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Tidy up python documentation and add examples
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Display texture in window
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=========================
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In this example we will open a window and iterate through the capture on a loop, displaying the first colour output target on it.
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.. note::
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This is intended for use with the python module directly, as the UI already has a texture viewer panel to do this with much more control. The principle is the same though and it can be useful reference of how to iterate over a capture.
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To create a window we use tkinter, since it is provided with the Python distribution.
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.. highlight:: python
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.. code:: python
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# Use tkinter to create windows
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import tkinter
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# Create a simple window
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window = tkinter.Tk()
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window.geometry("1280x720")
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Next we need to determine which windowing systems the RenderDoc implementation supports, and create a :py:class:`~renderdoc.WindowingData` object for the window we want to render to. For the purposes of this example we will look for Win32 since it's the simplest to set up - needing only a window handle that we can get from tkinter easily. XCB/XLib require a display connection, which would be possible to get from another library such as Qt.
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Once we have the :py:class:`~renderdoc.WindowingData`, we can create a :py:class:`~renderdoc.ReplayOutput` using :py:meth:`~renderdoc.ReplayController.CreateOutput`.
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.. highlight:: python
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.. code:: python
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# Create renderdoc windowing data.
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winsystems = [rd.WindowingSystem(i) for i in controller.GetSupportedWindowSystems()]
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# Pass window system specific data here, See:
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# - renderdoc.CreateWin32WindowingData
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# - renderdoc.CreateXlibWindowingData
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# - renderdoc.CreateXCBWindowingData
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# This example code works on windows as that's simple to integrate with tkinter
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if not rd.WindowingSystem.Win32 in winsystems:
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raise RuntimeError("Example requires Win32 windowing system: " + str(winsystems))
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windata = rd.CreateWin32WindowingData(int(window.frame(), 16))
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# Create a texture output on the window
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out = controller.CreateOutput(windata, rd.ReplayOutputType.Texture)
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In order to iterate over all drawcalls we need some global state first from :py:meth:`~renderdoc.ReplayController.GetTextures` and :py:meth:`~renderdoc.ReplayController.GetDrawcalls`, and we'll also define a helper function to fetch a particular texture by resourceId, so that we can easily look up the details for a texture.
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.. highlight:: python
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.. code:: python
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# Fetch the list of textures
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textures = controller.GetTextures()
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# Fetch the list of drawcalls
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draws = controller.GetDrawcalls()
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# Function to look up the texture descriptor for a given resourceId
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def getTexture(texid):
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global textures
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for tex in textures:
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if tex.resourceId == texid:
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return tex
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return None
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We now define two callback functions - ``paint`` and ``advance``. ``paint`` will be called every 33ms, it will display the output with the latest state using :py:meth:`~renderdoc.ReplayOutput.Display`. ``advance`` changes the current state to reflect a new drawcall.
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.. highlight:: python
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.. code:: python
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# Our paint function will be called ever 33ms, to display the output
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def paint():
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global out, window
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out.Display()
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window.after(33, paint)
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Within ``advance`` we do a few things. First we move the current event to the current drawcall's ``eventId``, using :py:meth:`~renderdoc.ReplayController.SetFrameEvent`. Then we set up the texture display configuration with :py:meth:`~renderdoc.ReplayOutput.SetTextureDisplay`, to point to the first colour output at that drawcall.
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When we update to a new texture, we fetch its details using our earlier ``getTexture`` and calculate a scale that keeps the texture fully visible on screen.
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Finally we move to the next drawcall in the list for the next time ``advance`` is called.
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.. highlight:: python
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.. code:: python
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# Start on the first drawcall
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curdraw = 0
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# The advance function will be called every 150ms, to move to the next draw
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def advance():
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global out, window, curdraw
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# Move to the current drawcall
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controller.SetFrameEvent(draws[curdraw].eventId, False)
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# Initialise a default TextureDisplay object
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disp = rd.TextureDisplay()
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# Set the first colour output as the texture to display
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disp.resourceId = draws[curdraw].outputs[0]
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# Get the details of this texture
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texDetails = getTexture(disp.resourceId)
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# Calculate the scale required in width and height
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widthScale = window.winfo_width() / texDetails.width
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heightScale = window.winfo_height() / texDetails.height
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# Use the lower scale to fit the texture on the window
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disp.scale = min(widthScale, heightScale)
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# Update the texture display
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out.SetTextureDisplay(disp)
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# Set the next drawcall
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curdraw = (curdraw + 1) % len(draws)
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window.after(150, advance)
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Once we have the callbacks defined, we call them once to initialise the display and set up the repeated callbacks, and start the tkinter main window loop.
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.. highlight:: python
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.. code:: python
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# Start the callbacks
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advance()
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paint()
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# Start the main window loop
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window.mainloop()
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Example Source
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--------------
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.. only:: html and not htmlhelp
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:download:`Download the example script <display_window.py>`.
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.. literalinclude:: display_window.py
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