2018-11-05 19:26:53 +01:00
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"""
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2020-06-02 18:20:15 -04:00
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2D Image
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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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2018-11-05 19:26:53 +01:00
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"""
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import bpy
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import gpu
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from gpu_extras.batch import batch_for_shader
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2020-06-02 18:20:15 -04:00
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IMAGE_NAME = "Untitled"
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image = bpy.data.images[IMAGE_NAME]
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2021-04-30 10:50:50 -03:00
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texture = gpu.texture.from_image(image)
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2018-11-05 19:26:53 +01:00
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2023-05-23 15:51:54 +10:00
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shader = gpu.shader.from_builtin('IMAGE')
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2020-06-02 18:20:15 -04:00
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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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},
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)
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2018-11-05 19:26:53 +01:00
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2021-07-06 12:05:27 +10:00
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2018-11-05 19:26:53 +01:00
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def draw():
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shader.bind()
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2021-04-30 10:50:50 -03:00
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shader.uniform_sampler("image", texture)
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2018-11-05 19:26:53 +01:00
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batch.draw(shader)
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2018-11-20 07:32:49 +11:00
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bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')
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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
2022-05-09 08:07:28 +02:00
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"""
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3D Image
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--------
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Similar to the 2D Image shader, but works with 3D positions for the image vertices.
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To use this example you have to provide an image that should be displayed.
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"""
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import bpy
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import gpu
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from gpu_extras.batch import batch_for_shader
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IMAGE_NAME = "Untitled"
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image = bpy.data.images[IMAGE_NAME]
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texture = gpu.texture.from_image(image)
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2023-05-23 15:51:54 +10:00
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shader = gpu.shader.from_builtin('IMAGE')
|
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
2022-05-09 08:07:28 +02:00
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batch = batch_for_shader(
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shader, 'TRIS',
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{
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"pos": ((0, 0, 0), (0, 1, 1), (1, 1, 1), (1, 1, 1), (1, 0, 0), (0, 0, 0)),
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"texCoord": ((0, 0), (0, 1), (1, 1), (1, 1), (1, 0), (0, 0)),
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},
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)
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def draw():
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shader.uniform_sampler("image", texture)
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batch.draw(shader)
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bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')
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