[Bf-blender-cvs] [51b796ff152] blender2.8: Remove Blender Internal and legacy viewport from Blender 2.8.

Ton Roosendaal noreply at git.blender.org
Thu Apr 19 17:38:41 CEST 2018


Commit: 51b796ff1528c52cc8b4079fab1003671652a4d9
Author: Ton Roosendaal
Date:   Thu Apr 19 17:34:44 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB51b796ff1528c52cc8b4079fab1003671652a4d9

Remove Blender Internal and legacy viewport from Blender 2.8.

Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.

===================================================================

M	doc/python_api/rst/gpu.rst
M	intern/cycles/blender/addon/ui.py
M	release/scripts/freestyle/modules/parameter_editor.py
M	release/scripts/startup/bl_operators/object_quick_effects.py
M	release/scripts/startup/bl_operators/presets.py
M	release/scripts/startup/bl_ui/properties_data_lamp.py
M	release/scripts/startup/bl_ui/properties_data_mesh.py
M	release/scripts/startup/bl_ui/properties_data_modifier.py
M	release/scripts/startup/bl_ui/properties_freestyle.py
M	release/scripts/startup/bl_ui/properties_material.py
M	release/scripts/startup/bl_ui/properties_particle.py
M	release/scripts/startup/bl_ui/properties_physics_cloth.py
M	release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
M	release/scripts/startup/bl_ui/properties_physics_fluid.py
M	release/scripts/startup/bl_ui/properties_physics_rigidbody.py
M	release/scripts/startup/bl_ui/properties_physics_rigidbody_constraint.py
M	release/scripts/startup/bl_ui/properties_physics_softbody.py
M	release/scripts/startup/bl_ui/properties_render.py
M	release/scripts/startup/bl_ui/properties_scene.py
M	release/scripts/startup/bl_ui/properties_texture.py
M	release/scripts/startup/bl_ui/properties_world.py
M	release/scripts/startup/bl_ui/space_node.py
M	release/scripts/startup/bl_ui/space_sequencer.py
M	release/scripts/startup/bl_ui/space_view3d.py
M	release/scripts/startup/bl_ui/space_view3d_toolbar.py
M	release/scripts/startup/nodeitems_builtins.py
M	release/scripts/templates_py/ui_list_simple.py
M	source/blender/alembic/intern/abc_hair.cc
M	source/blender/blenkernel/BKE_DerivedMesh.h
M	source/blender/blenkernel/BKE_blender_version.h
M	source/blender/blenkernel/BKE_camera.h
M	source/blender/blenkernel/BKE_material.h
M	source/blender/blenkernel/BKE_node.h
M	source/blender/blenkernel/BKE_particle.h
M	source/blender/blenkernel/BKE_pbvh.h
M	source/blender/blenkernel/BKE_scene.h
M	source/blender/blenkernel/BKE_sequencer.h
M	source/blender/blenkernel/BKE_texture.h
M	source/blender/blenkernel/intern/DerivedMesh.c
M	source/blender/blenkernel/intern/anim_sys.c
M	source/blender/blenkernel/intern/bpath.c
M	source/blender/blenkernel/intern/camera.c
M	source/blender/blenkernel/intern/cdderivedmesh.c
M	source/blender/blenkernel/intern/dynamicpaint.c
M	source/blender/blenkernel/intern/editderivedmesh.c
M	source/blender/blenkernel/intern/ipo.c
M	source/blender/blenkernel/intern/lamp.c
M	source/blender/blenkernel/intern/library_query.c
M	source/blender/blenkernel/intern/material.c
M	source/blender/blenkernel/intern/node.c
M	source/blender/blenkernel/intern/object.c
M	source/blender/blenkernel/intern/object_dupli.c
M	source/blender/blenkernel/intern/particle.c
M	source/blender/blenkernel/intern/particle_child.c
M	source/blender/blenkernel/intern/particle_distribute.c
M	source/blender/blenkernel/intern/particle_system.c
M	source/blender/blenkernel/intern/pbvh.c
M	source/blender/blenkernel/intern/scene.c
M	source/blender/blenkernel/intern/sequencer.c
M	source/blender/blenkernel/intern/subsurf_ccg.c
M	source/blender/blenkernel/intern/texture.c
M	source/blender/blenkernel/intern/world.c
M	source/blender/blenkernel/intern/writeffmpeg.c
M	source/blender/blenloader/intern/readfile.c
M	source/blender/blenloader/intern/versioning_250.c
M	source/blender/blenloader/intern/versioning_260.c
M	source/blender/blenloader/intern/versioning_270.c
M	source/blender/blenloader/intern/versioning_280.c
M	source/blender/blenloader/intern/versioning_legacy.c
