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blender-archive/release/scripts/modules/gpu_extras/presets.py
Germano Cavalcante 2ce8b01c59 PyGPU: call 'GPU_shader_bind' in 'GPUShader.uniform_' methods
This simplifies python code.

When we call a method like shader.uniform_float("color", (1,1,1,1)),
we expect the shader's uniform to be updated regardless of whether the
shader is bound or not.

And `batch.draw()` already calls `GPU_shader_bind` inside.

Differential Revision: https://developer.blender.org/D15929
2022-09-19 09:40:20 -03:00

92 lines
3.1 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
def draw_circle_2d(position, color, radius, *, segments=None):
"""
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 better results but the drawing will take longer.
If None or not specified, an automatic value will be calculated.
:type segments: int or None
"""
from math import sin, cos, pi, ceil, acos
import gpu
from gpu.types import (
GPUBatch,
GPUVertBuf,
GPUVertFormat,
)
if segments is None:
max_pixel_error = 0.25 # TODO: multiply 0.5 by display dpi
segments = int(ceil(pi / acos(1.0 - max_pixel_error / radius)))
segments = max(segments, 8)
segments = min(segments, 1000)
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('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('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('IMAGE')
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)