fake-bpy-module 20240417__py3-none-any.whl → 20240419__py3-none-any.whl

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.

Potentially problematic release.


This version of fake-bpy-module might be problematic. Click here for more details.

Files changed (139) hide show
  1. _bpy_internal/__init__.pyi +4 -0
  2. _bpy_internal/freedesktop/__init__.pyi +88 -0
  3. _bpy_internal/freedesktop/py.typed +0 -0
  4. _bpy_internal/py.typed +0 -0
  5. aud/__init__.pyi +121 -48
  6. bgl/__init__.pyi +2443 -1265
  7. bl_math/__init__.pyi +19 -3
  8. bl_operators/geometry_nodes/__init__.pyi +13 -0
  9. bl_ui/properties_data_light/__init__.pyi +337 -0
  10. blf/__init__.pyi +63 -13
  11. bmesh/__init__.pyi +13 -0
  12. bmesh/geometry/__init__.pyi +5 -0
  13. bmesh/ops/__init__.pyi +157 -68
  14. bmesh/types/__init__.pyi +109 -62
  15. bmesh/utils/__init__.pyi +11 -2
  16. bpy/__init__.pyi +7 -0
  17. bpy/app/__init__.pyi +13 -0
  18. bpy/app/handlers/__init__.pyi +41 -0
  19. bpy/app/icons/__init__.pyi +4 -2
  20. bpy/app/timers/__init__.pyi +38 -2
  21. bpy/app/translations/__init__.pyi +58 -0
  22. bpy/msgbus/__init__.pyi +46 -0
  23. bpy/ops/__init__.pyi +151 -0
  24. bpy/ops/action/__init__.pyi +76 -76
  25. bpy/ops/anim/__init__.pyi +104 -104
  26. bpy/ops/armature/__init__.pyi +96 -96
  27. bpy/ops/asset/__init__.pyi +32 -32
  28. bpy/ops/boid/__init__.pyi +16 -16
  29. bpy/ops/brush/__init__.pyi +18 -18
  30. bpy/ops/buttons/__init__.pyi +12 -12
  31. bpy/ops/cachefile/__init__.pyi +10 -10
  32. bpy/ops/camera/__init__.pyi +4 -4
  33. bpy/ops/clip/__init__.pyi +184 -184
  34. bpy/ops/cloth/__init__.pyi +2 -2
  35. bpy/ops/collection/__init__.pyi +18 -18
  36. bpy/ops/console/__init__.pyi +42 -42
  37. bpy/ops/constraint/__init__.pyi +36 -36
  38. bpy/ops/curve/__init__.pyi +102 -102
  39. bpy/ops/curves/__init__.pyi +54 -54
  40. bpy/ops/cycles/__init__.pyi +6 -6
  41. bpy/ops/dpaint/__init__.pyi +10 -10
  42. bpy/ops/ed/__init__.pyi +24 -24
  43. bpy/ops/export_anim/__init__.pyi +2 -2
  44. bpy/ops/export_mesh/__init__.pyi +2 -2
  45. bpy/ops/export_scene/__init__.pyi +7 -7
  46. bpy/ops/file/__init__.pyi +80 -80
  47. bpy/ops/fluid/__init__.pyi +28 -28
  48. bpy/ops/font/__init__.pyi +46 -46
  49. bpy/ops/geometry/__init__.pyi +20 -20
  50. bpy/ops/gizmogroup/__init__.pyi +4 -4
  51. bpy/ops/gpencil/__init__.pyi +300 -300
  52. bpy/ops/graph/__init__.pyi +130 -130
  53. bpy/ops/grease_pencil/__init__.pyi +112 -112
  54. bpy/ops/image/__init__.pyi +92 -92
  55. bpy/ops/import_anim/__init__.pyi +2 -2
  56. bpy/ops/import_curve/__init__.pyi +2 -2
  57. bpy/ops/import_mesh/__init__.pyi +2 -2
  58. bpy/ops/import_scene/__init__.pyi +6 -6
  59. bpy/ops/info/__init__.pyi +14 -14
  60. bpy/ops/lattice/__init__.pyi +16 -16
  61. bpy/ops/marker/__init__.pyi +22 -22
  62. bpy/ops/mask/__init__.pyi +78 -78
  63. bpy/ops/material/__init__.pyi +6 -6
  64. bpy/ops/mball/__init__.pyi +16 -16
  65. bpy/ops/mesh/__init__.pyi +326 -326
  66. bpy/ops/nla/__init__.pyi +80 -80
  67. bpy/ops/node/__init__.pyi +202 -202
  68. bpy/ops/object/__init__.pyi +509 -500
  69. bpy/ops/outliner/__init__.pyi +138 -138
  70. bpy/ops/paint/__init__.pyi +104 -104
  71. bpy/ops/paintcurve/__init__.pyi +16 -16