M	source/blender/blenloader/intern/writefile.c
M	source/blender/collada/DocumentExporter.cpp
M	source/blender/collada/DocumentImporter.cpp
M	source/blender/collada/DocumentImporter.h
M	source/blender/collada/EffectExporter.cpp
M	source/blender/collada/EffectExporter.h
M	source/blender/collada/ImageExporter.cpp
M	source/blender/collada/LightExporter.cpp
M	source/blender/collada/MeshImporter.cpp
M	source/blender/collada/MeshImporter.h
M	source/blender/collada/collada_utils.cpp
M	source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
M	source/blender/depsgraph/intern/builder/deg_builder_nodes.h
M	source/blender/depsgraph/intern/builder/deg_builder_relations.cc
M	source/blender/depsgraph/intern/builder/deg_builder_relations.h
M	source/blender/draw/intern/draw_manager_shader.c
M	source/blender/draw/modes/object_mode.c
M	source/blender/editors/animation/anim_filter.c
M	source/blender/editors/include/ED_buttons.h
M	source/blender/editors/include/ED_render.h
M	source/blender/editors/include/ED_uvedit.h
M	source/blender/editors/include/ED_view3d.h
M	source/blender/editors/io/io_collada.c
M	source/blender/editors/mesh/editface.c
M	source/blender/editors/mesh/editmesh_tools.c
M	source/blender/editors/mesh/mesh_data.c
M	source/blender/editors/mesh/mesh_intern.h
M	source/blender/editors/mesh/mesh_ops.c
M	source/blender/editors/object/object_add.c
M	source/blender/editors/object/object_bake.c
M	source/blender/editors/object/object_edit.c
M	source/blender/editors/object/object_relations.c
M	source/blender/editors/object/object_select.c
M	source/blender/editors/physics/particle_edit.c
M	source/blender/editors/render/render_intern.h
M	source/blender/editors/render/render_internal.c
M	source/blender/editors/render/render_opengl.c
M	source/blender/editors/render/render_ops.c
M	source/blender/editors/render/render_preview.c
M	source/blender/editors/render/render_shading.c
M	source/blender/editors/render/render_update.c
M	source/blender/editors/sculpt_paint/paint_image.c
M	source/blender/editors/sculpt_paint/paint_image_proj.c
M	source/blender/editors/sculpt_paint/paint_intern.h
M	source/blender/editors/sculpt_paint/paint_ops.c
M	source/blender/editors/sculpt_paint/paint_vertex.c
M	source/blender/editors/sculpt_paint/sculpt.c
M	source/blender/editors/sculpt_paint/sculpt_undo.c
M	source/blender/editors/space_api/spacetypes.c
M	source/blender/editors/space_buttons/buttons_context.c
M	source/blender/editors/space_buttons/buttons_intern.h
M	source/blender/editors/space_buttons/buttons_texture.c
M	source/blender/editors/space_image/image_edit.c
M	source/blender/editors/space_image/image_ops.c
M	source/blender/editors/space_image/space_image.c
M	source/blender/editors/space_node/drawnode.c
M	source/blender/editors/space_node/node_add.c
M	source/blender/editors/space_node/node_draw.c
M	source/blender/editors/space_node/node_edit.c
M	source/blender/editors/space_node/node_ops.c
M	source/blender/editors/space_node/node_templates.c
M	source/blender/editors/space_node/space_node.c
M	source/blender/editors/space_outliner/outliner_select.c
M	source/blender/editors/space_outliner/outliner_tools.c
M	source/blender/editors/space_outliner/outliner_tree.c
M	source/blender/editors/space_view3d/CMakeLists.txt
D	source/blender/editors/space_view3d/drawanimviz.c
D	source/blender/editors/space_view3d/drawarmature.c
D	source/blender/editors/space_view3d/drawmesh.c
M	source/blender/editors/space_view3d/drawobject.c
D	source/blender/editors/space_view3d/drawsimdebug.c
M	source/blender/editors/space_view3d/space_view3d.c
M	source/blender/editors/space_view3d/view3d_draw.c
M	source/blender/editors/space_view3d/view3d_draw_legacy.c
M	source/blender/editors/space_view3d/view3d_intern.h
M	source/blender/editors/undo/ed_undo.c
M	source/blender/editors/undo/memfile_undo.c
M	source/blender/editors/uvedit/uvedit_draw.c
M	source/blender/editors/uvedit/uvedit_ops.c
M	source/blender/editors/uvedit/uvedit_unwrap_ops.c
M	source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
