bl-symmetrize-texture/addon/ui_renderer.py

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2024-03-05 21:33:30 +09:00
'''
Copyright (C) 2020 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 time
import bpy
import bgl
import blf
import gpu
from gpu_extras.batch import batch_for_shader
from mathutils import Matrix
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 arcLengthInter;
void main()
{
arcLengthInter = 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 arcLengthInter;
out vec4 fragColor;
void main()
{
if (step(sin((arcLengthInter + offset) * scale), 0.5) == 1) {
fragColor = color1;
} else {
fragColor = color2;
}
}
'''
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")
def render_border(self, pos1, pos2):
bgl.glEnable(bgl.GL_BLEND)
bgl.glLineWidth(1.0)
batch = batch_for_shader(self.default_shader, 'LINES',
{"pos": [pos1, pos2]})
self.default_shader.bind()
self.default_shader.uniform_vector_float(self.default_shader_u_color,
np.array([1.0, 0.0, 1.0, 1.0], 'f'), 4)
batch.draw(self.default_shader)
err = bgl.glGetError()
if err != bgl.GL_NO_ERROR:
print('render_border')
print('OpenGL error:', err)
def render_arrow(self, center, angle):
bgl.glEnable(bgl.GL_BLEND)
bgl.glLineWidth(1.0)
gpu.matrix.load_identity()
with gpu.matrix.push_pop():
gpu.matrix.translate(center)
gpu.matrix.multiply_matrix(
Matrix.Rotation(angle, 4, 'Z'))
verts = [
(0, -50),
(100, -50),
(0, 50),
(100, 50),
(100, 0),
(200, 0),
(100, 100),
(100, -100)
]
indices = [
(0, 1, 2),
(2, 1, 3),
(4, 5, 6),
(4, 5, 7)
]
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([1.0, 1.0, 1.0, 0.5], 'f'), 4)
batch.draw(self.default_shader)
err = bgl.glGetError()
if err != bgl.GL_NO_ERROR:
print('render_arrow')
print('OpenGL error:', err)
def render_brush_frame(self, pos, radius):
bgl.glEnable(bgl.GL_BLEND)
bgl.glLineWidth(2.0)
verts = self.create_brush_frame_vertices(pos, radius)
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)
err = bgl.glGetError()
if err != bgl.GL_NO_ERROR:
print('render_brush_frame')
print('OpenGL error:', err)
def create_brush_frame_vertices(self, pos, radius):
segs = 32
theta = 2.0 * np.pi / segs
c = np.cos(theta)
s = np.sin(theta)
x = radius
y = 0
verts = []
for i in range(segs):
verts.append((x + pos[0], y + pos[1]))
t = x
x = c * x - s * y
y = s * t + c * y
verts.append(verts[0])
return np.array(verts, 'f')