542 lines
17 KiB
ReStructuredText
542 lines
17 KiB
ReStructuredText
*******************
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GPU functions (gpu)
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*******************
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.. module:: gpu
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This module provides access to materials GLSL shaders.
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Intro
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=====
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Module to provide functions concerning the GPU implementation in Blender, in particular
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the GLSL shaders that blender generates automatically to render materials in the 3D view
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and in the game engine.
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.. warning::
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The API provided by this module should be consider unstable. The data exposed by the API
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are are closely related to Blender's internal GLSL code and may change if the GLSL code
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is modified (e.g. new uniform type).
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Constants
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=========
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GLSL data type
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--------------
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.. _data-type:
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Type of GLSL data.
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For shader uniforms, the data type determines which glUniform function
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variant to use to send the uniform value to the GPU.
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For vertex attributes, the data type determines which glVertexAttrib function
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variant to use to send the vertex attribute to the GPU.
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See export_shader_
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.. data:: GPU_DATA_1I
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one integer
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:value: 1
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.. data:: GPU_DATA_1F
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one float
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:value: 2
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.. data:: GPU_DATA_2F
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two floats
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:value: 3
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.. data:: GPU_DATA_3F
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three floats
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:value: 4
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.. data:: GPU_DATA_4F
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four floats
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:value: 5
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.. data:: GPU_DATA_9F
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matrix 3x3 in column-major order
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:value: 6
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.. data:: GPU_DATA_16F
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matrix 4x4 in column-major order
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:value: 7
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.. data:: GPU_DATA_4UB
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four unsigned byte
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:value: 8
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GLSL uniform type
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-----------------
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.. _uniform-type:
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Constants that specify the type of uniform used in a GLSL shader.
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The uniform type determines the data type, origin and method
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of calculation used by Blender to compute the uniform value.
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The calculation of some of the uniforms is based on matrices available in the scene:
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.. _mat4_cam_to_world:
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.. _mat4_world_to_cam:
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*mat4_cam_to_world*
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Model matrix of the camera. OpenGL 4x4 matrix that converts
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camera local coordinates to world coordinates. In blender this is obtained from the
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'matrix_world' attribute of the camera object.
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Some uniform will need the *mat4_world_to_cam*
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matrix computed as the inverse of this matrix.
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.. _mat4_object_to_world:
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.. _mat4_world_to_object:
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*mat4_object_to_world*
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Model matrix of the object that is being rendered. OpenGL 4x4 matric that converts
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object local coordinates to world coordinates. In blender this is obtained from the
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'matrix_world' attribute of the object.
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Some uniform will need the *mat4_world_to_object* matrix, computed as the inverse of this matrix.
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.. _mat4_lamp_to_world:
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.. _mat4_world_to_lamp:
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*mat4_lamp_to_world*
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Model matrix of the lamp lighting the object. OpenGL 4x4 matrix that converts lamp
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local coordinates to world coordinates. In blender this is obtained from the
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'matrix_world' attribute of the lamp object.
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Some uniform will need the *mat4_world_to_lamp* matrix
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computed as the inverse of this matrix.
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.. data:: GPU_DYNAMIC_OBJECT_VIEWMAT
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The uniform is a 4x4 GL matrix that converts world coordinates to
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camera coordinates (see mat4_world_to_cam_). Can be set once per frame.
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There is at most one uniform of that type per shader.
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:value: 1
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.. data:: GPU_DYNAMIC_OBJECT_MAT
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The uniform is a 4x4 GL matrix that converts object coordinates
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to world coordinates (see mat4_object_to_world_). Must be set before drawing the object.
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There is at most one uniform of that type per shader.
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:value: 2
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.. data:: GPU_DYNAMIC_OBJECT_VIEWIMAT
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The uniform is a 4x4 GL matrix that converts coordinates
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in camera space to world coordinates (see mat4_cam_to_world_).
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Can be set once per frame.
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There is at most one uniform of that type per shader.
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:value: 3
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.. data:: GPU_DYNAMIC_OBJECT_IMAT
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The uniform is a 4x4 GL matrix that converts world coodinates
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to object coordinates (see mat4_world_to_object_).
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Must be set before drawing the object.
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There is at most one uniform of that type per shader.
