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authorAaron Carlisle <carlisle.b3d@gmail.com>2020-06-03 01:20:15 +0300
committerAaron Carlisle <carlisle.b3d@gmail.com>2020-06-03 01:21:42 +0300
commit2e52b3206cc6a108e2b832c0a5c38684402565ea (patch)
tree21a5ac91af11d3fe157fcf395b2385eea6999c4d
parent650dedfd101bb809aa8cc3976286c43aba3a2366 (diff)
PyDoc: Fix warnings from out of bounds include statement
-rw-r--r--doc/python_api/examples/gpu.1.py20
-rw-r--r--doc/python_api/examples/gpu.10.py76
-rw-r--r--doc/python_api/examples/gpu.11.py65
-rw-r--r--doc/python_api/examples/gpu.2.py38
-rw-r--r--doc/python_api/examples/gpu.3.py44
-rw-r--r--doc/python_api/examples/gpu.4.py39
-rw-r--r--doc/python_api/examples/gpu.5.py37
-rw-r--r--doc/python_api/examples/gpu.6.py31
-rw-r--r--doc/python_api/examples/gpu.7.py77
-rw-r--r--doc/python_api/examples/gpu.8.py92
-rw-r--r--doc/python_api/examples/gpu.9.py61
11 files changed, 290 insertions, 290 deletions
diff --git a/doc/python_api/examples/gpu.1.py b/doc/python_api/examples/gpu.1.py
index 831349e5430..a014e69c2d2 100644
--- a/doc/python_api/examples/gpu.1.py
+++ b/doc/python_api/examples/gpu.1.py
@@ -119,4 +119,24 @@ Examples
To try these examples, just copy them into Blenders text editor and execute them.
To keep the examples relatively small, they just register a draw function that can't easily be removed anymore.
Blender has to be restarted in order to delete the draw handlers.
+
+3D Lines with Single Color
+--------------------------
"""
+
+import bpy
+import gpu
+from gpu_extras.batch import batch_for_shader
+
+coords = [(1, 1, 1), (-2, 0, 0), (-2, -1, 3), (0, 1, 1)]
+shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
+batch = batch_for_shader(shader, 'LINES', {"pos": coords})
+
+
+def draw():
+ shader.bind()
+ shader.uniform_float("color", (1, 1, 0, 1))
+ batch.draw(shader)
+
+
+bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')
diff --git a/doc/python_api/examples/gpu.10.py b/doc/python_api/examples/gpu.10.py
index a4db576ecc0..2f255b7127d 100644
--- a/doc/python_api/examples/gpu.10.py
+++ b/doc/python_api/examples/gpu.10.py
@@ -1,41 +1,65 @@
"""
-Rendering the 3D View into a Texture
-------------------------------------
+Custom Shader for dotted 3D Line
+--------------------------------
-The scene has to have a camera for this example to work.
-You could also make this independent of a specific camera,
-but Blender does not expose good functions to create view and projection matrices yet.
+In this example the arc length (distance to the first point on the line) is calculated in every vertex.
+Between the vertex and fragment shader that value is automatically interpolated
+for all points that will be visible on the screen.
+In the fragment shader the ``sin`` of the arc length is calculated.
+Based on the result a decision is made on whether the fragment should be drawn or not.