M	source/blender/freestyle/intern/blender_interface/BlenderFileLoader.h
M	source/blender/freestyle/intern/blender_interface/BlenderStrokeRenderer.cpp
M	source/blender/freestyle/intern/blender_interface/FRS_freestyle.cpp
M	source/blender/freestyle/intern/stroke/Stroke.h
M	source/blender/gpu/CMakeLists.txt
M	source/blender/gpu/GPU_buffers.h
M	source/blender/gpu/GPU_draw.h
D	source/blender/gpu/GPU_lamp.h
M	source/blender/gpu/GPU_material.h
M	source/blender/gpu/intern/gpu_buffers.c
M	source/blender/gpu/intern/gpu_codegen.c
M	source/blender/gpu/intern/gpu_codegen.h
M	source/blender/gpu/intern/gpu_draw.c
M	source/blender/gpu/intern/gpu_init_exit.c
D	source/blender/gpu/intern/gpu_lamp.c
D	source/blender/gpu/intern/gpu_lamp_private.h
M	source/blender/gpu/intern/gpu_material.c
M	source/blender/gpu/intern/gpu_shader.c
M	source/blender/gpu/shaders/gpu_shader_geometry.glsl
M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/gpu/shaders/gpu_shader_vertex.glsl
M	source/blender/gpu/shaders/gpu_shader_vertex_world.glsl
M	source/blender/makesdna/DNA_dynamicpaint_types.h
M	source/blender/makesdna/DNA_lamp_types.h
M	source/blender/makesdna/DNA_material_types.h
M	source/blender/makesdna/DNA_modifier_types.h
M	source/blender/makesdna/DNA_node_types.h
M	source/blender/makesdna/DNA_object_types.h
M	source/blender/makesdna/DNA_scene_types.h
M	source/blender/makesdna/DNA_space_types.h
M	source/blender/makesdna/DNA_texture_types.h
M	source/blender/makesdna/DNA_world_types.h
M	source/blender/makesrna/RNA_access.h
M	source/blender/makesrna/intern/rna_color.c
M	source/blender/makesrna/intern/rna_dynamicpaint.c
M	source/blender/makesrna/intern/rna_lamp.c
M	source/blender/makesrna/intern/rna_material.c
M	source/blender/makesrna/intern/rna_modifier.c
M	source/blender/makesrna/intern/rna_nodetree.c
M	source/blender/makesrna/intern/rna_scene.c
M	source/blender/makesrna/intern/rna_sculpt_paint.c
M	source/blender/makesrna/intern/rna_space.c
M	source/blender/makesrna/intern/rna_texture.c
M	source/blender/makesrna/intern/rna_texture_api.c
M	source/blender/makesrna/intern/rna_userdef.c
M	source/blender/makesrna/intern/rna_world.c
M	source/blender/modifiers/intern/MOD_dynamicpaint.c
M	source/blender/modifiers/intern/MOD_explode.c
M	source/blender/modifiers/intern/MOD_uvproject.c
M	source/blender/nodes/CMakeLists.txt
M	source/blender/nodes/NOD_shader.h
M	source/blender/nodes/NOD_static_types.h
M	source/blender/nodes/intern/node_exec.c
M	source/blender/nodes/shader/node_shader_tree.c
M	source/blender/nodes/shader/node_shader_util.c
M	source/blender/nodes/shader/node_shader_util.h
M	source/blender/nodes/shader/nodes/node_shader_camera.c
M	source/blender/nodes/shader/nodes/node_shader_fresnel.c
D	source/blender/nodes/shader/nodes/node_shader_geom.c
D	source/blender/nodes/shader/nodes/node_shader_lamp.c
M	source/blender/nodes/shader/nodes/node_shader_layer_weight.c
D	source/blender/nodes/shader/nodes/node_shader_material.c
M	source/blender/nodes/shader/nodes/node_shader_normal.c
M	source/blender/nodes/shader/nodes/node_shader_normal_map.c
M	source/blender/nodes/shader/nodes/node_shader_object_info.c
D	source/blender/nodes/shader/nodes/node_shader_output.c
M	source/blender/nodes/shader/nodes/node_shader_particle_info.c
D	source/blender/nodes/shader/nodes/node_shader_texture.c
M	source/blender/nodes/shader/nodes/node_shader_vectTransform.c
M	source/blender/nodes/texture/node_texture_tree.c
M	source/blender/nodes/texture/node_texture_util.c
M	source/blender/nodes/texture/node_texture_util.h
M	source/blender/nodes/texture/nodes/node_texture_proc.c
M	source/blender/nodes/texture/nodes/node_texture_texture.c
M	source/blender/physics/BPH_mass_spring.h
M	source/blender/physics/intern/BPH_mass_spring.cpp
M	source/blender/physics/intern/hair_volume.cpp
M	source/blender/physics/intern/implicit.h
M	source/blender/python/intern/gpu.c
M	source/blender/python/intern/gpu_offscreen.c
M	source/blender/render/CMakeLists.txt
M	source/blender/render/extern/include/RE_bake.h
M	source/blender/render/extern/include/RE_engine.h
