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:
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Referenced by issue #45505, API Documentation: GPU module - uniform types, out of date
|
@ -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.
|
||||
|
|
Loading…
Reference in New Issue