"""
import bpy
-import bgl
import gpu
-from gpu_extras.presets import draw_texture_2d
+from random import random
+from mathutils import Vector
+from gpu_extras.batch import batch_for_shader
-WIDTH = 512
-HEIGHT = 256
+vertex_shader = '''
+ uniform mat4 u_ViewProjectionMatrix;
-offscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)
+ in vec3 position;
+ in float arcLength;
+ out float v_ArcLength;
-def draw():
- context = bpy.context
- scene = context.scene
+ void main()
+ {
+ v_ArcLength = arcLength;
+ gl_Position = u_ViewProjectionMatrix * vec4(position, 1.0f);
+ }
+'''
+
+fragment_shader = '''
+ uniform float u_Scale;
+
+ in float v_ArcLength;
- view_matrix = scene.camera.matrix_world.inverted()
+ void main()
+ {
+ if (step(sin(v_ArcLength * u_Scale), 0.5) == 1) discard;
+ gl_FragColor = vec4(1.0);
+ }
+'''
- projection_matrix = scene.camera.calc_matrix_camera(
- context.evaluated_depsgraph_get(), x=WIDTH, y=HEIGHT)
+coords = [Vector((random(), random(), random())) * 5 for _ in range(5)]
- offscreen.draw_view3d(
- scene,
- context.view_layer,
- context.space_data,
- context.region,
- view_matrix,
- projection_matrix)
+arc_lengths = [0]
+for a, b in zip(coords[:-1], coords[1:]):
+ arc_lengths.append(arc_lengths[-1] + (a - b).length)
- bgl.glDisable(bgl.GL_DEPTH_TEST)
- draw_texture_2d(offscreen.color_texture, (10, 10), WIDTH, HEIGHT)
+shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
+batch = batch_for_shader(
+ shader, 'LINE_STRIP',
+ {"position": coords, "arcLength": arc_lengths},
+)
+
+
+def draw():
+ shader.bind()
+ matrix = bpy.context.region_data.perspective_matrix
+ shader.uniform_float("u_ViewProjectionMatrix", matrix)
+ shader.uniform_float("u_Scale", 10)
+ batch.draw(shader)
-bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')
+bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')
diff --git a/doc/python_api/examples/gpu.11.py b/doc/python_api/examples/gpu.11.py
deleted file mode 100644
index 2f255b7127d..00000000000
--- a/doc/python_api/examples/gpu.11.py
+++ /dev/null
@@ -1,65 +0,0 @@
-"""
-Custom Shader for dotted 3D Line
---------------------------------
-
-In this example the arc length (distance to the first point on the line) is calculated in every vertex.
-Between the vertex and fragment shader that value is automatically interpolated
-for all points that will be visible on the screen.
-In the fragment shader the ``sin`` of the arc length is calculated.
-Based on the result a decision is made on whether the fragment should be drawn or not.
-"""
-import bpy
-import gpu
-from random import random
-from mathutils import Vector
-from gpu_extras.batch import batch_for_shader
-
-vertex_shader = '''
- uniform mat4 u_ViewProjectionMatrix;
-
- in vec3 position;
- in float arcLength;
-
- out float v_ArcLength;
-
- void main()
- {
- v_ArcLength = arcLength;
- gl_Position = u_ViewProjectionMatrix * vec4(position, 1.0f);
- }
-'''
-
-fragment_shader = '''
- uniform float u_Scale;
-
- in float v_ArcLength;
-
- void main()
- {
- if (step(sin(v_ArcLength * u_Scale), 0.5) == 1) discard;
- gl_FragColor = vec4(1.0);
- }
-'''
-
-coords = [Vector((random(), random(), random())) * 5 for _ in range(5)]
-
-arc_lengths = [0]
-for a, b in zip(coords[:-1], coords[1:]):
- arc_lengths.append(arc_lengths[-1] + (a - b).length)
-
-shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
-batch = batch_for_shader(
- shader, 'LINE_STRIP',
- {"position": coords, "arcLength": arc_lengths},
-)
-
-
-def draw():
- shader.bind()
- matrix = bpy.context.region_data.perspective_matrix
- shader.uniform_float("u_ViewProjectionMatrix", matrix)
- shader.uniform_float("u_Scale", 10)
- batch.draw(shader)
-
-
-bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')
diff --git a/doc/python_api/examples/gpu.2.py b/doc/python_api/examples/gpu.2.py
index d1e8ac32589..4bee9acebe3 100644
--- a/doc/python_api/examples/gpu.2.py
