PyDoc: Fix warnings from out of bounds include statement
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@@ -1,37 +1,86 @@
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"""
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2D Image
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--------
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Generate a texture using Offscreen Rendering
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--------------------------------------------
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To use this example you have to provide an image that should be displayed.
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#. Create an :class:`gpu.types.GPUOffScreen` object.
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#. Draw some circles into it.
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#. Make a new shader for drawing a planar texture in 3D.
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#. Draw the generated texture using the new shader.
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"""
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import bpy
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import gpu
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import bgl
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from mathutils import Matrix
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from gpu_extras.batch import batch_for_shader
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from gpu_extras.presets import draw_circle_2d
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IMAGE_NAME = "Untitled"
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image = bpy.data.images[IMAGE_NAME]
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# Create and fill offscreen
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##########################################
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shader = gpu.shader.from_builtin('2D_IMAGE')
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offscreen = gpu.types.GPUOffScreen(512, 512)
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with offscreen.bind():
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bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
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with gpu.matrix.push_pop():
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# reset matrices -> use normalized device coordinates [-1, 1]
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gpu.matrix.load_matrix(Matrix.Identity(4))
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gpu.matrix.load_projection_matrix(Matrix.Identity(4))
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amount = 10
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for i in range(-amount, amount + 1):
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x_pos = i / amount
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draw_circle_2d((x_pos, 0.0), (1, 1, 1, 1), 0.5, 200)
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# Drawing the generated texture in 3D space
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#############################################
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vertex_shader = '''
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uniform mat4 modelMatrix;
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uniform mat4 viewProjectionMatrix;
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in vec2 position;
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in vec2 uv;
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out vec2 uvInterp;
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void main()
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{
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uvInterp = uv;
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gl_Position = viewProjectionMatrix * modelMatrix * vec4(position, 0.0, 1.0);
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}
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'''
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fragment_shader = '''
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uniform sampler2D image;
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in vec2 uvInterp;
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void main()
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{
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gl_FragColor = texture(image, uvInterp);
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}
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'''
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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, 'TRI_FAN',
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{
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"pos": ((100, 100), (200, 100), (200, 200), (100, 200)),
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"texCoord": ((0, 0), (1, 0), (1, 1), (0, 1)),
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"position": ((-1, -1), (1, -1), (1, 1), (-1, 1)),
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"uv": ((0, 0), (1, 0), (1, 1), (0, 1)),
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},
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)
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if image.gl_load():
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raise Exception()
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def draw():
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bgl.glActiveTexture(bgl.GL_TEXTURE0)
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, image.bindcode)
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, offscreen.color_texture)
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shader.bind()
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shader.uniform_int("image", 0)
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shader.uniform_float("modelMatrix", Matrix.Translation((1, 2, 3)) @ Matrix.Scale(3, 4))
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shader.uniform_float("viewProjectionMatrix", bpy.context.region_data.perspective_matrix)
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shader.uniform_float("image", 0)
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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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