From a4bfccc439792be10df92541595f8f3ef0ca7fe7 Mon Sep 17 00:00:00 2001 From: Jacques Lucke Date: Fri, 9 Nov 2018 19:20:34 +0100 Subject: Py API Docs: More gpu module documentation --- doc/python_api/examples/gpu.1.py | 67 +++++++++++++++++++++++++++++++++++++++- 1 file changed, 66 insertions(+), 1 deletion(-) (limited to 'doc') diff --git a/doc/python_api/examples/gpu.1.py b/doc/python_api/examples/gpu.1.py index c23df30e28a..1ffa0a58856 100644 --- a/doc/python_api/examples/gpu.1.py +++ b/doc/python_api/examples/gpu.1.py @@ -11,7 +11,10 @@ This makes them much faster than using the legacy `glBegin` and `glEnd` method, Every batch has a so called `Vertex Buffer`. It contains the attributes for every vertex. Typical attributes are `position`, `color` and `uv`. -Which attributes the vertex buffer of a batch contains, depends on the shader that will be used to process the batch. +Which attributes the vertex buffer of a batch contains, depends on the shader that will be used to process the batch. The best way to create a new batch is to use the :class:`gpu_extras.batch.batch_for_shader` function. + +Furthermore, when creating a new batch, you have to specify the draw type. +The most used types are ``POINTS``, ``LINES`` and ``TRIS``. Shaders +++++++ @@ -38,6 +41,68 @@ The attributes and uniforms used by built-in shaders are listed here: :class:`gp A batch can only be processed/drawn by a shader when it provides all the attributes that the shader specifies. +Vertex Buffers +++++++++++++++ + +A vertex buffer is an array that contains the attributes for every vertex. +To create a new vertex buffer (:class:`gpu.types.GPUVertBuf`) you have to provide two things: 1) the amount of vertices in the buffer and 2) the format of the buffer. + +The format (:class:`gpu.types.GPUVertFormat`) describes which attributes are stored in the buffer. +E.g. to create a vertex buffer that contains 6 vertices, each with a position and a normal could look like so:: + + import gpu + vertex_positions = [(0, 0, 0), ...] + vertex_normals = [(0, 0, 1), ...] + + fmt = gpu.types.GPUVertFormat() + fmt.attr_add(id="pos", comp_type='F32', len=3, fetch_mode='FLOAT') + fmt.attr_add(id="normal", comp_type='F32', len=3, fetch_mode='FLOAT') + + vbo = gpu.types.GPUVertBuf(len=6, format=fmt) + vbo.attr_fill(id="pos", data=vertex_positions) + vbo.attr_fill(id="normal", data=vertex_normals) + + batch = gpu.types.GPUBatch(type='TRIS', buf=vbo) + +This batch contains two triangles now. +Vertices 0-2 describe the first and vertices 3-5 the second triangle. + +.. note:: + The recommended way to create batches is to use the :class:`gpu_extras.batch.batch_for_shader` function. It makes sure that you provide all the vertex attributes that are necessary to be able to use a specific shader. + +Index Buffers ++++++++++++++ + +The main reason why index buffers exist is to reduce the amount of memory required to store and send geometry. +E.g. often the same vertex is used by multiple triangles in a mesh. +Instead of vertex attributes multiple times to the gpu, an index buffer can be used. +An index buffer is an array of integers that describes in which order the vertex buffer should be read. +E.g. when you have a vertex buffer ``[a, b, c]`` and an index buffer ``[0, 2, 1, 2, 1, 0]`` it is like if you just had the vertex buffer ``[a, c, b, c, b, a]``. +Using an index buffer saves memory because usually a single integer is smaller than all attributes for one vertex combined. + +Index buffers can be used like so:: + + indices = [(0, 1), (2, 0), (2, 3), ...] + ibo = gpu.types.GPUIndexBuf(type='LINES', seq=indices) + batch = gpu.types.GPUBatch(type='LINES', buf=vbo, elem=ibo) + +.. note:: + Instead of creating index buffers object manually, you can also just use the optional `indices` parameter of the :class:`gpu_extras.batch.batch_for_shader` function. + +Offscreen Rendering ++++++++++++++++++++ + +Everytime something is drawn, the result is written into a framebuffer. +Usually this buffer will later be displayed on the screen. +However, sometimes you might want to draw into a separate "texture" and use it further. +E.g. you could use the render result as a texture on another object or save the rendered result on disk. +Offscreen Rendering is done using the :class:`gpu.types.GPUOffScreen` type. + +.. warning:: + ``GPUOffScreen`` objects are bound to the opengl context they have been created in. + This also means that once Blender discards this context (i.e. a window is closed) the offscreen instance will also be freed. + + Examples ++++++++ -- cgit v1.2.3