459 lines
13 KiB
Python
459 lines
13 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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import os
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import logging
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from typing import Optional, Tuple, Union
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import blf
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import bpy
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from bpy import app
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import gpu
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from gpu_extras.batch import batch_for_shader
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from .image_utils import IMG
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bk_logger = logging.getLogger(__name__)
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cached_images = {}
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cached_gpu_textures = {}
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_cached_image_shader: Optional[gpu.types.GPUShader] = None
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VERTEX_SHADER_LEGACY = """
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uniform mat4 ModelViewProjectionMatrix;
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in vec2 pos;
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in vec2 texCoord;
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out vec2 uv;
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void main()
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{
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uv = texCoord;
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gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0, 1.0);
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}
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"""
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FRAGMENT_SHADER_LEGACY = """
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in vec2 uv;
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out vec4 fragColor;
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uniform sampler2D image;
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uniform float transparency;
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uniform int color_space_mode;
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vec3 linear_to_srgb(vec3 linear_color)
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{
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vec3 cutoff = vec3(0.0031308);
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vec3 lower = linear_color * 12.92;
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vec3 higher = 1.055 * pow(max(linear_color, vec3(0.0)), vec3(1.0 / 2.4)) - 0.055;
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return mix(lower, higher, step(cutoff, linear_color));
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}
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void main()
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{
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vec4 color = texture(image, uv);
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if (color_space_mode == 1) {
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color.rgb = linear_to_srgb(color.rgb);
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}
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color.a *= transparency;
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fragColor = color;
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}
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"""
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def create_image_shader_info():
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"""Return GPU shader info for the runtime image shader."""
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shader_info = gpu.types.GPUShaderCreateInfo()
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shader_info.vertex_in(0, "VEC2", "pos")
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shader_info.vertex_in(1, "VEC2", "texCoord")
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stage_iface = gpu.types.GPUStageInterfaceInfo("uv_iface")
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stage_iface.smooth("VEC2", "uv")
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shader_info.vertex_out(stage_iface)
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shader_info.push_constant("MAT4", "ModelViewProjectionMatrix")
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shader_info.push_constant("FLOAT", "transparency")
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shader_info.push_constant("INT", "color_space_mode")
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shader_info.sampler(0, "FLOAT_2D", "image")
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shader_info.fragment_out(0, "VEC4", "fragColor")
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shader_info.vertex_source(
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"""
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void main()
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{
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uv = texCoord;
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gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0, 1.0);
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}
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"""
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)
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shader_info.fragment_source(
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"""
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void main()
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{
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vec4 color = texture(image, uv);
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if (color_space_mode == 1) {
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vec3 cutoff = vec3(0.0031308);
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vec3 lower = color.rgb * 12.92;
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vec3 higher = 1.055 * pow(max(color.rgb, vec3(0.0)), vec3(1.0 / 2.4)) - 0.055;
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color.rgb = mix(lower, higher, step(cutoff, color.rgb));
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}
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color.a *= transparency;
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fragColor = color;
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}
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"""
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)
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return shader_info
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def create_image_shader():
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"""Return a cached shader that supports transparency across Blender versions.
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Features:
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- sRGB conversion for UI overlays
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- transparency
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"""
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global _cached_image_shader
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if _cached_image_shader is not None:
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return _cached_image_shader
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shader = None
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create_info_supported = (
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hasattr(gpu, "shader")
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and hasattr(gpu.shader, "create_from_info")
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and hasattr(gpu.types, "GPUShaderCreateInfo")
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)
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if create_info_supported:
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try:
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shader_info = create_image_shader_info()
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shader = gpu.shader.create_from_info(shader_info)
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except Exception: # noqa: BLE001
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bk_logger.exception("Failed to create image shader")
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shader = None
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if shader is None:
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try:
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shader = gpu.types.GPUShader(VERTEX_SHADER_LEGACY, FRAGMENT_SHADER_LEGACY)
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except Exception: # noqa: BLE001
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bk_logger.exception("Failed to create image shader")
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if shader is None:
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# fallback to builtin shader
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# mainly for MacOS builds that have issues with custom shaders
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if app.version < (4, 0, 0):
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shader = gpu.shader.from_builtin("2D_IMAGE")
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else:
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shader = gpu.shader.from_builtin("IMAGE")
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_cached_image_shader = shader
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return shader
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def draw_rect(x, y, width, height, color):
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"""Used for drawing 2D rectangle backgrounds."""
