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blender-portable-repo/extensions/user_default/blenderkit/ui_bgl.py
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2026-03-17 14:30:01 -06:00

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Python

# ##### 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)