EEVEE & Viewport: Add a built-in shader called 3D_IMAGE, and expose to the python API
Adds an example python script to the documentation for the 3D_IMAGE shader. The **use-case** is to draw textures with 3D vertex positions, in XR views as well as non-XR views (in a simpler manner). **Testing**: I've tested that this compiles and works on my Macbook (with the example python script included in this change). I don't have access to a Windows or Linux machine right now, but this change doesn't look platform-specific and no new glsl shaders have been added or edited by this change. I'll try to get access to a Windows machine, but if someone does have one, I'd be really grateful if they could try this change. Thanks! **Problem addressed**: The existing 2D_IMAGE shader (exposed in the python API) gets near-clipped when drawn in the XR view, regardless of the near-clip settings. Additionally, the 2D_IMAGE shader only accepts 2D positions for the image vertices, which means drawing textures in 3D requires providing 2D coordinates and then pushing a transform-rotate-scale matrix to the GPU, even for non-XR (i.e. WINDOW) views. The 3D_IMAGE shader is simpler: it accepts 3D vertex positions, and doesn't require any additional work by the scripter. **Workaround**: The current workaround is to use custom shaders in the python script. **Non-intrusive change**: No new glsl shaders were added. This change just bundles two existing shaders: the vertex shader used by the 3D_IMAGE_MODULATE_ALPHA shader, and the fragment shader used by the 2D_IMAGE shader. Reviewed By: #eevee_viewport, jbakker Differential Revision: https://developer.blender.org/D14832
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@@ -46,6 +46,9 @@
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"``3D_FLAT_COLOR``\n" \
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" :Attributes: vec3 pos, vec4 color\n" \
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" :Uniforms: none\n" \
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"``3D_IMAGE``\n" \
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" :Attributes: vec3 pos, vec2 texCoord\n" \
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" :Uniforms: sampler2D image\n" \
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"``3D_SMOOTH_COLOR``\n" \
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" :Attributes: vec3 pos, vec4 color\n" \
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" :Uniforms: none\n" \
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@@ -68,6 +71,7 @@ static const struct PyC_StringEnumItems pygpu_shader_builtin_items[] = {
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{GPU_SHADER_2D_SMOOTH_COLOR, "2D_SMOOTH_COLOR"},
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{GPU_SHADER_2D_UNIFORM_COLOR, "2D_UNIFORM_COLOR"},
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{GPU_SHADER_3D_FLAT_COLOR, "3D_FLAT_COLOR"},
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{GPU_SHADER_3D_IMAGE, "3D_IMAGE"},
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{GPU_SHADER_3D_SMOOTH_COLOR, "3D_SMOOTH_COLOR"},
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{GPU_SHADER_3D_UNIFORM_COLOR, "3D_UNIFORM_COLOR"},
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{GPU_SHADER_3D_POLYLINE_FLAT_COLOR, "3D_POLYLINE_FLAT_COLOR"},
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