Support Blender 5.0
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@ -18,8 +18,8 @@
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bl_info = {
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"name": "Image Editor Plus",
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"author": "akaneyu",
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"version": (1, 10, 0),
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"blender": (3, 3, 0),
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"version": (1, 11, 0),
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"blender": (4, 2, 0),
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"location": "Image",
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"warning": "",
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"description": "",
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@ -1,5 +1,5 @@
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'''
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Copyright (C) 2020 - 2024 Akaneyu
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Copyright (C) 2020 - 2025 Akaneyu
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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@ -18,15 +18,12 @@
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import sys
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import math
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import gpu
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from gpu.shader import create_from_info
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from gpu_extras.batch import batch_for_shader
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from mathutils import Matrix, Vector
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import numpy as np
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default_vertex_shader = '''
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uniform mat4 ModelViewProjectionMatrix;
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in vec2 pos;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0, 1.0);
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@ -34,10 +31,6 @@ void main()
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'''
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default_fragment_shader = '''
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uniform vec4 color;
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out vec4 fragColor;
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void main()
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{
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fragColor = color;
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@ -45,34 +38,18 @@ void main()
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'''
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dotted_line_vertex_shader = '''
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uniform mat4 ModelViewProjectionMatrix;
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in vec2 pos;
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in float arcLength;
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out float arcLengthOut;
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void main()
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{
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arcLengthOut = arcLength;
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arcLengthInter = arcLength;
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0, 1.0);
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}
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'''
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dotted_line_fragment_shader = '''
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uniform float scale;
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uniform float offset;
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uniform vec4 color1;
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uniform vec4 color2;
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in float arcLengthOut;
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out vec4 fragColor;
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void main()
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{
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if (step(sin((arcLengthOut + offset) * scale), 0.5) == 1) {
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if (step(sin((arcLengthInter + offset) * scale), 0.5) == 1) {
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fragColor = color1;
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} else {
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fragColor = color2;
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@ -81,13 +58,6 @@ void main()
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'''
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image_vertex_shader = '''
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uniform mat4 ModelViewProjectionMatrix;
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in vec2 pos;
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in vec2 texCoord;
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out vec2 texCoordOut;
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0, 1.0);
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@ -96,12 +66,6 @@ void main()
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'''
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image_fragment_shader = '''
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uniform sampler2D image;
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in vec2 texCoordOut;
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out vec4 fragColor;
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void main()
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{
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fragColor = texture(image, texCoordOut);
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@ -118,18 +82,48 @@ def make_scale_matrix(scale):
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class UIRenderer:
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def __init__(self):
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self.default_shader = gpu.types.GPUShader(default_vertex_shader,
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default_fragment_shader)
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self.default_shader_u_color = self.default_shader.uniform_from_name("color")
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default_shader_info = gpu.types.GPUShaderCreateInfo()
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default_shader_info.push_constant('MAT4', 'ModelViewProjectionMatrix')
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default_shader_info.push_constant('VEC4', 'color')
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default_shader_info.vertex_in(0, 'VEC2', 'pos')
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default_shader_info.fragment_out(0, 'VEC4', 'fragColor')
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default_shader_info.vertex_source(default_vertex_shader)
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default_shader_info.fragment_source(default_fragment_shader)
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self.default_shader = create_from_info(default_shader_info)
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self.default_shader_u_color = self.default_shader.uniform_from_name('color')
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self.dotted_line_shader = gpu.types.GPUShader(dotted_line_vertex_shader,
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dotted_line_fragment_shader)
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dotted_line_shader_inter = gpu.types.GPUStageInterfaceInfo("dotted_line")
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dotted_line_shader_inter.smooth('FLOAT', "arcLengthInter")
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dotted_line_shader_info = gpu.types.GPUShaderCreateInfo()
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dotted_line_shader_info.push_constant('MAT4', 'ModelViewProjectionMatrix')
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dotted_line_shader_info.push_constant('FLOAT', 'scale')
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dotted_line_shader_info.push_constant('FLOAT', 'offset')
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dotted_line_shader_info.push_constant('VEC4', 'color1')
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dotted_line_shader_info.push_constant('VEC4', 'color2')
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dotted_line_shader_info.vertex_in(0, 'VEC2', 'pos')
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dotted_line_shader_info.vertex_in(1, 'FLOAT', 'arcLength')
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dotted_line_shader_info.vertex_out(dotted_line_shader_inter)
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dotted_line_shader_info.fragment_out(0, 'VEC4', 'fragColor')
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dotted_line_shader_info.vertex_source(dotted_line_vertex_shader)
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dotted_line_shader_info.fragment_source(dotted_line_fragment_shader)
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self.dotted_line_shader = create_from_info(dotted_line_shader_info)
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self.dotted_line_shader_u_color1 = self.dotted_line_shader.uniform_from_name("color1")
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self.dotted_line_shader_u_color2 = self.dotted_line_shader.uniform_from_name("color2")
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#self.image_shader = gpu.shader.from_builtin('2D_IMAGE')
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self.image_shader = gpu.types.GPUShader(image_vertex_shader,
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image_fragment_shader)
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image_shader_inter = gpu.types.GPUStageInterfaceInfo("image_shader")
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image_shader_inter.smooth('VEC2', "texCoordOut")
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image_shader_info = gpu.types.GPUShaderCreateInfo()
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image_shader_info.push_constant('MAT4', 'ModelViewProjectionMatrix')
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image_shader_info.sampler(0, 'FLOAT_2D', 'image')
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image_shader_info.vertex_in(0, 'VEC2', 'pos')
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image_shader_info.vertex_in(1, 'VEC2', 'texCoord')
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image_shader_info.vertex_out(image_shader_inter)
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image_shader_info.fragment_out(0, 'VEC4', 'fragColor')
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image_shader_info.vertex_source(image_vertex_shader)
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image_shader_info.fragment_source(image_fragment_shader)
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self.image_shader = create_from_info(image_shader_info)
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def render_selection_frame(self, pos, size, rot=0, scale=(1.0, 1.0)):
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width, height = size[0], size[1]
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