GPU functions (gpu)#

This module provides access to materials GLSL shaders.

Submodules:

Intro#

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 and in the game engine.

Warning

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#

Type of GLSL data. 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 variant to use to send the vertex attribute to the GPU.

See export_shader

gpu.GPU_DATA_1I#

one integer

gpu.GPU_DATA_1F#

one float

gpu.GPU_DATA_2F#

two floats

gpu.GPU_DATA_3F#

three floats

gpu.GPU_DATA_4F#

four floats

gpu.GPU_DATA_9F#

matrix 3x3 in column-major order

gpu.GPU_DATA_16F#

matrix 4x4 in column-major order

gpu.GPU_DATA_4UB#

four unsigned byte

GLSL Uniform Types#

Constants that specify the type of uniform used in a GLSL shader. The uniform type determines the data type, origin and method 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:

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.

Some uniform will need the mat4_world_to_cam matrix computed as the inverse of this matrix.

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.

Some uniform will need the mat4_world_to_object matrix, computed as the inverse of this matrix.

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.

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.

gpu.GPU_DYNAMIC_OBJECT_VIEWMAT#

A matrix that converts world coordinates to camera coordinates (see mat4_world_to_cam).

Type:

matrix4x4

gpu.GPU_DYNAMIC_OBJECT_MAT#

A matrix that converts object coordinates to world coordinates (see mat4_object_to_world).

Type:

matrix4x4

gpu.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).

Type:

matrix4x4

gpu.GPU_DYNAMIC_OBJECT_IMAT#

The uniform is a 4x4 GL matrix that converts world coodinates to object coordinates (see mat4_world_to_object).

Type:

matrix4x4

gpu.GPU_DYNAMIC_OBJECT_COLOR#

An RGB color + alpha defined at object level. Each values between 0.0 and 1.0.

See bpy.types.Object.color.

Type:

float4

gpu.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.

gpu.GPU_DYNAMIC_LAMP_DYNVEC#

Represents the direction of light in camera space.

Computed as:

mat4_world_to_cam * (-vec3_lamp_Z_axis)

Note

  • The lamp Z axis points to the opposite direction of light.

  • The norm of the vector should be unit length.

Type:

float3

gpu.GPU_DYNAMIC_LAMP_DYNCO#

Represents the position of the light in camera space.

Computed as:

mat4_world_to_cam * vec3_lamp_pos

Type:

float3

gpu.GPU_DYNAMIC_LAMP_DYNIMAT#

Matrix that converts vector in camera space to lamp space.

Computed as:

mat4_world_to_lamp * mat4_cam_to_world

Type:

matrix4x4

gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT#

Matrix that converts a vector in camera space to shadow buffer depth space.

Computed as:

mat4_perspective_to_depth * mat4_lamp_to_perspective * mat4_world_to_lamp * mat4_cam_to_world.

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

Note

  • There is one uniform of that type per lamp casting shadow in the scene.

Type:

matrix4x4

gpu.GPU_DYNAMIC_LAMP_DYNENERGY#

See bpy.types.Lamp.energy.

Type:

float

gpu.GPU_DYNAMIC_LAMP_DYNCOL#

See bpy.types.Lamp.color.

Type:

float3

gpu.GPU_DYNAMIC_LAMP_DISTANCE#

See bpy.types.Lamp.distance.

Type:

float

gpu.GPU_DYNAMIC_LAMP_ATT1#

See bpy.types.PointLamp.linear_attenuation, bpy.types.SpotLamp.linear_attenuation.

Type:

float

gpu.GPU_DYNAMIC_LAMP_ATT2#

See bpy.types.PointLamp.quadratic_attenuation, bpy.types.SpotLamp.quadratic_attenuation.

Type:

float

gpu.GPU_DYNAMIC_LAMP_SPOTSIZE#

See bpy.types.SpotLamp.spot_size.

Type:

float

gpu.GPU_DYNAMIC_LAMP_SPOTBLEND#

See bpy.types.SpotLamp.spot_blend.

Type:

float

gpu.GPU_DYNAMIC_LAMP_SPOTSCALE#

Represents the SpotLamp local scale.

