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通过Python脚本实现字符画

2024/10/5 17:20:41 来源:https://blog.csdn.net/q244645787/article/details/140070748  浏览:    关键词:通过Python脚本实现字符画

效果

讲解:

用于将3D视图的帧缓冲区转换为字符画,并将字符画输出到文本编辑器中。

首先,获取当前绑定的帧缓冲区、视口信息和视图像素。

然后,将像素矩阵转化为字符串,并将字符串写入到文本编辑器中。

设置文本编辑器,并添加区域OpenGL图形回调函数。

主要功能就是将3D视图的帧缓冲区转换为字符画,并将字符画输出到文本编辑器中。

可以按下 ESC 键停止运行这个python脚本。

代码:

import bpy
import gpu
import numpy as np
from mathutils import Colordef draw(self, context):if self.modal_redraw == True:# 获取当前绑定的帧缓冲区self.framebuffer = gpu.state.active_framebuffer_get()# 获取当前视口的信息self.viewport_info = gpu.state.viewport_get()self.width = self.viewport_info[2]self.height = self.viewport_info[3]# 获取视图像素self.pixelBuffer = self.framebuffer.read_color(0, 0, self.width, self.height, 3, 0, 'FLOAT')self.pixelBuffer.dimensions = self.width * self.height * 3# 处理array = np.array(self.pixelBuffer).reshape(self.height, self.width, 3)[::self.step * -2, ::self.step]# 将像素矩阵转化为字符串pixel_group = []for i in array:for j in i:pixel_group.append(self.Character_draw[int(min(Color(j).v, 1) * (len(self.Character_draw) - 1))])pixel_group.append("\n")self.framebuffer_texts.clear()self.framebuffer_texts.write("".join(pixel_group))self.modal_redraw = Falseclass TextCharacterDrawing(bpy.types.Operator):bl_idname = "view3d.text_character_drawing"bl_label = "Draw 3D View Framebuffer"def __init__(self):print("启动")self.width = 32self.height = 32self.modal_redraw = Falseself.text_name = "Generated Text"self.framebuffer = Noneself.viewport_info = Noneself.pixelBuffer = Noneself.default_texts = Noneself.framebuffer_texts = Noneself.Character_draw = list(" .(){}01A")  # 按透明度从小到大排序,字符self.step = 5  #抽取的像素数量,越高,字符越少,越低,越卡【字符也多】# 当运算符结束时,在系统控制台上提示def __del__(self):print("结束演示代码")# 控制图像重画的模态运算符def modal(self, context, event):# esc 停止if event.type in {'ESC'}:bpy.types.SpaceView3D.draw_handler_remove(self._handle_3d, 'WINDOW')# 当程序退出时回到原来的文本块area = [area for area in bpy.context.screen.areas if area.type == 'TEXT_EDITOR'][0]if area:area.spaces[0].text = self.default_textsprint("删除绘图处理程序")return {'CANCELLED'}else:self.modal_redraw = Truereturn {'PASS_THROUGH'}def invoke(self, context, event):if not self.text_name in bpy.data.texts:self.framebuffer_texts = bpy.data.texts.new(self.text_name)else:self.framebuffer_texts = bpy.data.texts[self.text_name]area = [area for area in bpy.context.screen.areas if area.type == 'TEXT_EDITOR'][0]if area:if area.spaces[0].text:self.default_texts = area.spaces[0].textarea.spaces[0].text = self.framebuffer_textswith bpy.context.temp_override(area=area):bpy.ops.text.move(type='FILE_TOP')bpy.ops.text.move(type='LINE_BEGIN')# 添加区域OpenGL图形回调函数self._handle_3d = bpy.types.SpaceView3D.draw_handler_add(draw, (self, context), 'WINDOW', 'PRE_VIEW')context.window_manager.modal_handler_add(self)return {'RUNNING_MODAL'}def register():bpy.utils.register_class(TextCharacterDrawing)def unregister():bpy.utils.unregister_class(TextCharacterDrawing)if __name__ == "__main__":register()bpy.ops.view3d.text_character_drawing('INVOKE_DEFAULT')

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