  72. bpy/ops/palette/__init__.pyi +14 -14
  73. bpy/ops/particle/__init__.pyi +72 -72
  74. bpy/ops/pose/__init__.pyi +78 -78
  75. bpy/ops/poselib/__init__.pyi +18 -18
  76. bpy/ops/preferences/__init__.pyi +76 -76
  77. bpy/ops/ptcache/__init__.pyi +14 -14
  78. bpy/ops/render/__init__.pyi +24 -24
  79. bpy/ops/rigidbody/__init__.pyi +26 -26
  80. bpy/ops/scene/__init__.pyi +78 -78
  81. bpy/ops/screen/__init__.pyi +78 -78
  82. bpy/ops/script/__init__.pyi +6 -6
  83. bpy/ops/sculpt/__init__.pyi +62 -62
  84. bpy/ops/sculpt_curves/__init__.pyi +8 -8
  85. bpy/ops/sequencer/__init__.pyi +170 -170
  86. bpy/ops/sound/__init__.pyi +14 -14
  87. bpy/ops/spreadsheet/__init__.pyi +8 -8
  88. bpy/ops/surface/__init__.pyi +12 -12
  89. bpy/ops/text/__init__.pyi +86 -86
  90. bpy/ops/text_editor/__init__.pyi +2 -2
  91. bpy/ops/texture/__init__.pyi +8 -8
  92. bpy/ops/transform/__init__.pyi +54 -54
  93. bpy/ops/ui/__init__.pyi +64 -64
  94. bpy/ops/uilist/__init__.pyi +6 -6
  95. bpy/ops/uv/__init__.pyi +98 -98
  96. bpy/ops/view2d/__init__.pyi +28 -28
  97. bpy/ops/view3d/__init__.pyi +134 -134
  98. bpy/ops/wm/__init__.pyi +224 -224
  99. bpy/ops/workspace/__init__.pyi +14 -14
  100. bpy/ops/world/__init__.pyi +2 -2
  101. bpy/path/__init__.pyi +6 -0
  102. bpy/props/__init__.pyi +141 -29
  103. bpy/types/__init__.pyi +101517 -5027
  104. bpy/utils/__init__.pyi +18 -3
  105. bpy/utils/previews/__init__.pyi +15 -0
  106. bpy/utils/units/__init__.pyi +11 -3
  107. bpy_extras/__init__.pyi +19 -0
  108. bpy_extras/asset_utils/__init__.pyi +5 -0
  109. {fake_bpy_module-20240417.dist-info → fake_bpy_module-20240419.dist-info}/METADATA +1 -1
  110. {fake_bpy_module-20240417.dist-info → fake_bpy_module-20240419.dist-info}/RECORD +139 -135
  111. {fake_bpy_module-20240417.dist-info → fake_bpy_module-20240419.dist-info}/top_level.txt +1 -0
  112. freestyle/__init__.pyi +18 -0
  113. freestyle/chainingiterators/__init__.pyi +20 -5
  114. freestyle/functions/__init__.pyi +151 -155
  115. freestyle/predicates/__init__.pyi +53 -46
  116. freestyle/shaders/__init__.pyi +91 -32
  117. freestyle/types/__init__.pyi +362 -120
  118. freestyle/utils/ContextFunctions/__init__.pyi +32 -7
  119. freestyle/utils/__init__.pyi +13 -1
  120. gpu/__init__.pyi +225 -0
  121. gpu/capabilities/__init__.pyi +37 -15
  122. gpu/matrix/__init__.pyi +7 -1
  123. gpu/platform/__init__.pyi +5 -0
  124. gpu/select/__init__.pyi +5 -0
  125. gpu/shader/__init__.pyi +77 -0
  126. gpu/state/__init__.pyi +15 -4
  127. gpu/texture/__init__.pyi +5 -0
  128. gpu/types/__init__.pyi +91 -33
  129. gpu_extras/__init__.pyi +15 -0
  130. gpu_extras/presets/__init__.pyi +16 -4
  131. imbuf/__init__.pyi +13 -0
  132. imbuf/types/__init__.pyi +20 -5
  133. mathutils/__init__.pyi +349 -227
  134. mathutils/bvhtree/__init__.pyi +21 -8
  135. mathutils/geometry/__init__.pyi +23 -9
  136. mathutils/interpolate/__init__.pyi +5 -0
  137. mathutils/kdtree/__init__.pyi +19 -5
  138. mathutils/noise/__init__.pyi +87 -41
  139. {fake_bpy_module-20240417.dist-info → fake_bpy_module-20240419.dist-info}/WHEEL +0 -0
@@ -1,3 +1,8 @@
1
+ """
2
+ The Blender Freestyle.ContextFunctions submodule
3
+
4
+ """
5
+
1
6
  import typing
2
7
  import freestyle.types
3
8
 
