4_world_to_cam: - *mat4_cam_to_world* + ``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. @@ -112,7 +96,7 @@ The calculation of some of the uniforms is based on matrices available in the sc .. _mat4_object_to_world: .. _mat4_world_to_object: - *mat4_object_to_world* + ``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. @@ -122,7 +106,7 @@ The calculation of some of the uniforms is based on matrices available in the sc .. _mat4_lamp_to_world: .. _mat4_world_to_lamp: - *mat4_lamp_to_world* + ``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. @@ -130,151 +114,299 @@ The calculation of some of the uniforms is based on matrices available in the sc Some uniform will need the *mat4_world_to_lamp* matrix computed as the inverse of this matrix. + +.. note:: + + Any uniforms used for view projections or transformations (object, lamp matrices for eg), + can only be set once per frame. + + +GLSL Object Uniforms +^^^^^^^^^^^^^^^^^^^^ + +.. note:: + + - Object transformations and color must be set before drawing the object. + - There is at most one uniform of these types per shader. + .. 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. + A matrix that converts world coordinates to camera coordinates (see mat4_world_to_cam_). - :value: 1 + :type: matrix4x4 .. 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. + A matrix that converts object coordinates to world coordinates (see mat4_object_to_world_). - :value: 2 + :type: matrix4x4 .. 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. - :value: 3 + :type: matrix4x4 .. 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 + :type: matrix4x4 .. 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. + An RGB color + alpha defined at object level. + Each values between 0.0 and 1.0. - :value: 5 + See :class:`bpy.types.Object.color`. + + :type: float4 + +.. data:: GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE + + Multiplier for bump-map scaling. + + :type: float -.. 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 +GLSL Lamp Uniforms +^^^^^^^^^^^^^^^^^^ - mat4_world_to_cam_ * (-vec3_lamp_Z_axis) +.. note:: - 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 +.. data:: GPU_DYNAMIC_LAMP_DYNVEC -.. data:: GPU_DYNAMIC_LAMP_DYNCO + Represents the direction of light in camera space. - The uniform is a vector of 3 float representing the position of the light in camera space. - Computed as + Computed as: + mat4_world_to_cam_ * (-vec3_lamp_Z_axis) - mat4_world_to_cam_ * vec3_lamp_pos + .. note:: + - The lamp Z axis points to the opposite direction of light. + - The norm of the vector should be unit length. - Can be set once per frame. - There is one uniform of that type per lamp lighting the material. + :type: float3 - :value: 7 +.. data:: GPU_DYNAMIC_LAMP_DYNCO -.. data:: GPU_DYNAMIC_LAMP_DYNIMAT + Represents the position of the light in camera space. - The uniform is a 4x4 GL matrix that converts vector in camera space to lamp space. - Computed as + Computed as: + mat4_world_to_cam_ * vec3_lamp_pos - mat4_world_to_lamp_ * mat4_cam_to_world_ + :type: float3 - Can be set once per frame. - There is one uniform of that type per lamp lighting the material. +.. data:: GPU_DYNAMIC_LAMP_DYNIMAT - :value: 8 + Matrix that converts vector in camera space to lamp space. + + Computed as: + mat4_world_to_lamp_ * mat4_cam_to_world_ + + :type: matrix4x4 .. 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 + Matrix that converts a vector in camera space to shadow buffer depth space. - mat4_perspective_to_depth_ * mat4_lamp_to_perspective_ * mat4_world_to_lamp_ * mat4_cam_to_world_. + Computed as: + mat4_perspective_to_depth_ * mat4_lamp_to_perspective_ * mat4_world_to_lamp_ * mat4_cam_to_world_. .. _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 - This uniform can be set once per frame. There is one uniform of that type per lamp casting shadow in the scene. + .. note:: - :value: 9 + - There is one uniform of that type per lamp casting shadow in the scene. + + :type: matrix4x4 .. 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. + See :class:`bpy.types.Lamp.energy`. - :value: 10 + :type: float .. 