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blender-portable-repo/extensions/user_default/blenderkit/ui_bgl.py
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2026-03-17 14:58:51 -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 os
import logging
from typing import Optional, Tuple, Union
import blf
import bpy
from bpy import app
import gpu
from gpu_extras.batch import batch_for_shader
from .image_utils import IMG
bk_logger = logging.getLogger(__name__)
cached_images = {}
cached_gpu_textures = {}
_cached_image_shader: Optional[gpu.types.GPUShader] = None
VERTEX_SHADER_LEGACY = """
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in vec2 texCoord;
out vec2 uv;
void main()
{
uv = texCoord;
gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0, 1.0);
}
"""
FRAGMENT_SHADER_LEGACY = """
in vec2 uv;
out vec4 fragColor;
uniform sampler2D image;
uniform float transparency;
uniform int color_space_mode;
vec3 linear_to_srgb(vec3 linear_color)
{
vec3 cutoff = vec3(0.0031308);
vec3 lower = linear_color * 12.92;
vec3 higher = 1.055 * pow(max(linear_color, vec3(0.0)), vec3(1.0 / 2.4)) - 0.055;
return mix(lower, higher, step(cutoff, linear_color));
}
void main()
{
vec4 color = texture(image, uv);
if (color_space_mode == 1) {
color.rgb = linear_to_srgb(color.rgb);
}
color.a *= transparency;
fragColor = color;
}
"""
def create_image_shader_info():
"""Return GPU shader info for the runtime image shader."""
shader_info = gpu.types.GPUShaderCreateInfo()
shader_info.vertex_in(0, "VEC2", "pos")
shader_info.vertex_in(1, "VEC2", "texCoord")
stage_iface = gpu.types.GPUStageInterfaceInfo("uv_iface")
stage_iface.smooth("VEC2", "uv")
shader_info.vertex_out(stage_iface)
shader_info.push_constant("MAT4", "ModelViewProjectionMatrix")
shader_info.push_constant("FLOAT", "transparency")
shader_info.push_constant("INT", "color_space_mode")
shader_info.sampler(0, "FLOAT_2D", "image")
shader_info.fragment_out(0, "VEC4", "fragColor")
shader_info.vertex_source(
"""
void main()
{
uv = texCoord;
gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0, 1.0);
}
"""
)
shader_info.fragment_source(
"""
void main()
{
vec4 color = texture(image, uv);
if (color_space_mode == 1) {
vec3 cutoff = vec3(0.0031308);
vec3 lower = color.rgb * 12.92;
vec3 higher = 1.055 * pow(max(color.rgb, vec3(0.0)), vec3(1.0 / 2.4)) - 0.055;
color.rgb = mix(lower, higher, step(cutoff, color.rgb));
}
color.a *= transparency;
fragColor = color;
}
"""
)
return shader_info
def create_image_shader():
"""Return a cached shader that supports transparency across Blender versions.
Features:
- sRGB conversion for UI overlays
- transparency
"""
global _cached_image_shader
if _cached_image_shader is not None:
return _cached_image_shader
shader = None
create_info_supported = (
hasattr(gpu, "shader")
and hasattr(gpu.shader, "create_from_info")
and hasattr(gpu.types, "GPUShaderCreateInfo")
)
if create_info_supported:
try:
shader_info = create_image_shader_info()
shader = gpu.shader.create_from_info(shader_info)
except Exception: # noqa: BLE001
bk_logger.exception("Failed to create image shader")
shader = None
if shader is None:
try:
shader = gpu.types.GPUShader(VERTEX_SHADER_LEGACY, FRAGMENT_SHADER_LEGACY)
except Exception: # noqa: BLE001
bk_logger.exception("Failed to create image shader")
if shader is None:
# fallback to builtin shader
# mainly for MacOS builds that have issues with custom shaders
if app.version < (4, 0, 0):
shader = gpu.shader.from_builtin("2D_IMAGE")
else:
shader = gpu.shader.from_builtin("IMAGE")
_cached_image_shader = shader
return shader
def draw_rect(x, y, width, height, color):
"""Used for drawing 2D rectangle backgrounds."""
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_rect_outline(x, y, width, height, color, line_width=1.0):
"""Used for drawing 2D rectangle outlines."""
xmax = x + width
ymax = y + height
coords = (
(x, y), # (x, y)
(x, ymax), # (x, y)
(xmax, ymax), # (x, y)
(xmax, y), # (x, y)
)
indices = ((0, 1), (1, 2), (2, 3), (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, "LINES", {"pos": coords}, indices=indices)
gpu.state.blend_set("ALPHA")
gpu.state.line_width_set(line_width)
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):
"""Used for drawing 3D rectangle backgrounds."""
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)
gpu.state.blend_set("ALPHA")
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
def _resolve_color_space_mode() -> int:
"""Return shader color conversion mode for the current drawing context.
area over non-3D means UI overlay, so we need to apply sRGB conversion."""
area = getattr(bpy.context, "area", None)
if area is None:
return 0
# Blender 5.0+ node editors already expect linear data, so avoid extra conversion there
node_editor_types = {"NODE_EDITOR", "VIEW_3D"}
if area.type in node_editor_types:
return 0
return 1
def draw_image_runtime(
x: float,
y: float,
width: float,
height: float,
image: Union[bpy.types.Image, IMG],
transparency: Optional[float] = 1.0,
crop: Tuple[float, float, float, float] = (0, 0, 1, 1),
batch: Optional[gpu.types.GPUBatch] = None,
) -> Optional[gpu.types.GPUBatch]:
"""Draws an image at given location with given size.
Returns:
The batch object if successful, or None if the image is invalid.
"""
if not image.name or not image.filepath:
return None
image_shader = create_image_shader()
texture = None
ci = cached_images.get(image.filepath + "GPU_TEXTURE")
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)]
batch = batch_for_shader(
image_shader, "TRIS", {"pos": coords, "texCoord": uvs}, indices=indices
)
texture = path_to_gpu_texture(image.filepath)
# tell shader to use the image that is bound to image unit 0
cached_images[image.filepath + "GPU_TEXTURE"] = {
"x": x,
"y": y,
"width": width,
"height": height,
"batch": batch,
"image_shader": image_shader,
"texture": texture,
}
if batch is None:
return None
if image_shader and texture:
color_space_mode = _resolve_color_space_mode()
gpu.state.blend_set("ALPHA")
image_shader.bind()
image_shader.uniform_sampler("image", texture)
# may not be available in simple shader
try:
# set floats
image_shader.uniform_float("transparency", transparency)
# set color space mode
image_shader.uniform_int("color_space_mode", color_space_mode)
batch.draw(image_shader)
except Exception:
pass
return batch
def path_to_gpu_texture(path: str) -> Optional[gpu.types.GPUTexture]:
"""Convert a Blender image to a GPU texture.
Returns:
The GPU texture if successful, or None if the image is invalid.
"""
# check if exists and is file [prevent exception for missing files]
if path in cached_gpu_textures:
return cached_gpu_textures[path]
if not os.path.exists(path) or not os.path.isfile(path):
# do not spam log with warnings, just return None
return None
img = bpy.data.images.load(path, check_existing=False)
img.gl_load()
tex = gpu.texture.from_image(img)
cached_gpu_textures[path] = tex
# # Clean up Blender image
bpy.data.images.remove(img)
return tex
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)