@@ -12,18 +17,20 @@ def get_border() -> typing.Tuple:
12
17
 
13
18
  ...
14
19
 
15
- def get_canvas_height():
20
+ def get_canvas_height() -> int:
16
21
  """Returns the canvas height.
17
22
 
18
23
  :return: The canvas height.
24
+ :rtype: int
19
25
  """
20
26
 
21
27
  ...
22
28
 
23
- def get_canvas_width():
29
+ def get_canvas_width() -> int:
24
30
  """Returns the canvas width.
25
31
 
26
32
  :return: The canvas width.
33
+ :rtype: int
27
34
  """
28
35
 
29
36
  ...
@@ -37,15 +44,16 @@ def get_selected_fedge() -> freestyle.types.FEdge:
37
44
 
38
45
  ...
39
46
 
40
- def get_time_stamp():
47
+ def get_time_stamp() -> int:
41
48
  """Returns the system time stamp.
42
49
 
43
50
  :return: The system time stamp.
51
+ :rtype: int
44
52
  """
45
53
 
46
54
  ...
47
55
 
48
- def load_map(file_name: str, map_name: str, num_levels=4, sigma=1.0):
56
+ def load_map(file_name: str, map_name: str, num_levels: int = 4, sigma: float = 1.0):
49
57
  """Loads an image map for further reading.
50
58
 
51
59
  :param file_name: The name of the image file.
@@ -55,53 +63,70 @@ def load_map(file_name: str, map_name: str, num_levels=4, sigma=1.0):
55
63
  :param num_levels: The number of levels in the map pyramid
56
64
  (default = 4). If num_levels == 0, the complete pyramid is
57
65
  built.
66
+ :type num_levels: int
58
67
  :param sigma: The sigma value of the gaussian function.
68
+ :type sigma: float
59
69
  """
60
70
 
61
71
  ...
62
72
 
63
- def read_complete_view_map_pixel(level, x, y):
73
+ def read_complete_view_map_pixel(level: int, x: int, y: int) -> float:
64
74
  """Reads a pixel in the complete view map.
65
75
 
66
76
  :param level: The level of the pyramid in which we wish to read the
67
77
  pixel.
78
+ :type level: int
68
79
  :param x: The x coordinate of the pixel we wish to read. The origin
69
80
  is in the lower-left corner.
81
+ :type x: int
70
82
  :param y: The y coordinate of the pixel we wish to read. The origin
71
83
  is in the lower-left corner.
84
+ :type y: int
72
85
  :return: The floating-point value stored for that pixel.
86
+ :rtype: float
73
87
  """
74
88
 
75
89
  ...
76
90
 
77
- def read_directional_view_map_pixel(orientation, level, x, y):
91
+ def read_directional_view_map_pixel(
92
+ orientation: int, level: int, x: int, y: int
93
+ ) -> float:
78
94
  """Reads a pixel in one of the oriented view map images.
79
95
 