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xmax = x + width
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ymax = y + height
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points = (
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(x, y), # (x, y)
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(x, ymax), # (x, y)
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(xmax, ymax), # (x, y)
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(xmax, y), # (x, y)
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)
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indices = ((0, 1, 2), (2, 3, 0))
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if app.version < (4, 0, 0):
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shader = gpu.shader.from_builtin("2D_UNIFORM_COLOR")
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else:
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shader = gpu.shader.from_builtin("UNIFORM_COLOR")
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batch = batch_for_shader(shader, "TRIS", {"pos": points}, indices=indices)
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gpu.state.blend_set("ALPHA")
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shader.bind()
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shader.uniform_float("color", color)
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batch.draw(shader)
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def draw_rect_outline(x, y, width, height, color, line_width=1.0):
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"""Used for drawing 2D rectangle outlines."""
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xmax = x + width
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ymax = y + height
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coords = (
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(x, y), # (x, y)
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(x, ymax), # (x, y)
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(xmax, ymax), # (x, y)
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(xmax, y), # (x, y)
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)
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indices = ((0, 1), (1, 2), (2, 3), (3, 0))
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if app.version < (4, 0, 0):
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shader = gpu.shader.from_builtin("2D_UNIFORM_COLOR")
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else:
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shader = gpu.shader.from_builtin("UNIFORM_COLOR")
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batch = batch_for_shader(shader, "LINES", {"pos": coords}, indices=indices)
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gpu.state.blend_set("ALPHA")
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gpu.state.line_width_set(line_width)
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shader.bind()
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shader.uniform_float("color", color)
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batch.draw(shader)
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def draw_line2d(x1, y1, x2, y2, width, color):
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"""Used for drawing line from dragged thumbnail to the 3D bounding box."""
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coords = ((x1, y1), (x2, y2))
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indices = ((0, 1),)
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if app.version < (4, 0, 0):
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shader = gpu.shader.from_builtin("2D_UNIFORM_COLOR")
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elif app.version < (4, 5, 0):
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shader = gpu.shader.from_builtin("UNIFORM_COLOR")
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else:
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shader_info = create_shader_info()
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shader = gpu.shader.create_from_info(shader_info)
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batch = batch_for_shader(shader, "LINES", {"pos": coords}, indices=indices)
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gpu.state.blend_set("ALPHA")
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shader.bind()
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shader.uniform_float("color", color)
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batch.draw(shader)
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def create_shader_info():
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"""Added for Blender 4.5+ in which the gpu.shader.from_builtin("UNIFORM_COLOR") silently stopped working.
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Interestingly for draw_rect_3d UNIFORM_COLOR still works just fine.
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https://github.com/BlenderKit/BlenderKit/issues/1574
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"""
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if app.version < (4, 5, 0):
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return bk_logger.warning("Unexpected call to create_shader_info()!")
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shader_info = gpu.types.GPUShaderCreateInfo()
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shader_info.vertex_in(0, "VEC3", "pos")
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shader_info.push_constant("MAT4", "ModelViewProjectionMatrix")
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shader_info.push_constant("VEC4", "color")
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shader_info.fragment_out(0, "VEC4", "fragColor")
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shader_info.vertex_source(
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"""
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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}
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"""
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)
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shader_info.fragment_source(
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"""
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void main() {
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fragColor = color;
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}
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"""
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)
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return shader_info
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def draw_lines(vertices, indices, color):
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"""Used for drawing 3D bounding box."""
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if app.version < (4, 0, 0):
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shader = gpu.shader.from_builtin("3D_UNIFORM_COLOR")
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elif app.version < (4, 5, 0):
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shader = gpu.shader.from_builtin("UNIFORM_COLOR")
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else:
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shader_info = create_shader_info()
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shader = gpu.shader.create_from_info(shader_info)
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batch = batch_for_shader(shader, "LINES", {"pos": vertices}, indices=indices)
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gpu.state.blend_set("ALPHA")
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shader.bind()
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shader.uniform_float("color", color)
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batch.draw(shader)
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def draw_rect_3d(coords, color):
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"""Used for drawing 3D rectangle backgrounds."""
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indices = [(0, 1, 2), (2, 3, 0)]
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if app.version < (4, 0, 0):
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shader = gpu.shader.from_builtin("3D_UNIFORM_COLOR")
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else:
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shader = gpu.shader.from_builtin("UNIFORM_COLOR")
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batch = batch_for_shader(shader, "TRIS", {"pos": coords}, indices=indices)
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gpu.state.blend_set("ALPHA")
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shader.bind()
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shader.uniform_float("color", color)
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batch.draw(shader)
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def _resolve_color_space_mode() -> int:
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"""Return shader color conversion mode for the current drawing context.
