PyDoc: Fix warnings from out of bounds include statement
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@@ -1,41 +1,65 @@
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"""
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Rendering the 3D View into a Texture
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------------------------------------
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Custom Shader for dotted 3D Line
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--------------------------------
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The scene has to have a camera for this example to work.
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You could also make this independent of a specific camera,
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but Blender does not expose good functions to create view and projection matrices yet.
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In this example the arc length (distance to the first point on the line) is calculated in every vertex.
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Between the vertex and fragment shader that value is automatically interpolated
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for all points that will be visible on the screen.
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In the fragment shader the ``sin`` of the arc length is calculated.
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Based on the result a decision is made on whether the fragment should be drawn or not.
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"""
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import bpy
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import bgl
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import gpu
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from gpu_extras.presets import draw_texture_2d
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from random import random
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from mathutils import Vector
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from gpu_extras.batch import batch_for_shader
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WIDTH = 512
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HEIGHT = 256
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vertex_shader = '''
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uniform mat4 u_ViewProjectionMatrix;
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offscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)
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in vec3 position;
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in float arcLength;
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out float v_ArcLength;
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void main()
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{
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v_ArcLength = arcLength;
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gl_Position = u_ViewProjectionMatrix * vec4(position, 1.0f);
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}
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'''
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fragment_shader = '''
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uniform float u_Scale;
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in float v_ArcLength;
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void main()
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{
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if (step(sin(v_ArcLength * u_Scale), 0.5) == 1) discard;
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gl_FragColor = vec4(1.0);
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}
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'''
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coords = [Vector((random(), random(), random())) * 5 for _ in range(5)]
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arc_lengths = [0]
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for a, b in zip(coords[:-1], coords[1:]):
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arc_lengths.append(arc_lengths[-1] + (a - b).length)
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shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
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batch = batch_for_shader(
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shader, 'LINE_STRIP',
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{"position": coords, "arcLength": arc_lengths},
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)
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def draw():
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context = bpy.context
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scene = context.scene
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view_matrix = scene.camera.matrix_world.inverted()
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projection_matrix = scene.camera.calc_matrix_camera(
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context.evaluated_depsgraph_get(), x=WIDTH, y=HEIGHT)
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offscreen.draw_view3d(
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scene,
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context.view_layer,
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context.space_data,
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context.region,
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view_matrix,
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projection_matrix)
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bgl.glDisable(bgl.GL_DEPTH_TEST)
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draw_texture_2d(offscreen.color_texture, (10, 10), WIDTH, HEIGHT)
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shader.bind()
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matrix = bpy.context.region_data.perspective_matrix
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shader.uniform_float("u_ViewProjectionMatrix", matrix)
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shader.uniform_float("u_Scale", 10)
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batch.draw(shader)
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bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')
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bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')
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