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. + See :class:`bpy.types.Lamp.color`. + + :type: float3 + +.. data:: GPU_DYNAMIC_LAMP_DISTANCE + + See :class:`bpy.types.Lamp.distance`. + + :type: float + +.. data:: GPU_DYNAMIC_LAMP_ATT1 + + See + :class:`bpy.types.PointLamp.linear_attenuation`, + :class:`bpy.types.SpotLamp.linear_attenuation`. + + :type: float + +.. data:: GPU_DYNAMIC_LAMP_ATT2 + + See + :class:`bpy.types.PointLamp.quadratic_attenuation`, + :class:`bpy.types.SpotLamp.quadratic_attenuation`. - :value: 11 + :type: float + +.. data:: GPU_DYNAMIC_LAMP_SPOTSIZE + + See :class:`bpy.types.SpotLamp.spot_size`. + + :type: float + +.. data:: GPU_DYNAMIC_LAMP_SPOTBLEND + + See :class:`bpy.types.SpotLamp.spot_blend`. + + :type: float + + +GLSL Sampler Uniforms +^^^^^^^^^^^^^^^^^^^^^ .. data:: GPU_DYNAMIC_SAMPLER_2DBUFFER - The uniform is an integer representing an internal texture used for certain effect + Represents an internal texture used for certain effect (color band, etc). - :value: 12 + :type: integer .. data:: GPU_DYNAMIC_SAMPLER_2DIMAGE - The uniform is an integer representing a texture loaded from an image file. + Represents a texture loaded from an image file. - :value: 13 + :type: integer .. data:: GPU_DYNAMIC_SAMPLER_2DSHADOW - The uniform is an float representing the bumpmap scaling. + Represents a texture loaded from a shadow buffer file. - :value: 14 + :type: integer -.. data:: GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE - The uniform is an integer representing a shadow buffer corresponding to a lamp - casting shadow. +GLSL Mist Uniforms +^^^^^^^^^^^^^^^^^^ + +.. data:: GPU_DYNAMIC_MIST_ENABLE: + + See :class:`bpy.types.WorldMistSettings.use_mist`. + + :type: float (0 or 1) + +.. data:: GPU_DYNAMIC_MIST_START - :value: 15 + See :class:`bpy.types.WorldMistSettings.start`. + :type: float -GLSL attribute type + See :class:`bpy.types.WorldMistSettings.depth`. + +.. data:: GPU_DYNAMIC_MIST_DISTANCE + + :type: float + + See :class:`bpy.types.WorldMistSettings.intensity`. + +.. data:: GPU_DYNAMIC_MIST_INTENSITY + + :type: float + +.. data:: GPU_DYNAMIC_MIST_TYPE + + See :class:`bpy.types.WorldMistSettings.falloff`. + + :type: float (used as an index into the type) + +.. data:: GPU_DYNAMIC_MIST_COLOR + + +GLSL World Uniforms +^^^^^^^^^^^^^^^^^^^ + +.. data:: GPU_DYNAMIC_HORIZON_COLOR + + See :class:`bpy.types.World.horizon_color`. + + :type: float3 + +.. data:: GPU_DYNAMIC_AMBIENT_COLOR + + See :class:`bpy.types.World.ambient_color`. + + :type: float3 + + +GLSL Material Uniforms +^^^^^^^^^^^^^^^^^^^^^^ + +.. data:: GPU_DYNAMIC_MAT_DIFFRGB + + See :class:`bpy.types.Material.diffuse_color`. + + :type: float3 + +.. data:: GPU_DYNAMIC_MAT_REF + + See :class:`bpy.types.Material.diffuse_intensity`. + + :type: float + +.. data:: GPU_DYNAMIC_MAT_SPECRGB + + See :class:`bpy.types.Material.specular_color`. + + :type: float3 + +.. data:: GPU_DYNAMIC_MAT_SPEC + + See :class:`bpy.types.Material.specular_intensity`. + + :type: float + +.. data:: GPU_DYNAMIC_MAT_HARD + + See :class:`bpy.types.Material.specular_hardness`. + + :type: float + +.. data:: GPU_DYNAMIC_MAT_EMIT + + See :class:`bpy.types.Material.emit`. + + :type: float + +.. data:: GPU_DYNAMIC_MAT_AMB + + See :class:`bpy.types.Material.ambient`. + + :type: float + +.. data:: GPU_DYNAMIC_MAT_ALPHA + + See :class:`bpy.types.Material.alpha`. + + :type: float + + + +GLSL Attribute Type ------------------- .. _attribute-type: @@ -291,9 +423,7 @@ layer that contains the vertex attribute. .. code-block:: python - mesh.uv_textures[attribute["name"]] - - :value: 5 + mesh.uv_layers[attribute["name"]] .. data:: CD_MCOL @@ -306,8 +436,6 @@ layer that contains the vertex attribute. mesh.vertex_colors[attribute["name"]] - :value: 6 - .. data:: CD_ORCO Vertex attribute is original coordinates. Data type is vector 3 float. @@ -319,8 +447,6 @@ layer that contains the vertex attribute. mesh.vertices - :value: 14 - .. data:: CD_TANGENT Vertex attribute is the tangent vector. Data type is vector 4 float. @@ -330,8 +456,6 @@ layer that contains the vertex attribute. C function to compute the tangent layer from the other layers can be obtained from blender.org. - :value: 18 - Functions ========= @@ -341,8 +465,12 @@ Functions .. 