80
96
  :param orientation: The number telling which orientation we want to
81
97
  check.
98
+ :type orientation: int
82
99
  :param level: The level of the pyramid in which we wish to read the
83
100
  pixel.
101
+ :type level: int
84
102
  :param x: The x coordinate of the pixel we wish to read. The origin
85
103
  is in the lower-left corner.
104
+ :type x: int
86
105
  :param y: The y coordinate of the pixel we wish to read. The origin
87
106
  is in the lower-left corner.
107
+ :type y: int
88
108
  :return: The floating-point value stored for that pixel.
109
+ :rtype: float
89
110
  """
90
111
 
91
112
  ...
92
113
 
93
- def read_map_pixel(map_name: str, level, x, y):
114
+ def read_map_pixel(map_name: str, level: int, x: int, y: int) -> float:
94
115
  """Reads a pixel in a user-defined map.
95
116
 
96
117
  :param map_name: The name of the map.
97
118
  :type map_name: str
98
119
  :param level: The level of the pyramid in which we wish to read the
99
120
  pixel.
121
+ :type level: int
100
122
  :param x: The x coordinate of the pixel we wish to read. The origin
101
123
  is in the lower-left corner.
124
+ :type x: int
102
125
  :param y: The y coordinate of the pixel we wish to read. The origin
103
126
  is in the lower-left corner.
127
+ :type y: int
104
128
  :return: The floating-point value stored for that pixel.
129
+ :rtype: float
105
130
  """
106
131
 
107
132
  ...
@@ -1,3 +1,14 @@
1
+ """
2
+ This module contains helper functions used for Freestyle style module
3
+ writing.
4
+
5
+ freestyle.utils.ContextFunctions.rst
6
+
7
+ :maxdepth: 1
8
+ :caption: Submodules
9
+
10
+ """
11
+
1
12
  import typing
2
13
  import bpy.types
3
14
  import freestyle.types
@@ -85,7 +96,7 @@ def integrate(
85
96
  it: freestyle.types.Interface0DIterator,
86
97
  it_end: freestyle.types.Interface0DIterator,
87
98
  integration_type: freestyle.types.IntegrationType,
88
- ):
99
+ ) -> typing.Union[int, float]:
89
100
  """Returns a single value from a set of values evaluated at each 0D
90
101
  element of this 1D element.
91
102
 
@@ -106,6 +117,7 @@ def integrate(
106
117
  value type is float if func is of the `UnaryFunction0DDouble`
107
118
  or `UnaryFunction0DFloat` type, and int if func is of the
108
119
  `UnaryFunction0DUnsigned` type.
120
+ :rtype: typing.Union[int, float]
109
121
  """
110
122
 
