Support Blender 5.0

This commit is contained in:
akaneyu 2025-12-23 22:03:43 +09:00
parent 628ccb5ce0
commit 354cc6e952
2 changed files with 29 additions and 32 deletions

View File

@ -18,8 +18,8 @@
bl_info = {
"name": "Symmetrize Texture",
"author": "akaneyu",
"version": (1, 3, 0),
"blender": (3, 3, 0),
"version": (1, 4, 0),
"blender": (4, 2, 0),
"location": "View3D",
"warning": "",
"description": "",

View File

@ -1,5 +1,5 @@
'''
Copyright (C) 2020 - 2024 Akaneyu
Copyright (C) 2020 - 2025 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
@ -16,15 +16,12 @@
'''
import gpu
from gpu.shader import create_from_info
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);
@ -32,10 +29,6 @@ void main()
'''
default_fragment_shader = '''
uniform vec4 color;
out vec4 fragColor;
void main()
{
fragColor = color;
@ -43,13 +36,6 @@ void main()
'''
dotted_line_vertex_shader = '''
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in float arcLength;
out float arcLengthInter;
void main()
{
arcLengthInter = arcLength;
@ -59,15 +45,6 @@ void main()
'''
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) {
@ -80,12 +57,32 @@ void main()
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")
default_shader_info = gpu.types.GPUShaderCreateInfo()
default_shader_info.push_constant('MAT4', 'ModelViewProjectionMatrix')
default_shader_info.push_constant('VEC4', 'color')
default_shader_info.vertex_in(0, 'VEC2', 'pos')
default_shader_info.fragment_out(0, 'VEC4', 'fragColor')
default_shader_info.vertex_source(default_vertex_shader)
default_shader_info.fragment_source(default_fragment_shader)
self.default_shader = create_from_info(default_shader_info)
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)
dotted_line_shader_inter = gpu.types.GPUStageInterfaceInfo("dotted_line")
dotted_line_shader_inter.smooth('FLOAT', "arcLengthInter")
dotted_line_shader_info = gpu.types.GPUShaderCreateInfo()
dotted_line_shader_info.push_constant('MAT4', 'ModelViewProjectionMatrix')
dotted_line_shader_info.push_constant('FLOAT', 'scale')
dotted_line_shader_info.push_constant('FLOAT', 'offset')
dotted_line_shader_info.push_constant('VEC4', 'color1')
dotted_line_shader_info.push_constant('VEC4', 'color2')
dotted_line_shader_info.vertex_in(0, 'VEC2', 'pos')
dotted_line_shader_info.vertex_in(1, 'FLOAT', 'arcLength')
dotted_line_shader_info.vertex_out(dotted_line_shader_inter)
dotted_line_shader_info.fragment_out(0, 'VEC4', 'fragColor')
dotted_line_shader_info.vertex_source(dotted_line_vertex_shader)
dotted_line_shader_info.fragment_source(dotted_line_fragment_shader)
self.dotted_line_shader = create_from_info(dotted_line_shader_info)
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")