Attract: draw using the GPU module
The drawing is rather primitive, but it works.
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57aadc1817
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@ -18,9 +18,12 @@
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# <pep8 compliant>
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import bpy
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import logging
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import collections
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import typing
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import bpy
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import bgl
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import gpu
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log = logging.getLogger(__name__)
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@ -34,10 +37,74 @@ strip_status_colour = {
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'todo': (1.0, 0.5019607843137255, 0.5019607843137255)
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}
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CONFLICT_COLOUR = (0.576, 0.118, 0.035) # RGB tuple
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CONFLICT_COLOUR = (0.576, 0.118, 0.035, 1.0) # RGBA tuple
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gpu_vertex_shader = '''
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uniform mat4 ModelViewProjectionMatrix;
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec4 color;
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out vec4 lineColor; // output to the fragment shader
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos.x, pos.y, 0.0, 1.0);
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lineColor = color;
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}
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'''
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gpu_fragment_shader = '''
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out vec4 fragColor;
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in vec4 lineColor;
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void main()
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{
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fragColor = lineColor;
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}
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'''
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Float2 = typing.Tuple[float, float]
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Float3 = typing.Tuple[float, float, float]
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Float4 = typing.Tuple[float, float, float, float]
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def get_strip_rectf(strip):
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class AttractLineDrawer:
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def __init__(self):
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self._format = gpu.types.GPUVertFormat()
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self._pos_id = self._format.attr_add(
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id="pos",
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comp_type="F32",
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len=2,
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fetch_mode="FLOAT")
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self._color_id = self._format.attr_add(
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id="color",
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comp_type="F32",
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len=4,
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fetch_mode="FLOAT")
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self.shader = gpu.types.GPUShader(gpu_vertex_shader, gpu_fragment_shader)
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def draw(self,
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coords: typing.List[Float2],
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colors: typing.List[Float4]):
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if not coords:
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return
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bgl.glEnable(bgl.GL_BLEND)
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bgl.glLineWidth(2.0)
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vbo = gpu.types.GPUVertBuf(len=len(coords), format=self._format)
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vbo.attr_fill(id=self._pos_id, data=coords)
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vbo.attr_fill(id=self._color_id, data=colors)
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batch = gpu.types.GPUBatch(type="LINES", buf=vbo)
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batch.program_set(self.shader)
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batch.draw()
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def get_strip_rectf(strip) -> Float4:
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# Get x and y in terms of the grid's frames and channels
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x1 = strip.frame_final_start
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x2 = strip.frame_final_end
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@ -47,59 +114,56 @@ def get_strip_rectf(strip):
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return x1, y1, x2, y2
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def draw_underline_in_strip(strip_coords, pixel_size_x, color):
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from bgl import glColor4f, glRectf, glEnable, glDisable, GL_BLEND
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import bgl
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context = bpy.context
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def underline_in_strip(strip_coords: Float4,
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pixel_size_x: float,
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color: Float4,
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out_coords: typing.List[Float2],
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out_colors: typing.List[Float4]):
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# Strip coords
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s_x1, s_y1, s_x2, s_y2 = strip_coords
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# be careful not to draw over the current frame line
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cf_x = context.scene.frame_current_final
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cf_x = bpy.context.scene.frame_current_final
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bgl.glPushAttrib(bgl.GL_COLOR_BUFFER_BIT | bgl.GL_LINE_BIT)
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# TODO(Sybren): figure out how to pass one colour per line,
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# instead of one colour per vertex.
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out_coords.append((s_x1, s_y1))
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out_colors.append(color)
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glColor4f(*color)
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glEnable(GL_BLEND)
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bgl.glLineWidth(2)
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bgl.glBegin(bgl.GL_LINES)
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bgl.glVertex2f(s_x1, s_y1)
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if s_x1 < cf_x < s_x2:
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# Bad luck, the line passes our strip
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bgl.glVertex2f(cf_x - pixel_size_x, s_y1)
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bgl.glVertex2f(cf_x + pixel_size_x, s_y1)
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bgl.glVertex2f(s_x2, s_y1)
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# Bad luck, the line passes our strip, so draw two lines.