111
123
  ...
gpu/__init__.pyi CHANGED
@@ -1,3 +1,228 @@
1
+ """
2
+ This module provides Python wrappers for the GPU implementation in Blender.
3
+ Some higher level functions can be found in the gpu_extras module.
4
+
5
+ gpu.types.rst
6
+ gpu.matrix.rst
7
+ gpu.select.rst
8
+ gpu.shader.rst
9
+ gpu.state.rst
10
+ gpu.texture.rst
11
+ gpu.platform.rst
12
+ gpu.capabilities.rst
13
+
14
+ :maxdepth: 1
15
+ :caption: Submodules
16
+
17
+
18
+ --------------------
19
+
20
+ Geometry is drawn in batches.
21
+ A batch contains the necessary data to perform the drawing.
22
+ That includes an obligatory *Vertex Buffer* and an optional *Index Buffer*,
23
+ each of which is described in more detail in the following sections.
24
+ A batch also defines a draw type.
25
+ Typical draw types are POINTS, LINES and TRIS.
26
+ The draw type determines how the data will be interpreted and drawn.
27
+
28
+
29
+ --------------------
30
+
31
+ A *Vertex Buffer Object* (VBO) (gpu.types.GPUVertBuf)
32
+ is an array that contains the vertex attributes needed for drawing using a specific shader.
33
+ Typical vertex attributes are *location*, *normal*, *color*, and *uv*.
34
+ Every vertex buffer has a *Vertex Format* (gpu.types.GPUVertFormat)
35
+ and a length corresponding to the number of vertices in the buffer.
36
+ A vertex format describes the attributes stored per vertex and their types.
37
+
38
+ The following code demonstrates the creation of a vertex buffer that contains 6 vertices.
39
+ For each vertex 2 attributes will be stored: The position and the normal.
40
+
41
+ ```
42
+ import gpu
43
+ vertex_positions = [(0, 0, 0), ...]
44
+ vertex_normals = [(0, 0, 1), ...]
45
+
46
+ fmt = gpu.types.GPUVertFormat()
47
+ fmt.attr_add(id="pos", comp_type='F32', len=3, fetch_mode='FLOAT')
48
+ fmt.attr_add(id="normal", comp_type='F32', len=3, fetch_mode='FLOAT')
49
+
50
+ vbo = gpu.types.GPUVertBuf(len=6, format=fmt)
51
+ vbo.attr_fill(id="pos", data=vertex_positions)
52
+ vbo.attr_fill(id="normal", data=vertex_normals)
53
+ ```
54
+
55
+ This vertex buffer could be used to draw 6 points, 3 separate lines, 5 consecutive lines, 2 separate triangles, ...
56
+ E.g. in the case of lines, each two consecutive vertices define a line.
57
+ The type that will actually be drawn is determined when the batch is created later.
58
+
59
+
60
+ --------------------
61
+
62
+ Often triangles and lines share one or more vertices.
63
+ With only a vertex buffer one would have to store all attributes for the these vertices multiple times.
64
+ This is very inefficient because in a connected triangle mesh every vertex is used 6 times on average.
65
+ A more efficient approach would be to use an *Index Buffer* (IBO) (gpu.types.GPUIndexBuf),
66
+ sometimes referred to as *Element Buffer*.
67
+ An *Index Buffer* is an array that references vertices based on their index in the vertex buffer.
68
+
69
+ For instance, to draw a rectangle composed of two triangles, one could use an index buffer.
70
+
71
+ ```
72
+ positions = (
73
+ (-1, 1), (1, 1),
74
+ (-1, -1), (1, -1))
75
+
76
+ indices = ((0, 1, 2), (2, 1, 3))
77
+
78
+ ibo = gpu.types.GPUIndexBuf(type='TRIS', seq=indices)
79
+ ```
80
+
81
+ Here the first tuple in indices describes which vertices should be used for the first triangle
82
+ (same for the second tuple).
83
+ Note how the diagonal vertices 1 and 2 are shared between both triangles.
84
+
85
+
86
+ --------------------
87
+
88
+ A shader is a program that runs on the GPU (written in GLSL in our case).
89
+ There are multiple types of shaders.
90
+ The most important ones are *Vertex Shaders* and *Fragment Shaders*.
91
+ Typically multiple shaders are linked together into a *Program*.
92
+ However, in the Blender Python API the term *Shader* refers to an OpenGL Program.
93
+ Every gpu.types.GPUShader consists of a vertex shader, a fragment shader and an optional geometry shader.
94
