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2021-02-16 11:48:43 +01:00

120 lines
2.9 KiB
Python

"""OpenGL drawing code for the texture browser.
Requires Blender 2.80 or newer.
"""
import typing
import bgl
import blf
import bpy
import gpu
from gpu_extras.batch import batch_for_shader
if bpy.app.background:
shader = None
texture_shader = None
else:
shader = gpu.shader.from_builtin("2D_UNIFORM_COLOR")
texture_shader = gpu.shader.from_builtin("2D_IMAGE")
Float2 = typing.Tuple[float, float]
Float3 = typing.Tuple[float, float, float]
Float4 = typing.Tuple[float, float, float, float]
def text(
pos2d: Float2,
display_text: typing.Union[str, typing.List[str]],
rgba: Float4 = (1.0, 1.0, 1.0, 1.0),
fsize=12,
align="L",
):
"""Draw text with the top-left corner at 'pos2d'."""
dpi = bpy.context.preferences.system.dpi
gap = 12
x_pos, y_pos = pos2d
font_id = 0
blf.size(font_id, fsize, dpi)
# Compute the height of one line.
mwidth, mheight = blf.dimensions(font_id, "Tp") # Use high and low letters.
mheight *= 1.5
# Split text into lines.
if isinstance(display_text, str):
mylines = display_text.split("\n")
else:
mylines = display_text
maxwidth = 0
maxheight = len(mylines) * mheight
for idx, line in enumerate(mylines):
text_width, text_height = blf.dimensions(font_id, line)
if align == "C":
newx = x_pos - text_width / 2
elif align == "R":
newx = x_pos - text_width - gap
else:
newx = x_pos
# Draw
blf.position(font_id, newx, y_pos - mheight * idx, 0)
blf.color(font_id, rgba[0], rgba[1], rgba[2], rgba[3])
blf.draw(font_id, " " + line)
# saves max width
if maxwidth < text_width:
maxwidth = text_width
return maxwidth, maxheight
def aabox(v1: Float2, v2: Float2, rgba: Float4):
"""Draw an axis-aligned box."""
coords = [
(v1[0], v1[1]),
(v1[0], v2[1]),
(v2[0], v2[1]),
(v2[0], v1[1]),
]
shader.bind()
shader.uniform_float("color", rgba)
batch = batch_for_shader(shader, "TRI_FAN", {"pos": coords})
batch.draw(shader)
def aabox_with_texture(v1: Float2, v2: Float2):
"""Draw an axis-aligned box with a texture."""
coords = [
(v1[0], v1[1]),
(v1[0], v2[1]),
(v2[0], v2[1]),
(v2[0], v1[1]),
]
texture_shader.bind()
texture_shader.uniform_int("image", 0)
batch = batch_for_shader(
texture_shader,
"TRI_FAN",
{
"pos": coords,
"texCoord": ((0, 0), (0, 1), (1, 1), (1, 0)),
},
)
batch.draw(texture_shader)
def bind_texture(texture: bpy.types.Image):
"""Bind a Blender image to a GL texture slot."""
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture.bindcode)
def load_texture(texture: bpy.types.Image) -> int:
"""Load the texture, return OpenGL error code."""
return texture.gl_load()