Style cleanup of gpu rst file.

This commit is contained in:
Campbell Barton
2012-02-09 06:38:54 +00:00
parent 33bca3075f
commit fd60de606a

View File

@@ -1,13 +1,14 @@
*******************
GPU functions (gpu) GPU functions (gpu)
=================== *******************
.. module:: gpu .. module:: gpu
This module provides access to materials GLSL shaders. This module provides access to materials GLSL shaders.
*****
Intro Intro
***** =====
Module to provide functions concerning the GPU implementation in Blender, in particular 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 the GLSL shaders that blender generates automatically to render materials in the 3D view
@@ -15,16 +16,15 @@ and in the game engine.
.. warning:: .. warning::
The API provided by this module should be consider unstable. The data exposed by the API 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 are are closely related to Blender's internal GLSL code and may change if the GLSL code
is modified (e.g. new uniform type). is modified (e.g. new uniform type).
*********
Constants Constants
********* =========
--------------
GLSL data type GLSL data type
-------------- --------------
@@ -59,15 +59,15 @@ See export_shader_
.. data:: GPU_DATA_3F .. data:: GPU_DATA_3F
three floats three floats
:value: 4 :value: 4
.. data:: GPU_DATA_4F .. data:: GPU_DATA_4F
four floats four floats
:value: 5 :value: 5
.. data:: GPU_DATA_9F .. data:: GPU_DATA_9F
matrix 3x3 in column-major order matrix 3x3 in column-major order
@@ -86,448 +86,450 @@ See export_shader_
:value: 8 :value: 8
-----------------
GLSL uniform type GLSL uniform type
----------------- -----------------
.. _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 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: The calculation of some of the uniforms is based on matrices available in the scene:
.. _mat4_cam_to_world: .. _mat4_cam_to_world:
.. _mat4_world_to_cam: .. _mat4_world_to_cam:
*mat4_cam_to_world* *mat4_cam_to_world*
Model matrix of the camera. OpenGL 4x4 matrix that converts Model matrix of the camera. OpenGL 4x4 matrix that converts
camera local coordinates to world coordinates. In blender this is obtained from the camera local coordinates to world coordinates. In blender this is obtained from the
'matrix_world' attribute of the camera object. 'matrix_world' attribute of the camera object.
Some uniform will need the *mat4_world_to_cam* Some uniform will need the *mat4_world_to_cam*
matrix computed as the inverse of this matrix. matrix computed as the inverse of this matrix.
.. _mat4_object_to_world: .. _mat4_object_to_world:
.. _mat4_world_to_object: .. _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 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 object local coordinates to world coordinates. In blender this is obtained from the
'matrix_world' attribute of the object. '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* Some uniform will need the *mat4_world_to_object* matrix, computed as the inverse of this matrix.
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 .. _mat4_lamp_to_world:
'matrix_world' attribute of the lamp object. .. _mat4_world_to_lamp:
Some uniform will need the *mat4_world_to_lamp* matrix *mat4_lamp_to_world*
computed as the inverse of this matrix. 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 .. data:: GPU_DYNAMIC_OBJECT_VIEWMAT
The uniform is a 4x4 GL matrix that converts world coordinates to 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. camera coordinates (see mat4_world_to_cam_). Can be set once per frame.
There is at most one uniform of that type per shader. There is at most one uniform of that type per shader.
:value: 1 :value: 1
.. data:: GPU_DYNAMIC_OBJECT_MAT .. data:: GPU_DYNAMIC_OBJECT_MAT
The uniform is a 4x4 GL matrix that converts object coordinates 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. 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. There is at most one uniform of that type per shader.
:value: 2 :value: 2
.. data:: GPU_DYNAMIC_OBJECT_VIEWIMAT .. data:: GPU_DYNAMIC_OBJECT_VIEWIMAT
The uniform is a 4x4 GL matrix that converts coordinates The uniform is a 4x4 GL matrix that converts coordinates
in camera space to world coordinates (see mat4_cam_to_world_). in camera space to world coordinates (see mat4_cam_to_world_).
Can be set once per frame. Can be set once per frame.
There is at most one uniform of that type per shader. There is at most one uniform of that type per shader.
:value: 3 :value: 3
.. data:: GPU_DYNAMIC_OBJECT_IMAT .. data:: GPU_DYNAMIC_OBJECT_IMAT
The uniform is a 4x4 GL matrix that converts world coodinates The uniform is a 4x4 GL matrix that converts world coodinates
to object coordinates (see mat4_world_to_object_). to object coordinates (see mat4_world_to_object_).
Must be set before drawing the object. Must be set before drawing the object.
There is at most one uniform of that type per shader. There is at most one uniform of that type per shader.
:value: 4 :value: 4
.. data:: GPU_DYNAMIC_OBJECT_COLOR .. data:: GPU_DYNAMIC_OBJECT_COLOR
The uniform is a vector of 4 float representing a RGB color + alpha defined at object level. 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. 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. Must be set before drawing the object.
There is at most one uniform of that type per shader. There is at most one uniform of that type per shader.