+++ b/doc/python_api/examples/gpu.2.py
@@ -1,19 +1,45 @@
"""
-3D Lines with Single Color
---------------------------
+Triangle with Custom Shader
+---------------------------
"""
import bpy
import gpu
from gpu_extras.batch import batch_for_shader
-coords = [(1, 1, 1), (-2, 0, 0), (-2, -1, 3), (0, 1, 1)]
-shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
-batch = batch_for_shader(shader, 'LINES', {"pos": coords})
+vertex_shader = '''
+ uniform mat4 viewProjectionMatrix;
+
+ in vec3 position;
+ out vec3 pos;
+
+ void main()
+ {
+ pos = position;
+ gl_Position = viewProjectionMatrix * vec4(position, 1.0f);
+ }
+'''
+
+fragment_shader = '''
+ uniform float brightness;
+
+ in vec3 pos;
+
+ void main()
+ {
+ gl_FragColor = vec4(pos * brightness, 1.0);
+ }
+'''
+
+coords = [(1, 1, 1), (2, 0, 0), (-2, -1, 3)]
+shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
+batch = batch_for_shader(shader, 'TRIS', {"position": coords})
def draw():
shader.bind()
- shader.uniform_float("color", (1, 1, 0, 1))
+ matrix = bpy.context.region_data.perspective_matrix
+ shader.uniform_float("viewProjectionMatrix", matrix)
+ shader.uniform_float("brightness", 0.5)
batch.draw(shader)
diff --git a/doc/python_api/examples/gpu.3.py b/doc/python_api/examples/gpu.3.py
index 4bee9acebe3..0c86b52bcf5 100644
--- a/doc/python_api/examples/gpu.3.py
+++ b/doc/python_api/examples/gpu.3.py
@@ -1,45 +1,29 @@
"""
-Triangle with Custom Shader
----------------------------
+Wireframe Cube using Index Buffer
+---------------------------------
"""
import bpy
import gpu
from gpu_extras.batch import batch_for_shader
-vertex_shader = '''
- uniform mat4 viewProjectionMatrix;
+coords = (
+ (-1, -1, -1), (+1, -1, -1),
+ (-1, +1, -1), (+1, +1, -1),
+ (-1, -1, +1), (+1, -1, +1),
+ (-1, +1, +1), (+1, +1, +1))
- in vec3 position;
- out vec3 pos;
+indices = (
+ (0, 1), (0, 2), (1, 3), (2, 3),
+ (4, 5), (4, 6), (5, 7), (6, 7),
+ (0, 4), (1, 5), (2, 6), (3, 7))
- void main()
- {
- pos = position;
- gl_Position = viewProjectionMatrix * vec4(position, 1.0f);
- }
-'''
-
-fragment_shader = '''
- uniform float brightness;
-
- in vec3 pos;
-
- void main()
- {
- gl_FragColor = vec4(pos * brightness, 1.0);
- }
-'''
-
-coords = [(1, 1, 1), (2, 0, 0), (-2, -1, 3)]
-shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
-batch = batch_for_shader(shader, 'TRIS', {"position": coords})
+shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
+batch = batch_for_shader(shader, 'LINES', {"pos": coords}, indices=indices)
def draw():
shader.bind()
- matrix = bpy.context.region_data.perspective_matrix
- shader.uniform_float("viewProjectionMatrix", matrix)
- shader.uniform_float("brightness", 0.5)
+ shader.uniform_float("color", (1, 0, 0, 1))
batch.draw(shader)
diff --git a/doc/python_api/examples/gpu.4.py b/doc/python_api/examples/gpu.4.py
index 0c86b52bcf5..e05290a9442 100644
--- a/doc/python_api/examples/gpu.4.py
+++ b/doc/python_api/examples/gpu.4.py
@@ -1,30 +1,39 @@
"""
-Wireframe Cube using Index Buffer
----------------------------------
+Mesh with Random Vertex Colors
+------------------------------
"""
import bpy
import gpu
+import bgl
+import numpy as np
+from random import random
from gpu_extras.batch import batch_for_shader
-coords = (
- (-1, -1, -1), (+1, -1, -1),
- (-1, +1, -1), (+1, +1, -1),
- (-1, -1, +1), (+1, -1, +1),
- (-1, +1, +1), (+1, +1, +1))
+mesh = bpy.context.active_object.data
+mesh.calc_loop_triangles()
-indices = (
- (0, 1), (0, 2), (1, 3), (2, 3),
- (4, 5), (4, 6), (5, 7), (6, 7),
- (0, 4), (1, 5), (2, 6), (3, 7))
+vertices = np.empty((len(mesh.vertices), 3), 'f')
+indices = np.empty((len(mesh.loop_triangles), 3), 'i')
-shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
-batch = batch_for_shader(shader, 'LINES', {"pos": coords}, indices=indices)
+mesh.vertices.foreach_get(
+ "co", np.reshape(vertices, len(mesh.vertices) * 3))
+mesh.loop_triangles.foreach_get(