+ For common drawing tasks there are some built-in shaders accessible from gpu.shader.from_builtin
95
+ with an identifier such as UNIFORM_COLOR or FLAT_COLOR.
96
+
97
+ Every shader defines a set of attributes and uniforms that have to be set in order to use the shader.
98
+ Attributes are properties that are set using a vertex buffer and can be different for individual vertices.
99
+ Uniforms are properties that are constant per draw call.
100
+ They can be set using the shader.uniform_* functions after the shader has been bound.
101
+
102
+
103
+ --------------------
104
+
105
+ Batches can be creates by first manually creating VBOs and IBOs.
106
+ However, it is recommended to use the gpu_extras.batch.batch_for_shader function.
107
+ It makes sure that all the vertex attributes necessary for a specific shader are provided.
108
+ Consequently, the shader has to be passed to the function as well.
109
+ When using this function one rarely has to care about the vertex format, VBOs and IBOs created in the background.
110
+ This is still something one should know when drawing stuff though.
111
+
112
+ Since batches can be drawn multiple times, they should be cached and reused whenever possible.
113
+
114
+
115
+ --------------------
116
+
117
+ What one can see on the screen after rendering is called the *Front Buffer*.
118
+ When draw calls are issued, batches are drawn on a *Back Buffer* that will only be displayed
119
+ when all drawing is done and the current back buffer will become the new front buffer.
120
+ Sometimes, one might want to draw the batches into a distinct buffer that could be used as
121
+ texture to display on another object or to be saved as image on disk.
122
+ This is called Offscreen Rendering.
123
+ In Blender Offscreen Rendering is done using the gpu.types.GPUOffScreen type.
124
+
125
+ [WARNING]
126
+ GPUOffScreen objects are bound to the OpenGL context they have been created in.
127
+ This means that once Blender discards this context (i.e. the window is closed),
128
+ the offscreen instance will be freed.
129
+
130
+
131
+ --------------------
132
+
133
+ To try these examples, just copy them into Blenders text editor and execute them.
134
+ To keep the examples relatively small, they just register a draw function that can't easily be removed anymore.
135
+ Blender has to be restarted in order to delete the draw handlers.
136
+
137
+
138
+ --------------------
139
+
140
+ ```../examples/gpu.1.py```
141
+
142
+
143
+ --------------------
144
+
145
+ ```../examples/gpu.2.py```
146
+
147
+
148
+ --------------------
149
+
150
+ ```../examples/gpu.3.py```
151
+
152
+
153
+ --------------------
154
+
155
+ ```../examples/gpu.4.py```
156
+
157
+
158
+ --------------------
159
+
160
+ ```../examples/gpu.5.py```
161
+
162
+
163
+ --------------------
164
+
165
+ To use this example you have to provide an image that should be displayed.
166
+
167
+ ```../examples/gpu.6.py```
168
+
169
+
170
+ --------------------
171
+
172
+ 1. Create an gpu.types.GPUOffScreen object.
173
+ 2. Draw some circles into it.
174
+ 3. Make a new shader for drawing a planar texture in 3D.
175
+ 4. Draw the generated texture using the new shader.
176
+
177
+ ```../examples/gpu.7.py```
178
+
179
+
180
+ --------------------
181
+
182
+ This will create a new image with the given name.
183
+ If it already exists, it will override the existing one.
184
+
185
+ Currently almost all of the execution time is spent in the last line.
186
+ In the future this will hopefully be solved by implementing the Python buffer protocol
187
+ for gpu.types.Buffer and bpy.types.Image.pixels (aka bpy_prop_array
188
+
189
+ ).
190
+
191
+ ```../examples/gpu.8.py```
192
+
193
+
194
+ --------------------
195
+
196
+ The scene has to have a camera for this example to work.
197
+ You could also make this independent of a specific camera,
198
+ but Blender does not expose good functions to create view and projection matrices yet.
