BL_Shader(EXP_PyObjectPlus)#

base class — EXP_PyObjectPlus

class BL_Shader(EXP_PyObjectPlus)#

BL_Shader is a class used to compile and use custom shaders scripts. It supports vertex, fragment and geometry shader scripts. The shader is compiled with a generated header for the three shaders scripts. This header set the #version directive, so the user must not define his own #version.

enabled#

Set shader enabled to use.

Type:

boolean

objectCallbacks#

The list of python callbacks executed when the shader is used to render an object. All the functions can expect as argument the object currently rendered.

def callback(object):
    print("render object %r" % object.name)
Type:

list of functions and/or methods

bindCallbacks#

The list of python callbacks executed when the shader is begin used to render.

Type:

list of functions and/or methods

setUniformfv(name, fList)#

Set a uniform with a list of float values

Parameters:
  • name (string) – the uniform name

  • fList (list[float]) – a list (2, 3 or 4 elements) of float values

delSource()#

Clear the shader. Use this method before the source is changed with setSource.

getFragmentProg()#

Returns the fragment program.

Returns:

The fragment program.

Return type:

string

getVertexProg()#

Get the vertex program.

Returns:

The vertex program.

Return type:

string

isValid()#

Check if the shader is valid.

Returns:

True if the shader is valid

Return type:

boolean

setAttrib(enum)#

Set attribute location. (The parameter is ignored a.t.m. and the value of “tangent” is always used.)

Parameters:

enum (integer) – attribute location value

setSampler(name, index)#

Set uniform texture sample index.

Parameters:
  • name (string) – Uniform name

  • index (integer) – Texture sample index.

setSource(vertexProgram, fragmentProgram, apply)#

Set the vertex and fragment programs

Parameters:
  • vertexProgram (string) – Vertex program

  • fragmentProgram (string) – Fragment program

  • apply (boolean) – Enable the shader.

setSourceList(sources, apply)#

Set the vertex, fragment and geometry shader programs.

Parameters:
  • sources (dict) –

    Dictionary of all programs. The keys vertex, fragment and geometry represent shader programs of the same name. geometry is an optional program. This dictionary can be similar to:

    sources = {
        "vertex" : vertexProgram,
        "fragment" : fragmentProgram,
        "geometry" : geometryProgram
    }
    

  • apply (boolean) – Enable the shader.

setUniform1f(name, fx)#

Set a uniform with 1 float value.

Parameters:
  • name (string) – the uniform name

  • fx (float) – Uniform value

setUniform1i(name, ix)#

Set a uniform with an integer value.

Parameters:
  • name (string) – the uniform name

  • ix (integer) – the uniform value

setUniform2f(name, fx, fy)#

Set a uniform with 2 float values

Parameters:
  • name (string) – the uniform name

  • fx (float) – first float value

  • fy (float) – second float value

setUniform2i(name, ix, iy)#

Set a uniform with 2 integer values

Parameters:
  • name (string) – the uniform name

  • ix (integer) – first integer value

  • iy (integer) – second integer value

setUniform3f(name, fx, fy, fz)#

Set a uniform with 3 float values.

Parameters:
  • name (string) – the uniform name

  • fx (float) – first float value

  • fy (float) – second float value

  • fz (float) – third float value

setUniform3i(name, ix, iy, iz)#

Set a uniform with 3 integer values

Parameters:
  • name (string) – the uniform name

  • ix (integer) – first integer value

  • iy (integer) – second integer value

  • iz (integer) – third integer value

setUniform4f(name, fx, fy, fz, fw)#

Set a uniform with 4 float values.

Parameters:
  • name (string) – the uniform name

  • fx (float) – first float value

  • fy (float) – second float value

  • fz (float) – third float value

  • fw (float) – fourth float value

setUniform4i(name, ix, iy, iz, iw)#

Set a uniform with 4 integer values

Parameters:
  • name (string) – the uniform name

  • ix (integer) – first integer value

  • iy (integer) – second integer value

  • iz (integer) – third integer value

  • iw (integer) – fourth integer value

setUniformDef(name, type)#

Define a new uniform

Parameters:
  • name (string) – the uniform name

  • type (integer) – uniform type, one of these constants

setUniformMatrix3(name, mat, transpose)#

Set a uniform with a 3x3 matrix value

Parameters:
  • name (string) – the uniform name

  • mat (3x3 matrix) – A 3x3 matrix [[f, f, f], [f, f, f], [f, f, f]]

  • transpose (boolean) – set to True to transpose the matrix

setUniformMatrix4(name, mat, transpose)#

Set a uniform with a 4x4 matrix value

Parameters:
  • name (string) – the uniform name

  • mat (4x4 matrix) – A 4x4 matrix [[f, f, f, f], [f, f, f, f], [f, f, f, f], [f, f, f, f]]

  • transpose (boolean) – set to True to transpose the matrix

setUniformiv(name, iList)#

Set a uniform with a list of integer values

Parameters:
  • name (string) – the uniform name

  • iList (list[integer]) – a list (2, 3 or 4 elements) of integer values

setUniformEyef(name)#

Set a uniform with a float value that reflects the eye being render in stereo mode: 0.0 for the left eye, 0.5 for the right eye. In non stereo mode, the value of the uniform is fixed to 0.0. The typical use of this uniform is in stereo mode to sample stereo textures containing the left and right eye images in a top-bottom order.

Parameters:

name (string) – the uniform name

validate()#

Validate the shader object.