M	source/blender/render/extern/include/RE_pipeline.h
M	source/blender/render/extern/include/RE_render_ext.h
M	source/blender/render/extern/include/RE_shader_ext.h
D	source/blender/render/intern/include/envmap.h
M	source/blender/render/intern/include/initrender.h
D	source/blender/render/intern/include/occlusion.h
D	source/blender/render/intern/include/pixelblending.h
D	source/blender/render/intern/include/pixelshading.h
D	source/blender/render/intern/include/pointdensity.h
D	source/blender/render/intern/include/raycounter.h
D	source/blender/render/intern/include/rayintersection.h
D	source/blender/render/intern/include/rayobject.h
M	source/blender/render/intern/include/render_result.h
M	source/blender/render/intern/include/render_types.h
D	source/blender/render/intern/include/rendercore.h
D	source/blender/render/intern/include/renderdatabase.h
M	source/blender/render/intern/include/renderpipeline.h
D	source/blender/render/intern/include/shadbuf.h
D	source/blender/render/intern/include/shading.h
D	source/blender/render/intern/include/sss.h
D	source/blender/render/intern/include/strand.h
D	source/blender/render/intern/include/sunsky.h
M	source/blender/render/intern/include/texture.h
D	source/blender/render/intern/include/texture_ocean.h
D	source/blender/render/intern/include/volume_precache.h
D	source/blender/render/intern/include/volumetric.h
D	source/blender/render/intern/include/voxeldata.h
M	source/blender/render/intern/include/zbuf.h
D	source/blender/render/intern/raytrace/bvh.h
D	source/blender/render/intern/raytrace/rayobject.cpp
D	source/blender/render/intern/raytrace/rayobject_empty.cpp
D	source/blender/render/intern/raytrace/rayobject_hint.h
D	source/blender/render/intern/raytrace/rayobject_instance.cpp
D	source/blender/render/intern/raytrace/rayobject_internal.h
D	source/blender/render/intern/raytrace/rayobject_octree.cpp
D	source/blender/render/intern/raytrace/rayobject_qbvh.cpp
D	source/blender/render/intern/raytrace/rayobject_raycounter.cpp
D	source/blender/render/intern/raytrace/rayobject_rtbuild.cpp
D	source/blender/render/intern/raytrace/rayobject_rtbuild.h
D	source/blender/render/intern/raytrace/rayobject_svbvh.cpp
D	source/blender/render/intern/raytrace/rayobject_vbvh.cpp
D	source/blender/render/intern/raytrace/reorganize.h
D	source/blender/render/intern/raytrace/svbvh.h
D	source/blender/render/intern/raytrace/vbvh.h
D	source/blender/render/intern/source/bake.c
M	source/blender/render/intern/source/bake_api.c
D	source/blender/render/intern/source/convertblender.c
D	source/blender/render/intern/source/envmap.c
M	source/blender/render/intern/source/external_engine.c
M	source/blender/render/intern/source/imagetexture.c
M	source/blender/render/intern/source/initrender.c
M	source/blender/render/intern/source/multires_bake.c
D	source/blender/render/intern/source/occlusion.c
M	source/blender/render/intern/source/pipeline.c
D	source/blender/render/intern/source/pixelblending.c
D	source/blender/render/intern/source/pixelshading.c
M	source/blender/render/intern/source/pointdensity.c
D	source/blender/render/intern/source/rayshade.c
M	source/blender/render/intern/source/render_result.c
M	source/blender/render/intern/source/render_texture.c
D	source/blender/render/intern/source/rendercore.c
D	source/blender/render/intern/source/renderdatabase.c
D	source/blender/render/intern/source/shadbuf.c
D	source/blender/render/intern/source/shadeinput.c
D	source/blender/render/intern/source/shadeoutput.c
D	source/blender/render/intern/source/sss.c
D	source/blender/render/intern/source/strand.c
D	source/blender/render/intern/source/sunsky.c
D	source/blender/render/intern/source/texture_ocean.c
D	source/blender/render/intern/source/volume_precache.c
D	source/blender/render/intern/source/volumetric.c
D	source/blender/render/intern/source/voxeldata.c
M	source/blender/render/intern/source/zbuf.c
M	source/blender/windowmanager/intern/wm_files.c
M	source/blender/windowmanager/intern/wm_files_link.c
M	source/blender/windowmanager/intern/wm_init_exit.c

