forked from bartvdbraak/blender
Py API Docs: Another example for offscreen rendering
This commit is contained in:
parent
583bc70435
commit
406452ec5d
83
doc/python_api/examples/gpu.8.py
Normal file
83
doc/python_api/examples/gpu.8.py
Normal file
@ -0,0 +1,83 @@
|
||||
"""
|
||||
Generate a texture using Offscreen Rendering
|
||||
--------------------------------------------
|
||||
|
||||
1. Create an :class:`gpu.types.GPUOffScreen` object.
|
||||
2. Draw some circles into it.
|
||||
3. Make a new shader for drawing a planar texture in 3D.
|
||||
4. Draw the generated texture using the new shader.
|
||||
"""
|
||||
import bpy
|
||||
import gpu
|
||||
import bgl
|
||||
from mathutils import Matrix
|
||||
from gpu_extras.batch import batch_for_shader
|
||||
from gpu_extras.presets import draw_circle_2d
|
||||
|
||||
# Create and fill offscreen
|
||||
##########################################
|
||||
|
||||
offscreen = gpu.types.GPUOffScreen(512, 512)
|
||||
|
||||
offscreen.bind()
|
||||
try:
|
||||
bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
|
||||
with gpu.matrix.push_pop():
|
||||
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)
|
||||
finally:
|
||||
offscreen.unbind()
|
||||
|
||||
|
||||
# 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')
|
Loading…
Reference in New Issue
Block a user