199
+
200
+ ```../examples/gpu.9.py```
201
+
202
+
203
+ --------------------
204
+
205
+ In this example the arc length (distance to the first point on the line) is calculated in every vertex.
206
+ Between the vertex and fragment shader that value is automatically interpolated
207
+ for all points that will be visible on the screen.
208
+ In the fragment shader the sin
209
+
210
+ of the arc length is calculated.
211
+ Based on the result a decision is made on whether the fragment should be drawn or not.
212
+
213
+ ```../examples/gpu.10.py```
214
+
215
+
216
+ --------------------
217
+
218
+ This is an example of how to use a custom compute shader to write to a texture and then use that texture in a vertex/fragment shader.
219
+ The expected result is a 2x2 plane (size of the default cube), which changes color from a green-black gradient to a green-red gradient,
220
+ based on current time.
221
+
222
+ ```../examples/gpu.11.py```
223
+
224
+ """
225
+
1
226
  import typing
2
227
  from . import capabilities
3
228
  from . import matrix
@@ -1,3 +1,8 @@
1
+ """
2
+ This module provides access to the GPU capabilities.
3
+
4
+ """
5
+
1
6
  import typing
2
7
 
3
8
  GenericType = typing.TypeVar("GenericType")
@@ -28,133 +33,150 @@ def hdr_support_get() -> bool:
28
33
 
29
34
  ...
30
35
 
31
- def max_batch_indices_get():
36
+ def max_batch_indices_get() -> int:
32
37
  """Get maximum number of vertex array indices.
33
38
 
34
39
  :return: Number of indices.
40
+ :rtype: int
35
41
  """
36
42
 
37
43
  ...
38
44
 
39
- def max_batch_vertices_get():
45
+ def max_batch_vertices_get() -> int:
40
46
  """Get maximum number of vertex array vertices.
41
47
 
42
48
  :return: Number of vertices.
49
+ :rtype: int
43
50
  """
44
51
 
45
52
  ...
46
53
 
47
- def max_images_get():
54
+ def max_images_get() -> int:
48
55
  """Get maximum supported number of image units.
49
56
 
50
57
  :return: Number of image units.
58
+ :rtype: int
51
59
  """
52
60
 
53
61
  ...
54
62
 
55
- def max_texture_layers_get():
63
+ def max_texture_layers_get() -> int:
56
64
  """Get maximum number of layers in texture.
57
65
 
58
66
  :return: Number of layers.
67
+ :rtype: int
59
68
  """
60
69
 
61
70
  ...
62
71
 
63
- def max_texture_size_get():
72
+ def max_texture_size_get() -> int:
64
73
  """Get estimated maximum texture size to be able to handle.
65
74
 
66
75
  :return: Texture size.
76
+ :rtype: int
67
77
  """
68
78
 
69
79
  ...
70
80
 
71
- def max_textures_frag_get():
81
+ def max_textures_frag_get() -> int:
72
82
  """Get maximum supported texture image units used for
73
83
  accessing texture maps from the fragment shader.
74
84
 
75
85
  :return: Texture image units.
86
+ :rtype: int
76
87
  """
77
88
 
78
89
  ...
79
90
 
80
- def max_textures_geom_get():
91
+ def max_textures_geom_get() -> int:
81
92
  """Get maximum supported texture image units used for
82
93
  accessing texture maps from the geometry shader.
83
94
 
84
95
  :return: Texture image units.
96
+ :rtype: int
85
97
  """
86
98
 
87
99
  ...
88
100
 
89
- def max_textures_get():
101
+ def max_textures_get() -> int:
90
102
  """Get maximum supported texture image units used for
91
103
  accessing texture maps from the vertex shader and the
92
104
  fragment processor.
93
105
 
94
106
  :return: Texture image units.
107
+ :rtype: int
95
108
  """
96
109
 
97
110
  ...
98
111
 
99
- def max_textures_vert_get():
112
+ def max_textures_vert_get() -> int:
100
113
  """Get maximum supported texture image units used for
101
114
  accessing texture maps from the vertex shader.
102
115
 
103
116
  :return: Texture image units.
117
+ :rtype: int
104
118
  """
105
119
 
106
120
  ...
107
121
 
108
- def max_uniforms_frag_get():
122
+ def max_uniforms_frag_get() -> int:
109
123
  """Get maximum number of values held in uniform variable
110
124
  storage for a fragment shader.
111
125
 
112
126
  :return: Number of values.
127