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area over non-3D means UI overlay, so we need to apply sRGB conversion."""
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area = getattr(bpy.context, "area", None)
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if area is None:
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return 0
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# Blender 5.0+ node editors already expect linear data, so avoid extra conversion there
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node_editor_types = {"NODE_EDITOR", "VIEW_3D"}
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if area.type in node_editor_types:
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return 0
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return 1
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def draw_image_runtime(
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x: float,
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y: float,
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width: float,
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height: float,
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image: Union[bpy.types.Image, IMG],
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transparency: Optional[float] = 1.0,
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crop: Tuple[float, float, float, float] = (0, 0, 1, 1),
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batch: Optional[gpu.types.GPUBatch] = None,
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) -> Optional[gpu.types.GPUBatch]:
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"""Draws an image at given location with given size.
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Returns:
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The batch object if successful, or None if the image is invalid.
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"""
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if not image.name or not image.filepath:
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return None
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image_shader = create_image_shader()
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texture = None
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ci = cached_images.get(image.filepath + "GPU_TEXTURE")
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if ci is not None:
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if (
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ci["x"] == x
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and ci["y"] == y
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and ci["width"] == width
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and ci["height"] == height
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):
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batch = ci["batch"]
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image_shader = ci["image_shader"]
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texture = ci["texture"]
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if not batch:
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coords = [(x, y), (x + width, y), (x, y + height), (x + width, y + height)]
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uvs = [
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(crop[0], crop[1]),
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(crop[2], crop[1]),
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(crop[0], crop[3]),
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(crop[2], crop[3]),
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]
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indices = [(0, 1, 2), (2, 1, 3)]
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batch = batch_for_shader(
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image_shader, "TRIS", {"pos": coords, "texCoord": uvs}, indices=indices
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)
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texture = path_to_gpu_texture(image.filepath)
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# tell shader to use the image that is bound to image unit 0
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cached_images[image.filepath + "GPU_TEXTURE"] = {
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"x": x,
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"y": y,
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"width": width,
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"height": height,
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"batch": batch,
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"image_shader": image_shader,
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"texture": texture,
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}
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if batch is None:
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return None
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if image_shader and texture:
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color_space_mode = _resolve_color_space_mode()
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gpu.state.blend_set("ALPHA")
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image_shader.bind()
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image_shader.uniform_sampler("image", texture)
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# may not be available in simple shader
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try:
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# set floats
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image_shader.uniform_float("transparency", transparency)
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# set color space mode
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image_shader.uniform_int("color_space_mode", color_space_mode)
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batch.draw(image_shader)
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except Exception:
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pass
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return batch
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def path_to_gpu_texture(path: str) -> Optional[gpu.types.GPUTexture]:
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"""Convert a Blender image to a GPU texture.
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Returns:
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The GPU texture if successful, or None if the image is invalid.
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"""
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# check if exists and is file [prevent exception for missing files]
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if path in cached_gpu_textures:
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return cached_gpu_textures[path]
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if not os.path.exists(path) or not os.path.isfile(path):
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# do not spam log with warnings, just return None
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return None
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img = bpy.data.images.load(path, check_existing=False)
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img.gl_load()
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tex = gpu.texture.from_image(img)
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cached_gpu_textures[path] = tex
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# # Clean up Blender image
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bpy.data.images.remove(img)
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return tex
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def get_text_size(font_id=0, text="", text_size=16, dpi=72):
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if app.version < (4, 0, 0):
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blf.size(font_id, text_size, dpi)
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else:
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blf.size(font_id, text_size)
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return blf.dimensions(font_id, text)
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def draw_text(text, x, y, size, color=(1, 1, 1, 0.5), halign="LEFT", valign="TOP"):
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font_id = 1
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if type(text) != str:
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text = str(text)
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blf.color(font_id, color[0], color[1], color[2], color[3])
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if app.version < (4, 0, 0):
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blf.size(font_id, size, 72)
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else:
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blf.size(font_id, size)
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if halign != "LEFT":
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width, height = blf.dimensions(font_id, text)
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if halign == "RIGHT":
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x -= width
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elif halign == "CENTER":
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x -= width // 2
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if valign == "CENTER":
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y -= height // 2
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# bottom could be here but there's no reason for it
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blf.position(font_id, x, y, 0)
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blf.draw(font_id, text)
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