+ "vertices", np.reshape(indices, len(mesh.loop_triangles) * 3))
+
+vertex_colors = [(random(), random(), random(), 1) for _ in range(len(mesh.vertices))]
+
+shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
+batch = batch_for_shader(
+ shader, 'TRIS',
+ {"pos": vertices, "color": vertex_colors},
+ indices=indices,
+)
def draw():
- shader.bind()
- shader.uniform_float("color", (1, 0, 0, 1))
+ bgl.glEnable(bgl.GL_DEPTH_TEST)
batch.draw(shader)
+ bgl.glDisable(bgl.GL_DEPTH_TEST)
bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')
diff --git a/doc/python_api/examples/gpu.5.py b/doc/python_api/examples/gpu.5.py
index e05290a9442..2edde46a364 100644
--- a/doc/python_api/examples/gpu.5.py
+++ b/doc/python_api/examples/gpu.5.py
@@ -1,39 +1,26 @@
"""
-Mesh with Random Vertex Colors
-------------------------------
+2D Rectangle
+------------
"""
import bpy
import gpu
-import bgl
-import numpy as np
-from random import random
from gpu_extras.batch import batch_for_shader
-mesh = bpy.context.active_object.data
-mesh.calc_loop_triangles()
+vertices = (
+ (100, 100), (300, 100),
+ (100, 200), (300, 200))
-vertices = np.empty((len(mesh.vertices), 3), 'f')
-indices = np.empty((len(mesh.loop_triangles), 3), 'i')
+indices = (
+ (0, 1, 2), (2, 1, 3))
-mesh.vertices.foreach_get(
- "co", np.reshape(vertices, len(mesh.vertices) * 3))
-mesh.loop_triangles.foreach_get(
- "vertices", np.reshape(indices, len(mesh.loop_triangles) * 3))
-
-vertex_colors = [(random(), random(), random(), 1) for _ in range(len(mesh.vertices))]
-
-shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
-batch = batch_for_shader(
- shader, 'TRIS',
- {"pos": vertices, "color": vertex_colors},
- indices=indices,
-)
+shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
+batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
def draw():
- bgl.glEnable(bgl.GL_DEPTH_TEST)
+ shader.bind()
+ shader.uniform_float("color", (0, 0.5, 0.5, 1.0))
batch.draw(shader)
- bgl.glDisable(bgl.GL_DEPTH_TEST)
-bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')
+bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')
diff --git a/doc/python_api/examples/gpu.6.py b/doc/python_api/examples/gpu.6.py
index 2edde46a364..69af65e163e 100644
--- a/doc/python_api/examples/gpu.6.py
+++ b/doc/python_api/examples/gpu.6.py
@@ -1,25 +1,36 @@
"""
-2D Rectangle
-------------
+2D Image
+--------
+
+To use this example you have to provide an image that should be displayed.
"""
import bpy
import gpu
+import bgl
from gpu_extras.batch import batch_for_shader
-vertices = (
- (100, 100), (300, 100),
- (100, 200), (300, 200))
+IMAGE_NAME = "Untitled"
+image = bpy.data.images[IMAGE_NAME]
-indices = (
- (0, 1, 2), (2, 1, 3))
+shader = gpu.shader.from_builtin('2D_IMAGE')
+batch = batch_for_shader(
+ shader, 'TRI_FAN',
+ {
+ "pos": ((100, 100), (200, 100), (200, 200), (100, 200)),
+ "texCoord": ((0, 0), (1, 0), (1, 1), (0, 1)),
+ },
+)
-shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
-batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
+if image.gl_load():
+ raise Exception()
def draw():
+ bgl.glActiveTexture(bgl.GL_TEXTURE0)
+ bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)
+
shader.bind()
- shader.uniform_float("color", (0, 0.5, 0.5, 1.0))
+ shader.uniform_int("image", 0)
batch.draw(shader)
diff --git a/doc/python_api/examples/gpu.7.py b/doc/python_api/examples/gpu.7.py
index 69af65e163e..56cbb93c61a 100644
--- a/doc/python_api/examples/gpu.7.py
+++ b/doc/python_api/examples/gpu.7.py
@@ -1,37 +1,86 @@
"""
-2D Image
---------
+Generate a texture using Offscreen Rendering
+--------------------------------------------
-To use this example you have to provide an image that should be displayed.
+#. Create an :class:`gpu.types.GPUOffScreen` object.
+#. Draw some circles into it.
+#. Make a new shader for drawing a planar texture in 3D.
+#. Draw the generated texture using the new shader.
