bl-image-editor-plus/addon/ui_renderer.py

280 lines
7.9 KiB
Python

'''
Copyright (C) 2020 - 2024 Akaneyu
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
'''
import sys
import math
import gpu
from gpu_extras.batch import batch_for_shader
from mathutils import Matrix, Vector
import numpy as np
default_vertex_shader = '''
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0, 1.0);
}
'''
default_fragment_shader = '''
uniform vec4 color;
out vec4 fragColor;
void main()
{
fragColor = color;
}
'''
dotted_line_vertex_shader = '''
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in float arcLength;
out float arcLengthOut;
void main()
{
arcLengthOut = arcLength;
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0, 1.0);
}
'''
dotted_line_fragment_shader = '''
uniform float scale;
uniform float offset;
uniform vec4 color1;
uniform vec4 color2;
in float arcLengthOut;
out vec4 fragColor;
void main()
{
if (step(sin((arcLengthOut + offset) * scale), 0.5) == 1) {
fragColor = color1;
} else {
fragColor = color2;
}
}
'''
image_vertex_shader = '''
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in vec2 texCoord;
out vec2 texCoordOut;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0, 1.0);
texCoordOut = texCoord;
}
'''
image_fragment_shader = '''
uniform sampler2D image;
in vec2 texCoordOut;
out vec4 fragColor;
void main()
{
fragColor = texture(image, texCoordOut);
}
'''
def make_scale_matrix(scale):
return Matrix([
[scale[0], 0, 0, 0],
[0, scale[1], 0, 0],
[0, 0, 1.0, 0],
[0, 0, 0, 1.0]
])
class UIRenderer:
def __init__(self):
self.default_shader = gpu.types.GPUShader(default_vertex_shader,
default_fragment_shader)
self.default_shader_u_color = self.default_shader.uniform_from_name("color")
self.dotted_line_shader = gpu.types.GPUShader(dotted_line_vertex_shader,
dotted_line_fragment_shader)
self.dotted_line_shader_u_color1 = self.dotted_line_shader.uniform_from_name("color1")
self.dotted_line_shader_u_color2 = self.dotted_line_shader.uniform_from_name("color2")
#self.image_shader = gpu.shader.from_builtin('2D_IMAGE')
self.image_shader = gpu.types.GPUShader(image_vertex_shader,
image_fragment_shader)
def render_selection_frame(self, pos, size, rot=0, scale=(1.0, 1.0)):
width, height = size[0], size[1]
prev_blend = gpu.state.blend_get()
gpu.state.blend_set('ALPHA')
gpu.state.line_width_set(2.0)
with gpu.matrix.push_pop():
verts = [[0, 0], [0, height], [width, height], [width, 0], [0, 0]]
# T <= R <= S <= centering
mat = Matrix.Translation([pos[0] + width / 2.0, pos[1] + height / 2.0, 0]) \
@ Matrix.Rotation(rot, 4, 'Z') \
@ make_scale_matrix(scale) \
@ Matrix.Translation([-width / 2.0, -height / 2.0, 0])
for i, vert in enumerate(verts):
verts[i] = (mat @ Vector(vert + [0, 1]))[:2]
verts = np.array(verts, 'f')
arc_lengths = [0]
for a, b in zip(verts[:-1], verts[1:]):
arc_lengths.append(arc_lengths[-1] + np.linalg.norm(a - b))
batch = batch_for_shader(self.dotted_line_shader, 'LINE_STRIP',
{"pos": verts, "arcLength": arc_lengths})
self.dotted_line_shader.bind()
self.dotted_line_shader.uniform_float("scale", 0.6)
self.dotted_line_shader.uniform_float("offset", 0)
self.dotted_line_shader.uniform_vector_float(self.dotted_line_shader_u_color1,
np.array([1.0, 1.0, 1.0, 0.5], 'f'), 4)
self.dotted_line_shader.uniform_vector_float(self.dotted_line_shader_u_color2,
np.array([0.0, 0.0, 0.0, 0.5], 'f'), 4)
batch.draw(self.dotted_line_shader)
gpu.state.blend_set(prev_blend)
def render_image_sub(self, img, pos, size, rot, scale):
width, height = size[0], size[1]
texture = gpu.texture.from_image(img)
with gpu.matrix.push_pop():
gpu.matrix.translate([pos[0] + width / 2.0, pos[1] + height / 2.0])
gpu.matrix.multiply_matrix(
Matrix.Rotation(rot, 4, 'Z'))
gpu.matrix.scale(scale)
gpu.matrix.translate([-width / 2.0, -height / 2.0])
batch = batch_for_shader(self.image_shader, 'TRI_FAN',
{
"pos": [
(0, 0),
(width, 0),
size,
(0, height)
],
"texCoord": [(0, 0), (1, 0), (1, 1), (0, 1)]
})
self.image_shader.bind()
self.image_shader.uniform_sampler('image', texture)
batch.draw(self.image_shader)
def render_image(self, img, pos, size, rot=0, scale=(1.0, 1.0)):
prev_blend = gpu.state.blend_get()
gpu.state.blend_set('ALPHA')
self.render_image_sub(img, pos, size, rot, scale)
gpu.state.blend_set(prev_blend)
def render_image_offscreen(self, img, rot=0, scale=(1.0, 1.0)):
width, height = img.size[0], img.size[1]
box = [[0, 0], [width, 0], [0, height], [width, height]]
mat = Matrix.Rotation(rot, 4, 'Z') \
@ make_scale_matrix(scale) \
@ Matrix.Translation([-width / 2.0, -height / 2.0, 0])
min_x, min_y = sys.float_info.max, sys.float_info.max
max_x, max_y = -sys.float_info.max, -sys.float_info.max
# calculate bounding box
for pos in box:
pos = mat @ Vector(pos + [0, 1])
min_x = min(min_x, pos[0])
min_y = min(min_y, pos[1])
max_x = max(max_x, pos[0])
max_y = max(max_y, pos[1])
ofs_width = math.ceil(max_x - min_x)
ofs_height = math.ceil(max_y - min_y)
ofs = gpu.types.GPUOffScreen(ofs_width, ofs_height)
with ofs.bind():
fb = gpu.state.active_framebuffer_get()
fb.clear(color=(0.0, 0.0, 0.0, 0.0))
with gpu.matrix.push_pop():
gpu.matrix.load_projection_matrix(Matrix.Identity(4))
gpu.matrix.load_identity()
gpu.matrix.scale([1.0 / (ofs_width / 2.0), 1.0 / (ofs_height / 2.0)])
gpu.matrix.translate([-width / 2.0, -height / 2.0])
self.render_image_sub(img, [0, 0], [width, height], rot, scale)
buff = fb.read_color(0, 0, ofs_width, ofs_height, 4, 0, 'UBYTE')
ofs.free()
return buff, ofs_width, ofs_height
def render_info_box(self, pos1, pos2):
prev_blend = gpu.state.blend_get()
gpu.state.blend_set('ALPHA')
verts = [
pos1,
(pos2[0], pos1[1]),
(pos1[0], pos2[1]),
pos2
]
indices = [
(0, 1, 2),
(2, 1, 3)
]
batch = batch_for_shader(self.default_shader, 'TRIS',
{"pos": verts}, indices=indices)
self.default_shader.bind()
self.default_shader.uniform_vector_float(self.default_shader_u_color,
np.array([0, 0, 0, 0.7], 'f'), 4)
batch.draw(self.default_shader)
gpu.state.blend_set(prev_blend)