Docs: PyAPI: Replace use of the bgl module in the RenderEngine example

The bgl module will be discontinued.

This example is seen at:
https://docs.blender.org/api/current/bpy.types.RenderEngine.html uses it.

Differential Revision: https://developer.blender.org/D11262
This commit is contained in:
Germano Cavalcante 2021-05-02 16:30:23 -03:00
parent 782ccbde70
commit 3c978a73d1
1 changed files with 13 additions and 59 deletions

View File

@ -4,7 +4,9 @@ Simple Render Engine
"""
import bpy
import bgl
import array
import gpu
from gpu_extras.presets import draw_texture_2d
class CustomRenderEngine(bpy.types.RenderEngine):
@ -100,8 +102,7 @@ class CustomRenderEngine(bpy.types.RenderEngine):
dimensions = region.width, region.height
# Bind shader that converts from scene linear to display space,
bgl.glEnable(bgl.GL_BLEND)
bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA)
gpu.state.blend_set('ALPHA_PREMULT')
self.bind_display_space_shader(scene)
if not self.draw_data or self.draw_data.dimensions != dimensions:
@ -110,7 +111,7 @@ class CustomRenderEngine(bpy.types.RenderEngine):
self.draw_data.draw()
self.unbind_display_space_shader()
bgl.glDisable(bgl.GL_BLEND)
gpu.state.blend_set('NONE')
class CustomDrawData:
@ -119,68 +120,21 @@ class CustomDrawData:
self.dimensions = dimensions
width, height = dimensions
pixels = [0.1, 0.2, 0.1, 1.0] * width * height
pixels = bgl.Buffer(bgl.GL_FLOAT, width * height * 4, pixels)
pixels = width * height * array.array('f', [0.1, 0.2, 0.1, 1.0])
pixels = gpu.types.Buffer('FLOAT', width * height * 4, pixels)
# Generate texture
self.texture = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenTextures(1, self.texture)
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA16F, width, height, 0, bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
self.texture = gpu.types.GPUTexture((width, height), format='RGBA16F', data=pixels)
# Bind shader that converts from scene linear to display space,
# use the scene's color management settings.
shader_program = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)
# Generate vertex array
self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenVertexArrays(1, self.vertex_array)
bgl.glBindVertexArray(self.vertex_array[0])
texturecoord_location = bgl.glGetAttribLocation(shader_program[0], "texCoord")
position_location = bgl.glGetAttribLocation(shader_program[0], "pos")
bgl.glEnableVertexAttribArray(texturecoord_location)
bgl.glEnableVertexAttribArray(position_location)
# Generate geometry buffers for drawing textured quad
position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)
self.vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)
bgl.glGenBuffers(2, self.vertex_buffer)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[0])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vertex_buffer[1])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)
bgl.glBindVertexArray(0)
# Note: This is just a didactic example.
# In this case it would be more convenient to fill the texture with:
# self.texture.clear('FLOAT', value=[0.1, 0.2, 0.1, 1.0])
def __del__(self):
bgl.glDeleteBuffers(2, self.vertex_buffer)
bgl.glDeleteVertexArrays(1, self.vertex_array)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
bgl.glDeleteTextures(1, self.texture)
del self.texture
def draw(self):
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
bgl.glBindVertexArray(self.vertex_array[0])
bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
bgl.glBindVertexArray(0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
draw_texture_2d(self.texture, (0, 0), self.texture.width, self.texture.height)
# RenderEngines also need to tell UI Panels that they are compatible with.