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:value: 4
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.. data:: GPU_DYNAMIC_OBJECT_COLOR
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The uniform is a vector of 4 float representing a RGB color + alpha defined at object level.
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Each values between 0.0 and 1.0. In blender it corresponds to the 'color' attribute of the object.
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Must be set before drawing the object.
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There is at most one uniform of that type per shader.
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:value: 5
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.. data:: GPU_DYNAMIC_LAMP_DYNVEC
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The uniform is a vector of 3 float representing the direction of light in camera space.
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In Blender, this is computed by
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mat4_world_to_cam_ * (-vec3_lamp_Z_axis)
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as the lamp Z axis points to the opposite direction of light.
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The norm of the vector should be unity. Can be set once per frame.
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There is one uniform of that type per lamp lighting the material.
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:value: 6
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.. data:: GPU_DYNAMIC_LAMP_DYNCO
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The uniform is a vector of 3 float representing the position of the light in camera space.
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Computed as
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mat4_world_to_cam_ * vec3_lamp_pos
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Can be set once per frame.
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There is one uniform of that type per lamp lighting the material.
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:value: 7
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.. data:: GPU_DYNAMIC_LAMP_DYNIMAT
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The uniform is a 4x4 GL matrix that converts vector in camera space to lamp space.
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Computed as
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mat4_world_to_lamp_ * mat4_cam_to_world_
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Can be set once per frame.
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There is one uniform of that type per lamp lighting the material.
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:value: 8
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.. data:: GPU_DYNAMIC_LAMP_DYNPERSMAT
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The uniform is a 4x4 GL matrix that converts a vector in camera space to shadow buffer depth space.
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Computed as
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mat4_perspective_to_depth_ * mat4_lamp_to_perspective_ * mat4_world_to_lamp_ * mat4_cam_to_world_.
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.. _mat4_perspective_to_depth:
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*mat4_perspective_to_depth* is a fixed matrix defined as follow::
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0.5 0.0 0.0 0.5
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0.0 0.5 0.0 0.5
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0.0 0.0 0.5 0.5
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0.0 0.0 0.0 1.0
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This uniform can be set once per frame. There is one uniform of that type per lamp casting shadow in the scene.
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:value: 9
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.. data:: GPU_DYNAMIC_LAMP_DYNENERGY
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The uniform is a single float representing the lamp energy. In blender it corresponds
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to the 'energy' attribute of the lamp data block.
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There is one uniform of that type per lamp lighting the material.
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:value: 10
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.. data:: GPU_DYNAMIC_LAMP_DYNCOL
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The uniform is a vector of 3 float representing the lamp color.
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Color elements are between 0.0 and 1.0. In blender it corresponds
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to the 'color' attribute of the lamp data block.
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There is one uniform of that type per lamp lighting the material.
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:value: 11
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.. data:: GPU_DYNAMIC_SAMPLER_2DBUFFER
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The uniform is an integer representing an internal texture used for certain effect
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(color band, etc).
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:value: 12
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.. data:: GPU_DYNAMIC_SAMPLER_2DIMAGE
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The uniform is an integer representing a texture loaded from an image file.
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:value: 13
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.. data:: GPU_DYNAMIC_SAMPLER_2DSHADOW
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The uniform is an float representing the bumpmap scaling.
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:value: 14
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.. data:: GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE
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The uniform is an integer representing a shadow buffer corresponding to a lamp
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casting shadow.
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:value: 15
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GLSL attribute type
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-------------------
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.. _attribute-type:
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Type of the vertex attribute used in the GLSL shader. Determines the mesh custom data
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layer that contains the vertex attribute.
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.. data:: CD_MTFACE
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Vertex attribute is a UV Map. Data type is vector of 2 float.
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There can be more than one attribute of that type, they are differenciated by name.
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In blender, you can retrieve the attribute data with:
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.. code-block:: python
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mesh.uv_textures[attribute["name"]]
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:value: 5
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.. data:: CD_MCOL
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Vertex attribute is color layer. Data type is vector 4 unsigned byte (RGBA).
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There can be more than one attribute of that type, they are differenciated by name.
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In blender you can retrieve the attribute data with:
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.. code-block:: python
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mesh.vertex_colors[attribute["name"]]
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:value: 6
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.. data:: CD_ORCO
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Vertex attribute is original coordinates. Data type is vector 3 float.