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out_coords.append((cf_x - pixel_size_x, s_y1))
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out_colors.append(color)
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bgl.glEnd()
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bgl.glPopAttrib()
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out_coords.append((cf_x + pixel_size_x, s_y1))
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out_colors.append(color)
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out_coords.append((s_x2, s_y1))
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out_colors.append(color)
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def draw_strip_conflict(strip_coords, pixel_size_x):
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def strip_conflict(strip_coords: Float4,
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out_coords: typing.List[Float2],
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out_colors: typing.List[Float4]):
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"""Draws conflicting states between strips."""
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import bgl
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s_x1, s_y1, s_x2, s_y2 = strip_coords
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bgl.glPushAttrib(bgl.GL_COLOR_BUFFER_BIT | bgl.GL_LINE_BIT)
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# Always draw the full rectangle, the conflict should be resolved and thus stand out.
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bgl.glColor3f(*CONFLICT_COLOUR)
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bgl.glLineWidth(2)
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# TODO(Sybren): draw a rectangle instead of a line.
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out_coords.append((s_x1, s_y2))
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out_colors.append(CONFLICT_COLOUR)
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bgl.glBegin(bgl.GL_LINE_LOOP)
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bgl.glVertex2f(s_x1, s_y1)
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bgl.glVertex2f(s_x2, s_y1)
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bgl.glVertex2f(s_x2, s_y2)
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bgl.glVertex2f(s_x1, s_y2)
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bgl.glEnd()
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out_coords.append((s_x2, s_y1))
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out_colors.append(CONFLICT_COLOUR)
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bgl.glPopAttrib()
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out_coords.append((s_x2, s_y2))
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out_colors.append(CONFLICT_COLOUR)
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out_coords.append((s_x1, s_y1))
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out_colors.append(CONFLICT_COLOUR)
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def draw_callback_px():
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def draw_callback_px(line_drawer: AttractLineDrawer):
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context = bpy.context
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if not context.scene.sequence_editor:
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@ -115,6 +179,10 @@ def draw_callback_px():
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strips = shown_strips(context)
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coords: typing.List[Float2] = []
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colors: typing.List[Float4] = []
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# Collect all the lines (vertex coords + vertex colours) to draw.
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for strip in strips:
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if not strip.atc_object_id:
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continue
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@ -124,7 +192,7 @@ def draw_callback_px():
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# check if any of the coordinates are out of bounds
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if strip_coords[0] > xwin2 or strip_coords[2] < xwin1 or strip_coords[1] > ywin2 or \
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strip_coords[3] < ywin1:
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strip_coords[3] < ywin1:
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continue
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# Draw
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@ -136,9 +204,11 @@ def draw_callback_px():
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alpha = 1.0 if strip.atc_is_synced else 0.5
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draw_underline_in_strip(strip_coords, pixel_size_x, color + (alpha,))
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underline_in_strip(strip_coords, pixel_size_x, color + (alpha,), coords, colors)
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if strip.atc_is_synced and strip.atc_object_id_conflict:
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draw_strip_conflict(strip_coords, pixel_size_x)
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strip_conflict(strip_coords, coords, colors)
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line_drawer.draw(coords, colors)
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def tag_redraw_all_sequencer_editors():
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@ -162,8 +232,9 @@ def callback_enable():
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if cb_handle:
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return
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line_drawer = AttractLineDrawer()
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cb_handle[:] = bpy.types.SpaceSequenceEditor.draw_handler_add(
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draw_callback_px, (), 'WINDOW', 'POST_VIEW'),
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draw_callback_px, (line_drawer,), 'WINDOW', 'POST_VIEW'),
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tag_redraw_all_sequencer_editors()
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