"""
import bpy
import gpu
import bgl
+from mathutils import Matrix
from gpu_extras.batch import batch_for_shader
+from gpu_extras.presets import draw_circle_2d
-IMAGE_NAME = "Untitled"
-image = bpy.data.images[IMAGE_NAME]
+# Create and fill offscreen
+##########################################
-shader = gpu.shader.from_builtin('2D_IMAGE')
+offscreen = gpu.types.GPUOffScreen(512, 512)
+
+with offscreen.bind():
+ bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
+ with gpu.matrix.push_pop():
+ # reset matrices -> use normalized device coordinates [-1, 1]
+ gpu.matrix.load_matrix(Matrix.Identity(4))
+ gpu.matrix.load_projection_matrix(Matrix.Identity(4))
+
+ amount = 10
+ for i in range(-amount, amount + 1):
+ x_pos = i / amount
+ draw_circle_2d((x_pos, 0.0), (1, 1, 1, 1), 0.5, 200)
+
+
+# Drawing the generated texture in 3D space
+#############################################
+
+vertex_shader = '''
+ uniform mat4 modelMatrix;
+ uniform mat4 viewProjectionMatrix;
+
+ in vec2 position;
+ in vec2 uv;
+
+ out vec2 uvInterp;
+
+ void main()
+ {
+ uvInterp = uv;
+ gl_Position = viewProjectionMatrix * modelMatrix * vec4(position, 0.0, 1.0);
+ }
+'''
+
+fragment_shader = '''
+ uniform sampler2D image;
+
+ in vec2 uvInterp;
+
+ void main()
+ {
+ gl_FragColor = texture(image, uvInterp);
+ }
+'''
+
+shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
batch = batch_for_shader(
shader, 'TRI_FAN',
{
- "pos": ((100, 100), (200, 100), (200, 200), (100, 200)),
- "texCoord": ((0, 0), (1, 0), (1, 1), (0, 1)),
+ "position": ((-1, -1), (1, -1), (1, 1), (-1, 1)),
+ "uv": ((0, 0), (1, 0), (1, 1), (0, 1)),
},
)
-if image.gl_load():
- raise Exception()
-
def draw():
bgl.glActiveTexture(bgl.GL_TEXTURE0)
- bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)
+ bgl.glBindTexture(bgl.GL_TEXTURE_2D, offscreen.color_texture)
shader.bind()
- shader.uniform_int("image", 0)
+ shader.uniform_float("modelMatrix", Matrix.Translation((1, 2, 3)) @ Matrix.Scale(3, 4))
+ shader.uniform_float("viewProjectionMatrix", bpy.context.region_data.perspective_matrix)
+ shader.uniform_float("image", 0)
batch.draw(shader)
-bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')
+bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')
diff --git a/doc/python_api/examples/gpu.8.py b/doc/python_api/examples/gpu.8.py
index 56cbb93c61a..470bd8a2dad 100644
--- a/doc/python_api/examples/gpu.8.py
+++ b/doc/python_api/examples/gpu.8.py
@@ -1,23 +1,28 @@
"""
-Generate a texture using Offscreen Rendering
---------------------------------------------
+Copy Offscreen Rendering result back to RAM
+-------------------------------------------
-#. Create an :class:`gpu.types.GPUOffScreen` object.
-#. Draw some circles into it.
-#. Make a new shader for drawing a planar texture in 3D.
-#. Draw the generated texture using the new shader.
+This will create a new image with the given name.
+If it already exists, it will override the existing one.
+
+Currently almost all of the execution time is spent in the last line.
+In the future this will hopefully be solved by implementing the Python buffer protocol
+for :class:`bgl.Buffer` and :class:`bpy.types.Image.pixels` (aka ``bpy_prop_array``).
"""
import bpy
import gpu
import bgl
+import random
from mathutils import Matrix
-from gpu_extras.batch import batch_for_shader
from gpu_extras.presets import draw_circle_2d
-# Create and fill offscreen
-##########################################
+IMAGE_NAME = "Generated Image"
+WIDTH = 512
+HEIGHT = 512
+RING_AMOUNT = 10
+
-offscreen = gpu.types.GPUOffScreen(512, 512)
+offscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)
with offscreen.bind():
bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
@@ -26,61 +31,20 @@ with offscreen.bind():
gpu.matrix.load_matrix(Matrix.Identity(4))
gpu.matrix.load_projection_matrix(Matrix.Identity(4))
- amount = 10
- for i in range(-amount, amount + 1):
- x_pos = i / amount
- draw_circle_2d((x_pos, 0.0), (1, 1, 1, 1), 0.5, 200)
-
-
-# Drawing the generated texture in 3D space
-#############################################
-
-vertex_shader = '''
- uniform mat4 modelMatrix;
- uniform mat4 viewProjectionMatrix;
