Doc: update Python 'gpu' module reference

- add missing uniforms.
- add uniform types.
- link to RNA equivalent.
- remove 'value' from uniforms (they were wrong, better use module members anyway).
- various corrections & edits.

Fixes T45505
This commit is contained in:
Campbell Barton 2015-09-07 16:02:46 +10:00
parent 7038c2c489
commit 1c5b15eab3
Notes: blender-bot 2023-02-14 08:52:08 +01:00
Referenced by issue #45505, API Documentation: GPU module - uniform types, out of date
1 changed files with 316 additions and 170 deletions

View File

@ -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
GLSL Lamp Uniforms
^^^^^^^^^^^^^^^^^^
.. note::
There is one uniform of that type per lamp lighting the material.
.. 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
Represents the direction of light in camera space.
mat4_world_to_cam_ * (-vec3_lamp_Z_axis)
Computed as:
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.
.. note::
- The lamp Z axis points to the opposite direction of light.
- The norm of the vector should be unit length.
:value: 6
:type: float3
.. data:: GPU_DYNAMIC_LAMP_DYNCO
The uniform is a vector of 3 float representing the position of the light in camera space.
Computed as
Represents the position of the light in camera space.
mat4_world_to_cam_ * vec3_lamp_pos
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
:type: float3
.. data:: GPU_DYNAMIC_LAMP_DYNIMAT
The uniform is a 4x4 GL matrix that converts vector in camera space to lamp space.
Computed as
Matrix that converts vector in camera space to lamp space.
mat4_world_to_lamp_ * mat4_cam_to_world_
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
: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`.
:value: 11
: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`.
: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
.. data:: GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE
The uniform is an integer representing a shadow buffer corresponding to a lamp
casting shadow.
:value: 15
:type: integer
GLSL attribute type
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
See :class:`bpy.types.WorldMistSettings.start`.
:type: float
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
* ["type"] : integer
- :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:
- ``["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.