PyDoc: Fix warnings from out of bounds include statement
This commit is contained in:
@@ -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)
|
||||
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)
|
||||
|
||||
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.free()
|
||||
|
||||
|
||||
# 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)),
|
||||
},
|
||||
)
|
||||
|
||||
|
||||
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)
|
||||
batch.draw(shader)
|
||||
|
||||
|
||||
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]
|
||||
|
||||
Reference in New Issue
Block a user