+ :rtype: int
113
128
  """
114
129
 
115
130
  ...
116
131
 
117
- def max_uniforms_vert_get():
132
+ def max_uniforms_vert_get() -> int:
118
133
  """Get maximum number of values held in uniform variable
119
134
  storage for a vertex shader.
120
135
 
121
136
  :return: Number of values.
137
+ :rtype: int
122
138
  """
123
139
 
124
140
  ...
125
141
 
126
- def max_varying_floats_get():
142
+ def max_varying_floats_get() -> int:
127
143
  """Get maximum number of varying variables used by
128
144
  vertex and fragment shaders.
129
145
 
130
146
  :return: Number of variables.
147
+ :rtype: int
131
148
  """
132
149
 
133
150
  ...
134
151
 
135
- def max_vertex_attribs_get():
152
+ def max_vertex_attribs_get() -> int:
136
153
  """Get maximum number of vertex attributes accessible to
137
154
  a vertex shader.
138
155
 
139
156
  :return: Number of attributes.
157
+ :rtype: int
140
158
  """
141
159
 
142
160
  ...
143
161
 
144
- def max_work_group_count_get(index):
162
+ def max_work_group_count_get(index: int) -> int:
145
163
  """Get maximum number of work groups that may be dispatched to a compute shader.
146
164
 
147
165
  :param index: Index of the dimension.
166
+ :type index: int
148
167
  :return: Maximum number of work groups for the queried dimension.
168
+ :rtype: int
149
169
  """
150
170
 
151
171
  ...
152
172
 
153
- def max_work_group_size_get(index):
173
+ def max_work_group_size_get(index: int) -> int:
154
174
  """Get maximum size of a work group that may be dispatched to a compute shader.
155
175
 
156
176
  :param index: Index of the dimension.
177
+ :type index: int
157
178
  :return: Maximum size of a work group for the queried dimension.
179
+ :rtype: int
158
180
  """
159
181
 
160
182
  ...
gpu/matrix/__init__.pyi CHANGED
@@ -1,3 +1,8 @@
1
+ """
2
+ This module provides access to the matrix stack.
3
+
4
+ """
5
+
1
6
  import typing
2
7
  import mathutils
3
8
 
@@ -107,10 +112,11 @@ def scale(scale):
107
112
 
108
113
  ...
109
114
 
110
- def scale_uniform(scale):
115
+ def scale_uniform(scale: float):
111
116
  """
112
117
 
113
118
  :param scale: Scale the current stack matrix.
119
+ :type scale: float
114
120
  """
115
121
 
116
122
  ...
gpu/platform/__init__.pyi CHANGED
@@ -1,3 +1,8 @@
1
+ """
2
+ This module provides access to GPU Platform definitions.
3
+
4
+ """
5
+
1
6
  import typing
2
7
 
3
8
  GenericType = typing.TypeVar("GenericType")
gpu/select/__init__.pyi CHANGED
@@ -1,3 +1,8 @@
1
+ """
2
+ This module provides access to selection.
3
+
4
+ """
5
+
1
6
  import typing
2
7
 
3
8
  GenericType = typing.TypeVar("GenericType")
gpu/shader/__init__.pyi CHANGED
@@ -1,3 +1,80 @@
1
+ """
2
+ This module provides access to GPUShader internal functions.
3
+
4
+ Built-in shaders
5
+
6
+ All built-in shaders have the mat4 ModelViewProjectionMatrix
7
+
8
+ uniform.
9
+
10
+ Its value must be modified using the gpu.matrix module.
11
+
12
+ FLAT_COLOR
13
+
14
+
15
+ Attributes: vec3 pos, vec4 color
16
+ Uniforms: none
17
+
18
+
19
+
20
+ IMAGE
21
+
22
+
23
+ Attributes: vec3 pos, vec2 texCoord
24
+ Uniforms: sampler2D image
25
+
26
+
27
+
28
+ IMAGE_COLOR
29
+
30
+
31
+ Attributes: vec3 pos, vec2 texCoord
32
+ Uniforms: sampler2D image, vec4 color
33
+
34
+
35
+
36
+ SMOOTH_COLOR
37
+
38
+
39
+ Attributes: vec3 pos, vec4 color
40
+ Uniforms: none
41
+
42
+
43
+
44
+ UNIFORM_COLOR
45
+
46
+
47
+ Attributes: vec3 pos
48
+ Uniforms: vec4 color
49
+
50
+
51
+
52
+ POLYLINE_FLAT_COLOR
53
+
54
+
55
+ Attributes: vec3 pos, vec4 color
56
+ Uniforms: vec2 viewportSize, float lineWidth
57
+
58
+
59
+
60
+ POLYLINE_SMOOTH_COLOR
61
+
62
+
63
+ Attributes: vec3 pos, vec4 color
64
+ Uniforms: vec2 viewportSize, float lineWidth
65
+
66
+
67
+
68
+ POLYLINE_UNIFORM_COLOR
69
+
70
+
71
+ Attributes: vec3 pos
72
+ Uniforms: vec2 viewportSize, float lineWidth
73
+
74
+
75
+
76
+ """
77
+
1
78
  import typing
2
79
 
3
80
  GenericType = typing.TypeVar("GenericType")