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+
+GPU functions (gpu)
+===================
+
+*****
+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
+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).
+
+.. module:: gpu
+
+*********
+Constants
+*********
+
+--------------
+GLSL data type
+--------------
+
+.. _data-type:
+
+Type of GLSL data.
+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
+variant to use to send the vertex attribute to the GPU.
+
+See export_shader_
+
+.. data:: GPU_DATA_1I
+
+ 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
+-----------------
+
+.. _uniform-type:
+
+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.
+
+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.
+
+.. 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.
+
+ :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.
+
+ :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.
+
+ :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
+
+.. 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
+
+.. 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
+
+ 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.
+
+ :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
+
+ 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
+
+ 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.
+
+ :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
+
+ 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::
+
+ 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.
+
+ :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.
+
+ :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.
+
+ :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
+
+.. data:: GPU_DYNAMIC_SAMPLER_2DIMAGE
+
+ The uniform is an integer representing a texture loaded from an image file.
+
+ :value: 13
+
+.. data:: GPU_DYNAMIC_SAMPLER_2DSHADOW
+
+ The uniform is an integer representing a shadow buffer corresponding to a lamp
+ casting shadow.
+
+ :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.
+
+.. data:: CD_MTFACE
+
+ Vertex attribute is a UV layer. 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:
+
+ .. code-block:: python
+
+ mesh.uv_textures[attribute['name']]
+
+ :value: 5
+
+.. data:: CD_MCOL
+
+ 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:
+
+ .. code-block:: python
+
+ mesh.vertex_colors[attribute['name']]
+
+ :value: 6
+
+.. data:: CD_ORCO
+
+ 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:
+
+ .. code-block:: python
+
+ mesh.vertices
+
+ :value: 14
+
+.. data:: CD_TANGENT
+
+ 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.
+
+ :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.
+
+ :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:
+
+ * ['fragment'] : string
+ fragment shader source code.
+
+ * ['vertex'] : string
+ vertex 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:
+
+ * ['varname'] : string
+ name of the uniform in the fragment shader. Always of the form 'unf<number>'.
+
+ * ['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
+
+ * ['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:
+
+ .. hlist::
+ :columns: 3
+
+ * :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:
+
+ .. 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 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
+
+ * 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 layer used in the shader
+ for attribute in shader['attributes']:
+ if attribute['type'] == gpu.CD_MTFACE:
+ print("attribute {0} is using UV layer {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
+ in blender for uniforms of :data:`gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT` type::
+
+ #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
+
+ #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)
+
+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 :
+ shadow map size in pixel, same size in both dimensions.