Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
86 lines
2.8 KiB
Python
86 lines
2.8 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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def draw_circle_2d(position, color, radius, *, segments=32):
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"""
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Draw a circle.
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:arg position: Position where the circle will be drawn.
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:type position: 2D Vector
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:arg color: Color of the circle. To use transparency GL_BLEND has to be enabled.
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:type color: tuple containing RGBA values
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:arg radius: Radius of the circle.
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:type radius: float
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:arg segments: How many segments will be used to draw the circle.
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Higher values give besser results but the drawing will take longer.
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:type segments: int
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"""
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from math import sin, cos, pi
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import gpu
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from gpu.types import (
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GPUBatch,
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GPUVertBuf,
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GPUVertFormat,
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)
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if segments <= 0:
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raise ValueError("Amount of segments must be greater than 0.")
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with gpu.matrix.push_pop():
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gpu.matrix.translate(position)
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gpu.matrix.scale_uniform(radius)
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mul = (1.0 / (segments - 1)) * (pi * 2)
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verts = [(sin(i * mul), cos(i * mul)) for i in range(segments)]
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fmt = GPUVertFormat()
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pos_id = fmt.attr_add(id="pos", comp_type='F32', len=2, fetch_mode='FLOAT')
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vbo = GPUVertBuf(len=len(verts), format=fmt)
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vbo.attr_fill(id=pos_id, data=verts)
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batch = GPUBatch(type='LINE_STRIP', buf=vbo)
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shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
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batch.program_set(shader)
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shader.uniform_float("color", color)
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batch.draw()
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def draw_texture_2d(texture, position, width, height):
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"""
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Draw a 2d texture.
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:arg texture: GPUTexture to draw (e.g. gpu.texture.from_image(image) for :class:`bpy.types.Image`).
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:type texture: :class:`gpu.types.GPUTexture`
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:arg position: Position of the lower left corner.
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:type position: 2D Vector
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:arg width: Width of the image when drawn (not necessarily
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the original width of the texture).
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:type width: float
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:arg height: Height of the image when drawn.
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:type height: float
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"""
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import gpu
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from . batch import batch_for_shader
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coords = ((0, 0), (1, 0), (1, 1), (0, 1))
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shader = gpu.shader.from_builtin('2D_IMAGE')
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batch = batch_for_shader(
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shader, 'TRI_FAN',
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{"pos": coords, "texCoord": coords},
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)
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with gpu.matrix.push_pop():
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gpu.matrix.translate(position)
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gpu.matrix.scale((width, height))
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shader = gpu.shader.from_builtin('2D_IMAGE')
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shader.bind()
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if isinstance(texture, int):
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# Call the legacy bgl to not break the existing API
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import bgl
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bgl.glActiveTexture(bgl.GL_TEXTURE0)
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture)
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shader.uniform_int("image", 0)
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else:
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shader.uniform_sampler("image", texture)
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batch.draw(shader)
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