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There can be only 1 attribute of that type per shader.
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In blender you can retrieve the attribute data with:
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.. code-block:: python
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mesh.vertices
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:value: 14
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.. data:: CD_TANGENT
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Vertex attribute is the tangent vector. Data type is vector 4 float.
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There can be only 1 attribute of that type per shader.
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There is currently no way to retrieve this attribute data via the RNA API but a standalone
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C function to compute the tangent layer from the other layers can be obtained from
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blender.org.
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:value: 18
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Functions
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=========
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.. _export_shader:
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.. function:: export_shader(scene,material)
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Extracts the GLSL shader producing the visual effect of material in scene for the purpose of
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reusing the shader in an external engine. This function is meant to be used in material exporter
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so that the GLSL shader can be exported entirely. The return value is a dictionary containing the
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shader source code and all associated data.
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:arg scene: the scene in which the material in rendered.
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:type scene: :class:`bpy.types.Scene`
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:arg material: the material that you want to export the GLSL shader
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:type material: :class:`bpy.types.Material`
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:return: the shader source code and all associated data in a dictionary
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:rtype: dictionary
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The dictionary contains the following elements:
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* ["fragment"] : string
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fragment shader source code.
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* ["vertex"] : string
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vertex shader source code.
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* ["uniforms"] : sequence
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list of uniforms used in fragment shader, can be empty list. Each element of the
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sequence is a dictionary with the following elements:
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* ["varname"] : string
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name of the uniform in the fragment shader. Always of the form 'unf<number>'.
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* ["datatype"] : integer
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data type of the uniform variable. Can be one of the following:
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* :data:`gpu.GPU_DATA_1I` : use glUniform1i
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* :data:`gpu.GPU_DATA_1F` : use glUniform1fv
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* :data:`gpu.GPU_DATA_2F` : use glUniform2fv
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* :data:`gpu.GPU_DATA_3F` : use glUniform3fv
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* :data:`gpu.GPU_DATA_4F` : use glUniform4fv
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* :data:`gpu.GPU_DATA_9F` : use glUniformMatrix3fv
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* :data:`gpu.GPU_DATA_16F` : use glUniformMatrix4fv
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* ["type"] : integer
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type of uniform, determines the origin and method of calculation. See uniform-type_.
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Depending on the type, more elements will be be present.
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* ["lamp"] : :class:`bpy.types.Object`
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Reference to the lamp object from which the uniforms value are extracted. Set for the following uniforms types:
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.. hlist::
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:columns: 3
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* :data:`gpu.GPU_DYNAMIC_LAMP_DYNVEC`
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* :data:`gpu.GPU_DYNAMIC_LAMP_DYNCO`
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* :data:`gpu.GPU_DYNAMIC_LAMP_DYNIMAT`
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* :data:`gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT`
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* :data:`gpu.GPU_DYNAMIC_LAMP_DYNENERGY`
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* :data:`gpu.GPU_DYNAMIC_LAMP_DYNCOL`
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* :data:`gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW`
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Notes:
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* 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`
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refer to the lamp object position and orientation, both of can be derived from the object world matrix:
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.. code-block:: python
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obmat = uniform["lamp"].matrix_world
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where obmat is the mat4_lamp_to_world_ matrix of the lamp as a 2 dimensional array,
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the lamp world location location is in obmat[3].
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* 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:
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.. code-block:: python
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la = uniform["lamp"].data
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from which you get la.energy and la.color
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* Lamp duplication is not supported: if you have duplicated lamps in your scene
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(i.e. lamp that are instantiated by dupligroup, etc), this element will only
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give you a reference to the orignal lamp and you will not know which instance
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of the lamp it is refering too. You can still handle that case in the exporter
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by distributing the uniforms amongst the duplicated lamps.
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* ["image"] : :class:`bpy.types.Image`
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Reference to the image databloc. Set for uniform type :data:`gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE`. You can get the image data from:
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.. code-block:: python
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# full path to image file
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uniform["image"].filepath
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# image size as a 2-dimensional array of int
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uniform["image"].size
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* ["texnumber"] : integer
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Channel number to which the texture is bound when drawing the object.
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Set for uniform types :data:`gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER`, :data:`gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE` and :data:`gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW`.
