# ##### BEGIN GPL LICENSE BLOCK ##### # # 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 2 # 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, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### import blf import gpu import logging from bpy import app from gpu_extras.batch import batch_for_shader bk_logger = logging.getLogger(__name__) def draw_rect(x, y, width, height, color): xmax = x + width ymax = y + height points = ( (x, y), # (x, y) (x, ymax), # (x, y) (xmax, ymax), # (x, y) (xmax, y), # (x, y) ) indices = ((0, 1, 2), (2, 3, 0)) if app.version < (4, 0, 0): shader = gpu.shader.from_builtin("2D_UNIFORM_COLOR") else: shader = gpu.shader.from_builtin("UNIFORM_COLOR") batch = batch_for_shader(shader, "TRIS", {"pos": points}, indices=indices) gpu.state.blend_set("ALPHA") shader.bind() shader.uniform_float("color", color) batch.draw(shader) def draw_line2d(x1, y1, x2, y2, width, color): """Used for drawing line from dragged thumbnail to the 3D bounding box.""" coords = ((x1, y1), (x2, y2)) indices = ((0, 1),) if app.version < (4, 0, 0): shader = gpu.shader.from_builtin("2D_UNIFORM_COLOR") elif app.version < (4, 5, 0): shader = gpu.shader.from_builtin("UNIFORM_COLOR") else: shader_info = create_shader_info() shader = gpu.shader.create_from_info(shader_info) batch = batch_for_shader(shader, "LINES", {"pos": coords}, indices=indices) gpu.state.blend_set("ALPHA") shader.bind() shader.uniform_float("color", color) batch.draw(shader) def create_shader_info(): """Added for Blender 4.5+ in which the gpu.shader.from_builtin("UNIFORM_COLOR") silently stopped working. Interestingly for draw_rect_3d UNIFORM_COLOR still works just fine. https://github.com/BlenderKit/BlenderKit/issues/1574 """ if app.version < (4, 5, 0): return bk_logger.warning("Unexpected call to create_shader_info()!") shader_info = gpu.types.GPUShaderCreateInfo() shader_info.vertex_in(0, "VEC3", "pos") shader_info.push_constant("MAT4", "ModelViewProjectionMatrix") shader_info.push_constant("VEC4", "color") shader_info.fragment_out(0, "VEC4", "fragColor") shader_info.vertex_source( """ void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); } """ ) shader_info.fragment_source( """ void main() { fragColor = color; } """ ) return shader_info def draw_lines(vertices, indices, color): """Used for drawing 3D bounding box.""" if app.version < (4, 0, 0): shader = gpu.shader.from_builtin("3D_UNIFORM_COLOR") elif app.version < (4, 5, 0): shader = gpu.shader.from_builtin("UNIFORM_COLOR") else: shader_info = create_shader_info() shader = gpu.shader.create_from_info(shader_info) batch = batch_for_shader(shader, "LINES", {"pos": vertices}, indices=indices) gpu.state.blend_set("ALPHA") shader.bind() shader.uniform_float("color", color) batch.draw(shader) def draw_rect_3d(coords, color): indices = [(0, 1, 2), (2, 3, 0)] if app.version < (4, 0, 0): shader = gpu.shader.from_builtin("3D_UNIFORM_COLOR") else: shader = gpu.shader.from_builtin("UNIFORM_COLOR") batch = batch_for_shader(shader, "TRIS", {"pos": coords}, indices=indices) shader.uniform_float("color", color) gpu.state.blend_set("ALPHA") batch.draw(shader) cached_images = {} def draw_image(x, y, width, height, image, transparency, crop=(0, 0, 1, 1), batch=None): # draw_rect(x,y, width, height, (.5,0,0,.5)) try: image.name except: print("Image is invalid- draw function") return ci = cached_images.get(image.filepath) if ci is not None: if ( ci["x"] == x and ci["y"] == y and ci["width"] == width and ci["height"] == height ): batch = ci["batch"] image_shader = ci["image_shader"] texture = ci["texture"] if not batch: coords = [(x, y), (x + width, y), (x, y + height), (x + width, y + height)] uvs = [ (crop[0], crop[1]), (crop[2], crop[1]), (crop[0], crop[3]), (crop[2], crop[3]), ] indices = [(0, 1, 2), (2, 1, 3)] if app.version < (4, 0, 0): image_shader = gpu.shader.from_builtin("2D_IMAGE") else: image_shader = gpu.shader.from_builtin("IMAGE") batch = batch_for_shader( image_shader, "TRIS", {"pos": coords, "texCoord": uvs}, indices=indices ) texture = gpu.texture.from_image(image) # tell shader to use the image that is bound to image unit 0 cached_images[image.filepath] = { "x": x, "y": y, "width": width, "height": height, "batch": batch, "image_shader": image_shader, "texture": texture, } # send image to gpu if it isn't there already if image.gl_load(): raise Exception() # texture = gpu.texture.from_image(image) gpu.state.blend_set("ALPHA") image_shader.bind() image_shader.uniform_sampler("image", texture) batch.draw(image_shader) return batch def get_text_size(font_id=0, text="", text_size=16, dpi=72): if app.version < (4, 0, 0): blf.size(font_id, text_size, dpi) else: blf.size(font_id, text_size) return blf.dimensions(font_id, text) def draw_text(text, x, y, size, color=(1, 1, 1, 0.5), halign="LEFT", valign="TOP"): font_id = 1 if type(text) != str: text = str(text) blf.color(font_id, color[0], color[1], color[2], color[3]) if app.version < (4, 0, 0): blf.size(font_id, size, 72) else: blf.size(font_id, size) if halign != "LEFT": width, height = blf.dimensions(font_id, text) if halign == "RIGHT": x -= width elif halign == "CENTER": x -= width // 2 if valign == "CENTER": y -= height // 2 # bottom could be here but there's no reason for it blf.position(font_id, x, y, 0) blf.draw(font_id, text)