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renderdoc/docs/python_api/examples/renderdoc/display_window.rst
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2018-06-15 19:44:37 +01:00

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Display texture in window
=========================
In this example we will open a window and iterate through the capture on a loop, displaying the first colour output target on it.
.. note::
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.
To create a window we use tkinter, since it is provided with the Python distribution.
.. highlight:: python
.. code:: python
# Use tkinter to create windows
import tkinter
# Create a simple window
window = tkinter.Tk()
window.geometry("1280x720")
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.
Once we have the :py:class:`~renderdoc.WindowingData`, we can create a :py:class:`~renderdoc.ReplayOutput` using :py:meth:`~renderdoc.ReplayController.CreateOutput`.
.. highlight:: python
.. code:: python
# Create renderdoc windowing data.
winsystems = [rd.WindowingSystem(i) for i in controller.GetSupportedWindowSystems()]
# Pass window system specific data here, See:
# - renderdoc.CreateWin32WindowingData
# - renderdoc.CreateXlibWindowingData
# - renderdoc.CreateXCBWindowingData
# This example code works on windows as that's simple to integrate with tkinter
if not rd.WindowingSystem.Win32 in winsystems:
raise RuntimeError("Example requires Win32 windowing system: " + str(winsystems))
windata = rd.CreateWin32WindowingData(int(window.frame(), 16))
# Create a texture output on the window
out = controller.CreateOutput(windata, rd.ReplayOutputType.Texture)
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.
.. highlight:: python
.. code:: python
# Fetch the list of textures
textures = controller.GetTextures()
# Fetch the list of drawcalls
draws = controller.GetDrawcalls()
# Function to look up the texture descriptor for a given resourceId
def getTexture(texid):
global textures
for tex in textures:
if tex.resourceId == texid:
return tex
return None
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.
.. highlight:: python
.. code:: python
# Our paint function will be called ever 33ms, to display the output
def paint():
global out, window
out.Display()
window.after(33, paint)
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.
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.
Finally we move to the next drawcall in the list for the next time ``advance`` is called.
.. highlight:: python
.. code:: python
# Start on the first drawcall
curdraw = 0
# The advance function will be called every 150ms, to move to the next draw
def advance():
global out, window, curdraw
# Move to the current drawcall
controller.SetFrameEvent(draws[curdraw].eventId, False)
# Initialise a default TextureDisplay object
disp = rd.TextureDisplay()
# Set the first colour output as the texture to display
disp.resourceId = draws[curdraw].outputs[0]
# Get the details of this texture
texDetails = getTexture(disp.resourceId)
# Calculate the scale required in width and height
widthScale = window.winfo_width() / texDetails.width
heightScale = window.winfo_height() / texDetails.height
# Use the lower scale to fit the texture on the window
disp.scale = min(widthScale, heightScale)
# Update the texture display
out.SetTextureDisplay(disp)
# Set the next drawcall
curdraw = (curdraw + 1) % len(draws)
window.after(150, advance)
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.
.. highlight:: python
.. code:: python
# Start the callbacks
advance()
paint()
# Start the main window loop
window.mainloop()
Example Source
--------------
.. only:: html and not htmlhelp
:download:`Download the example script <display_window.py>`.
.. literalinclude:: display_window.py