===================================================================

diff --git a/doc/python_api/rst/gpu.rst b/doc/python_api/rst/gpu.rst
index 0be4fae8c5a..d4860da4770 100644
--- a/doc/python_api/rst/gpu.rst
+++ b/doc/python_api/rst/gpu.rst
@@ -4,7 +4,7 @@ GPU functions (gpu)
 
 .. module:: gpu
 
-This module provides access to materials GLSL shaders.
+Functions for GPU offscreen rendering, matrix stacks and selection.
 
 Submodules:
 
@@ -17,683 +17,4 @@ 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.
-
-.. 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
---------------
-
-.. _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_
-
-.. data:: GPU_DATA_1I
-
-   one integer
-
-.. data:: GPU_DATA_1F
-
-   one float
-
-.. data:: GPU_DATA_2F
-
-   two floats
-
-.. data:: GPU_DATA_3F
-
-   three floats
-
-.. data:: GPU_DATA_4F
-
-   four floats
-
-.. data:: GPU_DATA_9F
-
-   matrix 3x3 in column-major order
-
-.. data:: GPU_DATA_16F
-
-   matrix 4x4 in column-major order
-
-.. data:: GPU_DATA_4UB
-
-   four unsigned byte
-
-
-GLSL Uniform Types
-------------------
-
-.. _uniform-type:
-
-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:
-   .. _mat4_world_to_cam:
-
-   ``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:
-   .. _mat4_world_to_object:
-
-   ``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:
-   .. _mat4_world_to_lamp:
-
-   ``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.
-
-.. data:: GPU_DYNAMIC_OBJECT_VIEWMAT
-
-   A matrix that converts world coordinates to camera coordinates (see mat4_world_to_cam_).
-
-   :type: matrix4x4
-
-.. data:: GPU_DYNAMIC_OBJECT_MAT
-
-   A matrix that converts object coordinates to world coordinates (see mat4_object_to_world_).
-
-   :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_).
-
-   :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_).
-
-   :type: matrix4x4
-
-.. data:: GPU_DYNAMIC_OBJECT_COLOR
-
-   An RGB color + alpha defined at object level.
-   Each values between 0.0 and 1.0.
-
-   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
-
-   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
-
-.. data:: GPU_DYNAMIC_LAMP_DYNCO
-
-   Represents the position of the light in camera space.
-
-   Computed as:
-      mat4_world_to_cam_ * vec3_lamp_pos
-
-   :type: float3
-
-.. data:: 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
-
-.. data:: 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:
-
-   ``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
-
-.. data:: GPU_DYNAMIC_LAMP_DYNENERGY
-
-   See :class:`bpy.types.Lamp.energy`.
-
-   :type: float
-
-.. data:: GPU_DYNAMIC_LAMP_DYNCOL
-
-   See :class:`bpy.types.Lamp.color`.
-
-   :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
-
-.. data:: GPU_DYNAMIC_LAMP_SPOTSCALE
-
-   Represents the SpotLamp local scale.
-
-   :type: float2
-
-
-GLSL Sampler Uniforms
-^^^^^^^^^^^^^^^^^^^^^
-
-.. data:: GPU_DYNAMIC_SAMPLER_2DBUFFER
-
-   Represents an internal texture used for certain effect
-   (color band, etc).
-
-   :type: integer
-
-.. data:: GPU_DYNAMIC_SAMPLER_2DIMAGE
-
-   Represents a texture loaded from an image file.
-
-   :type: integer
-
-.. data:: GPU_DYNAMIC_SAMPLER_2DSHADOW
-
-   Represents a texture loaded from a shadow buffer file.
-
-   :type: integer
-
-
-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:
-
-Type of the vertex attribute used in the GLSL shader. Determines the mesh custom data
-layer that contains the vertex attribute.
-
-.. data:: 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:
-
-   .. code-block:: python
-
-      mesh.uv_layers[attribute["name"]]
-
-.. data:: 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:
-
-   .. code-block:: python
-
-      mesh.vertex_colors[attribute["name"]]
-
-.. data:: 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 dat

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