# SPDX-License-Identifier: GPL-2.0-or-later def draw_circle_2d(position, color, radius, *, segments=32): """ Draw a circle. :arg position: Position where the circle will be drawn. :type position: 2D Vector :arg color: Color of the circle. To use transparency GL_BLEND has to be enabled. :type color: tuple containing RGBA values :arg radius: Radius of the circle. :type radius: float :arg segments: How many segments will be used to draw the circle. Higher values give besser results but the drawing will take longer. :type segments: int """ from math import sin, cos, pi import gpu from gpu.types import ( GPUBatch, GPUVertBuf, GPUVertFormat, ) if segments <= 0: raise ValueError("Amount of segments must be greater than 0.") with gpu.matrix.push_pop(): gpu.matrix.translate(position) gpu.matrix.scale_uniform(radius) mul = (1.0 / (segments - 1)) * (pi * 2) verts = [(sin(i * mul), cos(i * mul)) for i in range(segments)] fmt = GPUVertFormat() pos_id = fmt.attr_add(id="pos", comp_type='F32', len=2, fetch_mode='FLOAT') vbo = GPUVertBuf(len=len(verts), format=fmt) vbo.attr_fill(id=pos_id, data=verts) batch = GPUBatch(type='LINE_STRIP', buf=vbo) shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR') batch.program_set(shader) shader.uniform_float("color", color) batch.draw() def draw_texture_2d(texture, position, width, height): """ Draw a 2d texture. :arg texture: GPUTexture to draw (e.g. gpu.texture.from_image(image) for :class:`bpy.types.Image`). :type texture: :class:`gpu.types.GPUTexture` :arg position: Position of the lower left corner. :type position: 2D Vector :arg width: Width of the image when drawn (not necessarily the original width of the texture). :type width: float :arg height: Height of the image when drawn. :type height: float """ import gpu from . batch import batch_for_shader coords = ((0, 0), (1, 0), (1, 1), (0, 1)) shader = gpu.shader.from_builtin('2D_IMAGE') batch = batch_for_shader( shader, 'TRI_FAN', {"pos": coords, "texCoord": coords}, ) with gpu.matrix.push_pop(): gpu.matrix.translate(position) gpu.matrix.scale((width, height)) shader = gpu.shader.from_builtin('2D_IMAGE') shader.bind() if isinstance(texture, int): # Call the legacy bgl to not break the existing API import bgl bgl.glActiveTexture(bgl.GL_TEXTURE0) bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture) shader.uniform_int("image", 0) else: shader.uniform_sampler("image", texture) batch.draw(shader)