blender/doc/python_api/examples/gpu.2.py
Germano Cavalcante 2ce8b01c59 PyGPU: call 'GPU_shader_bind' in 'GPUShader.uniform_' methods
This simplifies python code.

When we call a method like shader.uniform_float("color", (1,1,1,1)),
we expect the shader's uniform to be updated regardless of whether the
shader is bound or not.

And `batch.draw()` already calls `GPU_shader_bind` inside.

Differential Revision: https://developer.blender.org/D15929
2022-09-19 09:40:20 -03:00

51 lines
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Python

"""
Triangle with Custom Shader
---------------------------
"""
import bpy
import gpu
from gpu_extras.batch import batch_for_shader
vert_out = gpu.types.GPUStageInterfaceInfo("my_interface")
vert_out.smooth('VEC3', "pos")
shader_info = gpu.types.GPUShaderCreateInfo()
shader_info.push_constant('MAT4', "viewProjectionMatrix")
shader_info.push_constant('FLOAT', "brightness")
shader_info.vertex_in(0, 'VEC3', "position")
shader_info.vertex_out(vert_out)
shader_info.fragment_out(0, 'VEC4', "FragColor")
shader_info.vertex_source(
"void main()"
"{"
" pos = position;"
" gl_Position = viewProjectionMatrix * vec4(position, 1.0f);"
"}"
)
shader_info.fragment_source(
"void main()"
"{"
" FragColor = vec4(pos * brightness, 1.0);"
"}"
)
shader = gpu.shader.create_from_info(shader_info)
del vert_out
del shader_info
coords = [(1, 1, 1), (2, 0, 0), (-2, -1, 3)]
batch = batch_for_shader(shader, 'TRIS', {"position": coords})
def draw():
matrix = bpy.context.region_data.perspective_matrix
shader.uniform_float("viewProjectionMatrix", matrix)
shader.uniform_float("brightness", 0.5)
batch.draw(shader)
bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')