:value: 5 :value: 5
.. data:: GPU_DYNAMIC_LAMP_DYNVEC .. data:: GPU_DYNAMIC_LAMP_DYNVEC
The uniform is a vector of 3 float representing the direction of light in camera space. The uniform is a vector of 3 float representing the direction of light in camera space.
In Blender, this is computed by 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. 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. 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. There is one uniform of that type per lamp lighting the material.
:value: 6
:value: 6
.. data:: GPU_DYNAMIC_LAMP_DYNCO .. data:: GPU_DYNAMIC_LAMP_DYNCO
The uniform is a vector of 3 float representing the position of the 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_pos 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 .. data:: GPU_DYNAMIC_LAMP_DYNIMAT
The uniform is a 4x4 GL matrix that converts vector in camera space to lamp space. The uniform is a 4x4 GL matrix that converts vector in camera space to lamp space.
Computed as Computed as
mat4_world_to_lamp_ * mat4_cam_to_world_ mat4_world_to_lamp_ * mat4_cam_to_world_
Can be set once per frame. Can be set once per frame.
There is one uniform of that type per lamp lighting the material. There is one uniform of that type per lamp lighting the material.
:value: 8 :value: 8
.. data:: GPU_DYNAMIC_LAMP_DYNPERSMAT .. data:: GPU_DYNAMIC_LAMP_DYNPERSMAT
The uniform is a 4x4 GL matrix that converts a vector in camera space to shadow buffer depth space. The uniform is a 4x4 GL matrix that converts a vector in camera space to shadow buffer depth space.
Computed as 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 0.5 0.0 0.0 0.5
0.0 0.5 0.0 0.5 0.0 0.5 0.0 0.5
0.0 0.0 0.5 0.5 0.0 0.0 0.5 0.5
0.0 0.0 0.0 1.0 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 .. data:: GPU_DYNAMIC_LAMP_DYNENERGY
The uniform is a single float representing the lamp energy. In blender it corresponds The uniform is a single float representing the lamp energy. In blender it corresponds
to the 'energy' attribute of the lamp data block. to the 'energy' attribute of the lamp data block.
There is one uniform of that type per lamp lighting the material. There is one uniform of that type per lamp lighting the material.
:value: 10 :value: 10
.. data:: GPU_DYNAMIC_LAMP_DYNCOL .. data:: GPU_DYNAMIC_LAMP_DYNCOL
The uniform is a vector of 3 float representing the lamp color. 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 Color elements are between 0.0 and 1.0. In blender it corresponds
to the 'color' attribute of the lamp data block. to the 'color' attribute of the lamp data block.
There is one uniform of that type per lamp lighting the material. There is one uniform of that type per lamp lighting the material.
:value: 11 :value: 11
.. data:: GPU_DYNAMIC_SAMPLER_2DBUFFER .. data:: GPU_DYNAMIC_SAMPLER_2DBUFFER
The uniform is an integer representing an internal texture used for certain effect The uniform is an integer representing an internal texture used for certain effect
(color band, etc). (color band, etc).
:value: 12 :value: 12
.. data:: GPU_DYNAMIC_SAMPLER_2DIMAGE .. 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 .. data:: GPU_DYNAMIC_SAMPLER_2DSHADOW
The uniform is an integer representing a shadow buffer corresponding to a lamp The uniform is an integer representing a shadow buffer corresponding to a lamp
casting shadow. casting shadow.
:value: 14
:value: 14
-------------------
GLSL attribute type GLSL attribute type
------------------- -------------------
.. _attribute-type: .. _attribute-type:
Type of the vertex attribute used in the GLSL shader. Determines the mesh custom data 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 .. 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. There can be more than one attribute of that type, they are differenciated by name.
In blender, you can retrieve the attribute data with: 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 .. 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. There can be more than one attribute of that type, they are differenciated by name.
In blender you can retrieve the attribute data with: 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 .. 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. There can be only 1 attribute of that type per shader.
In blender you can retrieve the attribute data with: In blender you can retrieve the attribute data with:
.. code-block:: python
mesh.vertices .. code-block:: python
:value: 14 mesh.vertices
:value: 14
.. data:: CD_TANGENT .. 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 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 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 C function to compute the tangent layer from the other layers can be obtained from
blender.org. blender.org.
:value: 18
:value: 18
*********
Functions Functions
********* =========
.. _export_shader: .. _export_shader:
.. function:: export_shader(scene,material) .. function:: export_shader(scene,material)
Extracts the GLSL shader producing the visual effect of material in scene for the purpose of 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 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 so that the GLSL shader can be exported entirely. The return value is a dictionary containing the
shader source code and all associated data. shader source code and all associated data.
:arg scene: the scene in which the material in rendered. :arg scene: the scene in which the material in rendered.