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This is provided for information only: when reusing the shader outside blencer,
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you are free to assign the textures to the channel of your choice and to pass
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that number channel to the GPU in the uniform.
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* ["texpixels"] : byte array
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texture data for uniform type :data:`gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER`. Although
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the corresponding uniform is a 2D sampler, the texture is always a 1D texture
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of n x 1 pixel. The texture size n is provided in ["texsize"] element.
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These texture are only used for computer generated texture (colorband, etc).
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The texture data is provided so that you can make a real image out of it in the
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exporter.
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* ["texsize"] : integer
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horizontal size of texture for uniform type :data:`gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER`.
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The texture data is in ["texpixels"].
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* ["attributes"] : sequence
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list of attributes used in vertex shader, can be empty. Blender doesn't use
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standard attributes except for vertex position and normal. All other vertex
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attributes must be passed using the generic glVertexAttrib functions.
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The attribute data can be found in the derived mesh custom data using RNA.
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Each element of the sequence is a dictionary containing the following elements:
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* ["varname"] : string
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name of the uniform in the vertex shader. Always of the form 'att<number>'.
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* ["datatype"] : integer
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data type of vertex attribute, can be one of the following:
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* :data:`gpu.GPU_DATA_2F` : use glVertexAttrib2fv
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* :data:`gpu.GPU_DATA_3F` : use glVertexAttrib3fv
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* :data:`gpu.GPU_DATA_4F` : use glVertexAttrib4fv
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* :data:`gpu.GPU_DATA_4UB` : use glVertexAttrib4ubv
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* ["number"] : integer
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generic attribute number. This is provided for information only. Blender
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doesn't use glBindAttribLocation to place generic attributes at specific location,
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it lets the shader compiler place the attributes automatically and query the
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placement with glGetAttribLocation. The result of this placement is returned in
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this element.
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When using this shader in a render engine, you should either use
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glBindAttribLocation to force the attribute at this location or use
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glGetAttribLocation to get the placement chosen by the compiler of your GPU.
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* ["type"] : integer
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type of the mesh custom data from which the vertex attribute is loaded.
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See attribute-type_.
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* ["name"] : string or integer
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custom data layer name, used for attribute type :data:`gpu.CD_MTFACE` and :data:`gpu.CD_MCOL`.
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Example:
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.. code-block:: python
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import gpu
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# get GLSL shader of material Mat.001 in scene Scene.001
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scene = bpy.data.scenes["Scene.001"]
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material = bpy.data.materials["Mat.001"]
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shader = gpu.export_shader(scene,material)
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# scan the uniform list and find the images used in the shader
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for uniform in shader["uniforms"]:
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if uniform["type"] == gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE:
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print("uniform {0} is using image {1}".format(uniform["varname"], uniform["image"].filepath))
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# scan the attribute list and find the UV Map used in the shader
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for attribute in shader["attributes"]:
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if attribute["type"] == gpu.CD_MTFACE:
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print("attribute {0} is using UV Map {1}".format(attribute["varname"], attribute["name"]))
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Notes
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=====
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.. _mat4_lamp_to_perspective:
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1. Calculation of the *mat4_lamp_to_perspective* matrix for a spot lamp.
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The following pseudo code shows how the *mat4_lamp_to_perspective* matrix is computed
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in blender for uniforms of :data:`gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT` type:
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.. code-block:: python
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#Get the lamp datablock with:
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lamp = bpy.data.objects[uniform["lamp"]].data
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# Compute the projection matrix:
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# You will need these lamp attributes:
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# lamp.clipsta : near clip plane in world unit
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# lamp.clipend : far clip plane in world unit
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# lamp.spotsize : angle in degree of the spot light
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# The size of the projection plane is computed with the usual formula:
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wsize = lamp.clista * tan(lamp.spotsize/2)
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#And the projection matrix:
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mat4_lamp_to_perspective = glFrustum(-wsize, wsize, -wsize, wsize, lamp.clista, lamp.clipend)
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2. Creation of the shadow map for a spot lamp.
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The shadow map is the depth buffer of a render performed by placing the camera at the
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spot light position. The size of the shadow map is given by the attribute lamp.bufsize :
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shadow map size in pixel, same size in both dimensions.
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