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 + 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. @@ -354,76 +482,91 @@ Functions The dictionary contains the following elements: - * ["fragment"] : string + - ``["fragment"]``: string fragment shader source code. - * ["vertex"] : string + - ``["vertex"]``: string vertex shader source code. - * ["uniforms"] : sequence + - ``["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: - * ["varname"] : string + - ``["varname"]``: string name of the uniform in the fragment shader. Always of the form 'unf<number>'. - * ["datatype"] : integer + - ``["datatype"]``: integer data type of the uniform variable. Can be one of the following: - * :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 + .. hlist:: + :columns: 2 + + - :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`` - * ["type"] : integer + - ``["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. - * ["lamp"] : :class:`bpy.types.Object` - Reference to the lamp object from which the uniforms value are extracted. Set for the following uniforms types: + - ``["lamp"]``: :class:`bpy.types.Object` + Reference to the lamp object from which the uniforms value are extracted. + Set for the following uniforms types: .. hlist:: - :columns: 3 + :columns: 2 - * :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` + - :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` Notes: - * 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: + - 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: .. code-block:: python obmat = uniform["lamp"].matrix_world 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]. + the lamp world location location is in ``obmat[3]``. - * 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: + - 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: .. code-block:: python la = uniform["lamp"].data - from which you get la.energy and la.color + from which you get ``lamp.energy`` and ``lamp.color`` - * Lamp duplication is not supported: if you have duplicated lamps in your scene + - 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: + - ``["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 @@ -432,60 +575,63 @@ Functions # image size as a 2-dimensional array of int uniform["image"].size - * ["texnumber"] : integer + - ``["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`. + 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. + - ``["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. + The texture data is provided so that you can make a real image out of it in the exporter. - * ["texsize"] : integer + - ``["texsize"]``: integer horizontal size of texture for uniform type :data:`gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER`. The texture data is in ["texpixels"]. - * ["attributes"] : sequence + - ``["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. + 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 + - ``["varname"]``: string name of the uniform in the vertex shader. Always of the form 'att<number>'. - * ["datatype"] : integer + - ``["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 + - :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, + - ``["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. + 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. + ``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"]``: integer type of the mesh custom data from which the vertex attribute is loaded. See attribute-type_. - * ["name"] : string or integer + - ``["name"]``: string or integer custom data layer name, used for attribute type :data:`gpu.CD_MTFACE` and :data:`gpu.CD_MCOL`. Example: @@ -512,14 +658,14 @@ Notes .. _mat4_lamp_to_perspective: -1. Calculation of the *mat4_lamp_to_perspective* matrix for a spot lamp. +#. 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: .. code-block:: python - #Get the lamp datablock with: + # Get the lamp datablock with: lamp = bpy.data.objects[uniform["lamp"]].data # Compute the projection matrix: @@ -531,11 +677,11 @@ Notes # The size of the projection plane is computed with the usual formula: wsize = lamp.clista * tan(lamp.spotsize/2) - #And the projection matrix: + # 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. +#. 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. |