Type:

float2

GLSL Sampler Uniforms#

gpu.GPU_DYNAMIC_SAMPLER_2DBUFFER#

Represents an internal texture used for certain effect (color band, etc).

Type:

integer

gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE#

Represents a texture loaded from an image file.

Type:

integer

gpu.GPU_DYNAMIC_SAMPLER_2DSHADOW#

Represents a texture loaded from a shadow buffer file.

Type:

integer

GLSL Mist Uniforms#

GPU_DYNAMIC_MIST_ENABLE:

See bpy.types.WorldMistSettings.use_mist.

Type:

float (0 or 1)

gpu.GPU_DYNAMIC_MIST_START#

See bpy.types.WorldMistSettings.start.

Type:

float

See bpy.types.WorldMistSettings.depth.

gpu.GPU_DYNAMIC_MIST_DISTANCE#
Type:

float

See bpy.types.WorldMistSettings.intensity.

gpu.GPU_DYNAMIC_MIST_INTENSITY#
Type:

float

gpu.GPU_DYNAMIC_MIST_TYPE#

See bpy.types.WorldMistSettings.falloff.

Type:

float (used as an index into the type)

gpu.GPU_DYNAMIC_MIST_COLOR#

GLSL World Uniforms#

gpu.GPU_DYNAMIC_HORIZON_COLOR#

See bpy.types.World.horizon_color.

Type:

float3

gpu.GPU_DYNAMIC_AMBIENT_COLOR#

See bpy.types.World.ambient_color.

Type:

float3

GLSL Material Uniforms#

gpu.GPU_DYNAMIC_MAT_DIFFRGB#

See bpy.types.Material.diffuse_color.

Type:

float3

gpu.GPU_DYNAMIC_MAT_REF#

See bpy.types.Material.diffuse_intensity.

Type:

float

gpu.GPU_DYNAMIC_MAT_SPECRGB#

See bpy.types.Material.specular_color.

Type:

float3

gpu.GPU_DYNAMIC_MAT_SPEC#

See bpy.types.Material.specular_intensity.

Type:

float

gpu.GPU_DYNAMIC_MAT_HARD#

See bpy.types.Material.specular_hardness.

Type:

float

gpu.GPU_DYNAMIC_MAT_EMIT#

See bpy.types.Material.emit.

Type:

float

gpu.GPU_DYNAMIC_MAT_AMB#

See bpy.types.Material.ambient.

Type:

float

gpu.GPU_DYNAMIC_MAT_ALPHA#

See bpy.types.Material.alpha.

Type:

float

GLSL Attribute Type#

Type of the vertex attribute used in the GLSL shader. Determines the mesh custom data layer that contains the vertex attribute.

gpu.CD_MTFACE#

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. In blender, you can retrieve the attribute data with:

mesh.uv_layers[attribute["name"]]
gpu.CD_MCOL#

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. In blender you can retrieve the attribute data with:

mesh.vertex_colors[attribute["name"]]
gpu.CD_ORCO#

Vertex attribute is original coordinates. Data type is vector 3 float.

There can be only 1 attribute of that type per shader. In blender you can retrieve the attribute data with:

mesh.vertices
gpu.CD_TANGENT#

Vertex attribute is the tangent vector. Data type is vector 4 float.

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 C function to compute the tangent layer from the other layers can be obtained from blender.org.

Functions#

gpu.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 shader source code and all associated data.

Parameters:
  • scene (bpy.types.Scene) – the scene in which the material in rendered.

  • material (bpy.types.Material) – the material that you want to export the GLSL shader

Returns:

the shader source code and all associated data in a dictionary

Return type:

dictionary

The dictionary contains the following elements:

  • ["fragment"]: string

    fragment shader source code.

  • ["vertex"]: string

    vertex shader source code.

  • ["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:

  • ["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:

    • ["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 gpu.CD_MTFACE and gpu.CD_MCOL.

Example:

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#

  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 in blender for uniforms of gpu.GPU_DYNAMIC_LAMP_DYNPERSMAT type:

    # Get the lamp datablock with:
    lamp = bpy.data.objects[uniform["lamp"]].data
    
    # Compute the projection matrix:
    #  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
    
    # The size of the projection plane is computed with the usual formula:
    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.

    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: shadow map size in pixel, same size in both dimensions.