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
86 lines
2.4 KiB
Python
86 lines
2.4 KiB
Python
"""
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Generate a texture using Offscreen Rendering
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--------------------------------------------
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#. Create an :class:`gpu.types.GPUOffScreen` object.
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#. Draw some circles into it.
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#. Make a new shader for drawing a planar texture in 3D.
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#. Draw the generated texture using the new shader.
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"""
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import bpy
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import gpu
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from mathutils import Matrix
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from gpu_extras.batch import batch_for_shader
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from gpu_extras.presets import draw_circle_2d
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# Create and fill offscreen
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##########################################
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offscreen = gpu.types.GPUOffScreen(512, 512)
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with offscreen.bind():
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fb = gpu.state.active_framebuffer_get()
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fb.clear(color=(0.0, 0.0, 0.0, 0.0))
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with gpu.matrix.push_pop():
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# reset matrices -> use normalized device coordinates [-1, 1]
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gpu.matrix.load_matrix(Matrix.Identity(4))
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gpu.matrix.load_projection_matrix(Matrix.Identity(4))
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amount = 10
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for i in range(-amount, amount + 1):
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x_pos = i / amount
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draw_circle_2d((x_pos, 0.0), (1, 1, 1, 1), 0.5, segments=200)
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# Drawing the generated texture in 3D space
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#############################################
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vert_out = gpu.types.GPUStageInterfaceInfo("my_interface")
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vert_out.smooth('VEC2', "uvInterp")
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shader_info = gpu.types.GPUShaderCreateInfo()
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shader_info.push_constant('MAT4', "viewProjectionMatrix")
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shader_info.push_constant('MAT4', "modelMatrix")
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shader_info.sampler(0, 'FLOAT_2D', "image")
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shader_info.vertex_in(0, 'VEC2', "position")
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shader_info.vertex_in(1, 'VEC2', "uv")
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shader_info.vertex_out(vert_out)
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shader_info.fragment_out(0, 'VEC4', "FragColor")
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shader_info.vertex_source(
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"void main()"
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"{"
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" uvInterp = uv;"
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" gl_Position = viewProjectionMatrix * modelMatrix * vec4(position, 0.0, 1.0);"
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"}"
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)
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shader_info.fragment_source(
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"void main()"
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"{"
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" FragColor = texture(image, uvInterp);"
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"}"
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)
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shader = gpu.shader.create_from_info(shader_info)
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del vert_out
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del shader_info
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batch = batch_for_shader(
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shader, 'TRI_FAN',
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{
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"position": ((-1, -1), (1, -1), (1, 1), (-1, 1)),
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"uv": ((0, 0), (1, 0), (1, 1), (0, 1)),
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},
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)
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def draw():
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shader.uniform_float("modelMatrix", Matrix.Translation((1, 2, 3)) @ Matrix.Scale(3, 4))
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shader.uniform_float("viewProjectionMatrix", bpy.context.region_data.perspective_matrix)
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shader.uniform_sampler("image", offscreen.texture_color)
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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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