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-rw-r--r--doc/doxygen/Doxyfile2
-rw-r--r--doc/python_api/examples/gpu.4.py6
-rw-r--r--doc/python_api/examples/gpu.6.py11
-rw-r--r--doc/python_api/examples/gpu.7.py10
-rw-r--r--doc/python_api/examples/gpu.8.py13
-rw-r--r--doc/python_api/examples/gpu.9.py5
-rw-r--r--doc/python_api/rst/info_gotcha.rst3
7 files changed, 19 insertions, 31 deletions
diff --git a/doc/doxygen/Doxyfile b/doc/doxygen/Doxyfile
index f9055f02bcf..201d2208486 100644
--- a/doc/doxygen/Doxyfile
+++ b/doc/doxygen/Doxyfile
@@ -38,7 +38,7 @@ PROJECT_NAME = Blender
# could be handy for archiving the generated documentation or if some version
# control system is used.
-PROJECT_NUMBER = "V2.93"
+PROJECT_NUMBER = "V3.0"
# Using the PROJECT_BRIEF tag one can provide an optional one line description
# for a project that appears at the top of each page and should give viewer a
diff --git a/doc/python_api/examples/gpu.4.py b/doc/python_api/examples/gpu.4.py
index e05290a9442..b1a1ba827db 100644
--- a/doc/python_api/examples/gpu.4.py
+++ b/doc/python_api/examples/gpu.4.py
@@ -4,7 +4,6 @@ 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
@@ -31,9 +30,10 @@ batch = batch_for_shader(
def draw():
- bgl.glEnable(bgl.GL_DEPTH_TEST)
+ gpu.state.depth_test_set('LESS_EQUAL')
+ gpu.state.depth_mask_set(True)
batch.draw(shader)
- bgl.glDisable(bgl.GL_DEPTH_TEST)
+ gpu.state.depth_mask_set(False)
bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')
diff --git a/doc/python_api/examples/gpu.6.py b/doc/python_api/examples/gpu.6.py
index 69af65e163e..334a606055a 100644
--- a/doc/python_api/examples/gpu.6.py
+++ b/doc/python_api/examples/gpu.6.py
@@ -6,11 +6,11 @@ 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
IMAGE_NAME = "Untitled"
image = bpy.data.images[IMAGE_NAME]
+texture = gpu.texture.from_image(image)
shader = gpu.shader.from_builtin('2D_IMAGE')
batch = batch_for_shader(
@@ -21,16 +21,9 @@ batch = batch_for_shader(
},
)
-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_int("image", 0)
+ shader.uniform_sampler("image", texture)
batch.draw(shader)
diff --git a/doc/python_api/examples/gpu.7.py b/doc/python_api/examples/gpu.7.py
index 80cda45e690..01082e7b6fe 100644
--- a/doc/python_api/examples/gpu.7.py
+++ b/doc/python_api/examples/gpu.7.py
@@ -9,7 +9,6 @@ Generate a texture using Offscreen Rendering
"""
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
@@ -20,8 +19,8 @@ from gpu_extras.presets import draw_circle_2d
offscreen = gpu.types.GPUOffScreen(512, 512)
with offscreen.bind():
- bgl.glClearColor(0.0, 0.0, 0.0, 0.0)
- bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
+ fb = gpu.state.active_framebuffer_get()
+ fb.clear(color=(0.0, 0.0, 0.0, 0.0))
with gpu.matrix.push_pop():
# reset matrices -> use normalized device coordinates [-1, 1]
gpu.matrix.load_matrix(Matrix.Identity(4))
@@ -75,13 +74,10 @@ batch = batch_for_shader(
def draw():
- bgl.glActiveTexture(bgl.GL_TEXTURE0)
- bgl.glBindTexture(bgl.GL_TEXTURE_2D, offscreen.color_texture)
-
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)
+ shader.uniform_sampler("image", offscreen.texture_color)
batch.draw(shader)
diff --git a/doc/python_api/examples/gpu.8.py b/doc/python_api/examples/gpu.8.py
index e67c601def9..664f14a23ca 100644
--- a/doc/python_api/examples/gpu.8.py
+++ b/doc/python_api/examples/gpu.8.py
@@ -7,11 +7,10 @@ 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``).
+for :class:`gpu.types.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.presets import draw_circle_2d
@@ -25,8 +24,8 @@ RING_AMOUNT = 10
offscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)
with offscreen.bind():
- bgl.glClearColor(0.0, 0.0, 0.0, 0.0)
- bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
+ fb = gpu.state.active_framebuffer_get()
+ fb.clear(color=(0.0, 0.0, 0.0, 0.0))
with gpu.matrix.push_pop():
# reset matrices -> use normalized device coordinates [-1, 1]
gpu.matrix.load_matrix(Matrix.Identity(4))
@@ -37,9 +36,7 @@ with offscreen.bind():
(random.uniform(-1, 1), random.uniform(-1, 1)),
(1, 1, 1, 1), random.uniform(0.1, 1), 20)
- 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)
+ buffer = fb.read_color(0, 0, WIDTH, HEIGHT, 4, 0, 'UBYTE')
offscreen.free()
@@ -48,4 +45,6 @@ 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)
+
+buffer.dimensions = WIDTH * HEIGHT * 4
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 a4db576ecc0..e358cb517bd 100644
--- a/doc/python_api/examples/gpu.9.py
+++ b/doc/python_api/examples/gpu.9.py
@@ -7,7 +7,6 @@ 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 bgl
import gpu
from gpu_extras.presets import draw_texture_2d
@@ -34,8 +33,8 @@ def draw():
view_matrix,
projection_matrix)
- bgl.glDisable(bgl.GL_DEPTH_TEST)
- draw_texture_2d(offscreen.color_texture, (10, 10), WIDTH, HEIGHT)
+ gpu.state.depth_mask_set(False)
+ draw_texture_2d(offscreen.texture_color, (10, 10), WIDTH, HEIGHT)
bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')
diff --git a/doc/python_api/rst/info_gotcha.rst b/doc/python_api/rst/info_gotcha.rst
index e5ff56063b5..df6e7297e26 100644
--- a/doc/python_api/rst/info_gotcha.rst
+++ b/doc/python_api/rst/info_gotcha.rst
@@ -50,7 +50,8 @@ you should be able to find the poll function with no knowledge of C.
Blender does have the functionality for poll functions to describe why they fail,
but its currently not used much, if you're interested to help improve the API
- feel free to add calls to ``CTX_wm_operator_poll_msg_set`` where its not obvious why poll fails, e.g:
+ feel free to add calls to :class:`bpy.types.Operator.poll_message_set` (``CTX_wm_operator_poll_msg_set`` in C)
+ where its not obvious why poll fails, e.g:
>>> bpy.ops.gpencil.draw()
RuntimeError: Operator bpy.ops.gpencil.draw.poll() Failed to find Grease Pencil data to draw into