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Sybren A. Stüvel e74e014c66 Quick fix for Blender 2.80 texture loading
The `Image.gl_load()` call was changed in Blender commit
7ad802cf3ae500bc72863b6dba0f28a488fce3d1; the two parameters we were using
were removed.

This commit fixes the exception and makes the texture browser usable again,
but doesn't properly fix everything. The textures are drawn in the wrong
colour space, which will be fixed in another commit once I know how.
2019-05-17 11:09:57 +02:00

113 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()