-
- in vec2 position;
- in vec2 uv;
-
- out vec2 uvInterp;
-
- void main()
- {
- uvInterp = uv;
- gl_Position = viewProjectionMatrix * modelMatrix * vec4(position, 0.0, 1.0);
- }
-'''
-
-fragment_shader = '''
- uniform sampler2D image;
-
- in vec2 uvInterp;
-
- void main()
- {
- gl_FragColor = texture(image, uvInterp);
- }
-'''
-
-shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
-batch = batch_for_shader(
- shader, 'TRI_FAN',
- {
- "position": ((-1, -1), (1, -1), (1, 1), (-1, 1)),
- "uv": ((0, 0), (1, 0), (1, 1), (0, 1)),
- },
-)
-
+ for i in range(RING_AMOUNT):
+ draw_circle_2d(
+ (random.uniform(-1, 1), random.uniform(-1, 1)),
+ (1, 1, 1, 1), random.uniform(0.1, 1), 20)
-def draw():
- bgl.glActiveTexture(bgl.GL_TEXTURE0)
- bgl.glBindTexture(bgl.GL_TEXTURE_2D, offscreen.color_texture)
+ buffer = bgl.Buffer(bgl.GL_BYTE, WIDTH * HEIGHT * 4)
+ bgl.glReadBuffer(bgl.GL_BACK)
+ bgl.glReadPixels(0, 0, WIDTH, HEIGHT, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
- shader.bind()
- shader.uniform_float("modelMatrix", Matrix.Translation((1, 2, 3)) @ Matrix.Scale(3, 4))
- shader.uniform_float("viewProjectionMatrix", bpy.context.region_data.perspective_matrix)
- shader.uniform_float("image", 0)
- batch.draw(shader)
+offscreen.free()
-bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')
+if not IMAGE_NAME in bpy.data.images:
+ bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)
+image = bpy.data.images[IMAGE_NAME]
+image.scale(WIDTH, HEIGHT)
+image.pixels = [v / 255 for v in buffer]
diff --git a/doc/python_api/examples/gpu.9.py b/doc/python_api/examples/gpu.9.py
index 470bd8a2dad..a4db576ecc0 100644
--- a/doc/python_api/examples/gpu.9.py
+++ b/doc/python_api/examples/gpu.9.py
@@ -1,50 +1,41 @@
"""
-Copy Offscreen Rendering result back to RAM
--------------------------------------------
+Rendering the 3D View into a Texture
+------------------------------------
-This will create a new image with the given name.
-If it already exists, it will override the existing one.
-
-Currently almost all of the execution time is spent in the last line.
-In the future this will hopefully be solved by implementing the Python buffer protocol
-for :class:`bgl.Buffer` and :class:`bpy.types.Image.pixels` (aka ``bpy_prop_array``).
+The scene has to have a camera for this example to work.
+You could also make this independent of a specific camera,
+but Blender does not expose good functions to create view and projection matrices yet.
"""
import bpy
-import gpu
import bgl
-import random
-from mathutils import Matrix
-from gpu_extras.presets import draw_circle_2d
+import gpu
+from gpu_extras.presets import draw_texture_2d
-IMAGE_NAME = "Generated Image"
WIDTH = 512
-HEIGHT = 512
-RING_AMOUNT = 10
-
+HEIGHT = 256
offscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)
-with offscreen.bind():
- bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
- with gpu.matrix.push_pop():
- # reset matrices -> use normalized device coordinates [-1, 1]
- gpu.matrix.load_matrix(Matrix.Identity(4))
- gpu.matrix.load_projection_matrix(Matrix.Identity(4))
- for i in range(RING_AMOUNT):
- draw_circle_2d(
- (random.uniform(-1, 1), random.uniform(-1, 1)),
- (1, 1, 1, 1), random.uniform(0.1, 1), 20)
+def draw():
+ context = bpy.context
+ scene = context.scene
+
+ view_matrix = scene.camera.matrix_world.inverted()
+
+ projection_matrix = scene.camera.calc_matrix_camera(
+ context.evaluated_depsgraph_get(), x=WIDTH, y=HEIGHT)
- buffer = bgl.Buffer(bgl.GL_BYTE, WIDTH * HEIGHT * 4)
- bgl.glReadBuffer(bgl.GL_BACK)
- bgl.glReadPixels(0, 0, WIDTH, HEIGHT, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
+ offscreen.draw_view3d(
+ scene,
+ context.view_layer,
+ context.space_data,
+ context.region,
+ view_matrix,
+ projection_matrix)
-offscreen.free()
+ bgl.glDisable(bgl.GL_DEPTH_TEST)
+ draw_texture_2d(offscreen.color_texture, (10, 10), WIDTH, HEIGHT)
-if not IMAGE_NAME in bpy.data.images:
- bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)
-image = bpy.data.images[IMAGE_NAME]
-image.scale(WIDTH, HEIGHT)
-image.pixels = [v / 255 for v in buffer]
+bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')