:type scene: :class:`bpy.types.Scene` :type scene: :class:`bpy.types.Scene`
:arg material: the material that you want to export the GLSL shader :arg material: the material that you want to export the GLSL shader
:type material: :class:`bpy.types.Material` :type material: :class:`bpy.types.Material`
:return: the shader source code and all associated data in a dictionary :return: the shader source code and all associated data in a dictionary
:rtype: dictionary :rtype: dictionary
The dictionary contains the following elements: The dictionary contains the following elements:
* ['fragment'] : string * ["fragment"] : string
fragment shader source code. fragment shader source code.
* ['vertex'] : string
vertex shader source code.
* ['uniforms'] : sequence * ["vertex"] : string
list of uniforms used in fragment shader, can be empty list. Each element of the vertex shader source code.
sequence is a dictionary with the following elements:
* ['varname'] : string * ["uniforms"] : sequence
name of the uniform in the fragment shader. Always of the form 'unf<number>'. 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 * ["varname"] : string
data type of the uniform variable. Can be one of the following: name of the uniform in the fragment shader. Always of the form 'unf<number>'.
* :data:`gpu.GPU_DATA_1I` : use glUniform1i * ["datatype"] : integer
* :data:`gpu.GPU_DATA_1F` : use glUniform1fv data type of the uniform variable. Can be one of the following:
* :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 * :data:`gpu.GPU_DATA_1I` : use glUniform1i
type of uniform, determines the origin and method of calculation. See uniform-type_. * :data:`gpu.GPU_DATA_1F` : use glUniform1fv
Depending on the type, more elements will be be present. * :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` * ["type"] : integer
Reference to the lamp object from which the uniforms value are extracted. Set for the following uniforms types: type of uniform, determines the origin and method of calculation. See uniform-type_.
Depending on the type, more elements will be be present.
.. hlist:: * ["lamp"] : :class:`bpy.types.Object`
:columns: 3 Reference to the lamp object from which the uniforms value are extracted. Set for the following uniforms types:
* :data:`gpu.GPU_DYNAMIC_LAMP_DYNVEC` .. hlist::
* :data:`gpu.GPU_DYNAMIC_LAMP_DYNCO` :columns: 3
* :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: * :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` Notes:
refer to the lamp object position and orientation, both of can be derived from the object world matrix:
.. 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
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 .. code-block:: python
# full path to image file obmat = uniform["lamp"].matrix_world
uniform['image'].filepath
# image size as a 2-dimensional array of int
uniform['image'].size
* ['texnumber'] : integer where obmat is the mat4_lamp_to_world_ matrix of the lamp as a 2 dimensional array,
Channel number to which the texture is bound when drawing the object. the lamp world location location is in obmat[3].
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, * 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:
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 .. code-block:: python
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 la = uniform["lamp"].data
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 from which you get la.energy and la.color
name of the uniform in the vertex shader. Always of the form 'att<number>'.
* ['datatype'] : integer * Lamp duplication is not supported: if you have duplicated lamps in your scene
data type of vertex attribute, can be one of the following: (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.
* :data:`gpu.GPU_DATA_2F` : use glVertexAttrib2fv * ["image"] : :class:`bpy.types.Image`
* :data:`gpu.GPU_DATA_3F` : use glVertexAttrib3fv Reference to the image databloc. Set for uniform type :data:`gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE`. You can get the image data from:
* :data:`gpu.GPU_DATA_4F` : use glVertexAttrib4fv
* :data:`gpu.GPU_DATA_4UB` : use glVertexAttrib4ubv
* ['number'] : integer .. code-block:: python
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 # full path to image file
glBindAttribLocation to force the attribute at this location or use uniform["image"].filepath
glGetAttribLocation to get the placement chosen by the compiler of your GPU. # image size as a 2-dimensional array of int
uniform["image"].size
* ['type'] : integer * ["texnumber"] : integer
type of the mesh custom data from which the vertex attribute is loaded. Channel number to which the texture is bound when drawing the object.
See attribute-type_. Set for uniform types :data:`gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER`, :data:`gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE` and :data:`gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW`.
* ['name'] : string or integer This is provided for information only: when reusing the shader outside blencer,
custom data layer name, used for attribute type :data:`gpu.CD_MTFACE` and :data:`gpu.CD_MCOL`. 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.
Example: * ["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.
.. code-block:: python * ["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"]))
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 Notes
***** =====
.. _mat4_lamp_to_perspective: .. _mat4_lamp_to_perspective:
1. Calculation of the *mat4_lamp_to_perspective* matrix for a spot lamp. 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:: in blender for uniforms of :data:`gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT` type::
#Get the lamp datablock with: .. code-block:: python
lamp=bpy.data.objects[uniform['lamp']].data
#Compute the projection matrix: #Get the lamp datablock with:
# You will need these lamp attributes: lamp = bpy.data.objects[uniform["lamp"]].data
# 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: # Compute the projection matrix:
wsize = lamp.clista * tan(lamp.spotsize/2) # 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
#And the projection matrix: # The size of the projection plane is computed with the usual formula:
mat4_lamp_to_perspective = glFrustum(-wsize,wsize,-wsize,wsize,lamp.clista,lamp.clipend) 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. 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 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. shadow map size in pixel, same size in both dimensions.