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
- 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
andgeometry
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.