Collection Manager: Replace deprecated bgl module. Task: T69577 #104703

Merged
3 changed files with 78 additions and 63 deletions
Showing only changes of commit 68c40c2a74 - Show all commits

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@ -6,8 +6,8 @@ bl_info = {
"name": "Collection Manager",
"description": "Manage collections and their objects",
"author": "Ryan Inch",
"version": (2, 24, 4),
"blender": (2, 80, 0),
"version": (2, 24, 5),
"blender": (3, 0, 0),
"location": "View3D - Object Mode (Shortcut - M)",
"warning": '', # used for warning icon and text in addons panel
"doc_url": "{BLENDER_MANUAL_URL}/addons/interface/collection_manager.html",

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@ -764,7 +764,7 @@ class CMSendReport(Operator):
if length > max_len:
max_len = length
return wm.invoke_popup(self, width=(30 + (max_len*5.5)))
return wm.invoke_popup(self, width=int(30 + (max_len*5.5)))
def execute(self, context):
self.report({'INFO'}, self.message)

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@ -5,7 +5,6 @@
import time
from math import cos, sin, pi, floor
import bpy
import bgl
import blf
import gpu
from gpu_extras.batch import batch_for_shader
@ -91,15 +90,12 @@ def draw_rounded_rect(area, shader, color, tl=5, tr=5, bl=5, br=5, outline=False
bl = round(bl * scale_factor())
br = round(br * scale_factor())
bgl.glEnable(bgl.GL_BLEND)
gpu.state.blend_set('ALPHA')
if outline:
thickness = round(2 * scale_factor())
thickness = max(thickness, 2)
bgl.glLineWidth(thickness)
bgl.glEnable(bgl.GL_LINE_SMOOTH)
bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
thickness = round(1 * scale_factor())
thickness = max(thickness, 1)
shader.uniform_float("lineWidth", thickness)
draw_type = 'TRI_FAN' if not outline else 'LINE_STRIP'
@ -115,10 +111,15 @@ def draw_rounded_rect(area, shader, color, tl=5, tr=5, bl=5, br=5, outline=False
sine = tl * sin(side * 2 * pi / sides) + vert_y
vertices.append((cosine,sine))
batch = batch_for_shader(shader, draw_type, {"pos": vertices})
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
if not outline:
batch = batch_for_shader(shader, draw_type, {"pos": vertices})
shader.bind()

shader.bind() is no longer needed here.

`shader.bind()` is no longer needed here.
shader.uniform_float("color", color)
batch.draw(shader)
else:
batch = batch_for_shader(shader, draw_type, {"pos": [(v[0], v[1], 0) for v in vertices], "color": [color for v in vertices]})

This looks like a change unrelated to the removal of the bgl module.
It should be in a separate commit.

This looks like a change unrelated to the removal of the bgl module. It should be in a separate commit.
Review

No, this is related. I needed to add a separate line shader to work with the new approved methods, so this handles that.

No, this is related. I needed to add a separate line shader to work with the new approved methods, so this handles that.
shader.bind()

shader.bind() is no needed here.

`shader.bind()` is no needed here.
batch.draw(shader)
# top right corner
vert_x = area["vert"][0] + area["width"] - tr
@ -132,10 +133,15 @@ def draw_rounded_rect(area, shader, color, tl=5, tr=5, bl=5, br=5, outline=False
sine = tr * sin(side * 2 * pi / sides) + vert_y
vertices.append((cosine,sine))
batch = batch_for_shader(shader, draw_type, {"pos": vertices})
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
if not outline:
batch = batch_for_shader(shader, draw_type, {"pos": vertices})
shader.bind()

shader.bind() is no longer needed here.

shader.bind() is no longer needed here.
shader.uniform_float("color", color)
batch.draw(shader)
else:
batch = batch_for_shader(shader, draw_type, {"pos": [(v[0], v[1], 0) for v in vertices], "color": [color for v in vertices]})
shader.bind()

shader.bind() is no needed here.

shader.bind() is no needed here.
batch.draw(shader)
# bottom left corner
vert_x = area["vert"][0] + bl
@ -149,10 +155,15 @@ def draw_rounded_rect(area, shader, color, tl=5, tr=5, bl=5, br=5, outline=False
sine = bl * sin(side * 2 * pi / sides) + vert_y
vertices.append((cosine,sine))
batch = batch_for_shader(shader, draw_type, {"pos": vertices})
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
if not outline:
batch = batch_for_shader(shader, draw_type, {"pos": vertices})
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
else:
batch = batch_for_shader(shader, draw_type, {"pos": [(v[0], v[1], 0) for v in vertices], "color": [color for v in vertices]})
shader.bind()
batch.draw(shader)
# bottom right corner
vert_x = area["vert"][0] + area["width"] - br
@ -166,10 +177,15 @@ def draw_rounded_rect(area, shader, color, tl=5, tr=5, bl=5, br=5, outline=False
sine = br * sin(side * 2 * pi / sides) + vert_y
vertices.append((cosine,sine))
batch = batch_for_shader(shader, draw_type, {"pos": vertices})
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
if not outline:
batch = batch_for_shader(shader, draw_type, {"pos": vertices})
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
else:
batch = batch_for_shader(shader, draw_type, {"pos": [(v[0], v[1], 0) for v in vertices], "color": [color for v in vertices]})
shader.bind()
batch.draw(shader)
if not outline:
vertices = []
@ -249,6 +265,7 @@ def draw_rounded_rect(area, shader, color, tl=5, tr=5, bl=5, br=5, outline=False
])
batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
@ -263,7 +280,8 @@ def draw_rounded_rect(area, shader, color, tl=5, tr=5, bl=5, br=5, outline=False
(le_x, bl_vert[1] - (overlap if bl == 0 else 0))
]
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices})
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": [(v[0], v[1], 0) for v in vertices], "color": [color for v in vertices]})
shader.bind()

shader.bind() is no needed here.

shader.bind() is no needed here.
batch.draw(shader)
# right edge
@ -273,7 +291,8 @@ def draw_rounded_rect(area, shader, color, tl=5, tr=5, bl=5, br=5, outline=False
(re_x, br_vert[1] - (overlap if br == 0 else 0))
]
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices})
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": [(v[0], v[1], 0) for v in vertices], "color": [color for v in vertices]})
shader.bind()
batch.draw(shader)
# top edge
@ -283,7 +302,8 @@ def draw_rounded_rect(area, shader, color, tl=5, tr=5, bl=5, br=5, outline=False
(tr_vert[0] + (overlap if tr == 0 else 0), te_y)
]
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices})
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": [(v[0], v[1], 0) for v in vertices], "color": [color for v in vertices]})
shader.bind()
batch.draw(shader)
# bottom edge
@ -293,12 +313,12 @@ def draw_rounded_rect(area, shader, color, tl=5, tr=5, bl=5, br=5, outline=False
(br_vert[0] + (overlap if br == 0 else 0), be_y)
]
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices})
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": [(v[0], v[1], 0) for v in vertices], "color": [color for v in vertices]})
shader.bind()
batch.draw(shader)
bgl.glDisable(bgl.GL_LINE_SMOOTH)
bgl.glDisable(bgl.GL_BLEND)
gpu.state.blend_set('NONE')
def mouse_in_area(mouse_pos, area, buf = 0):
x = mouse_pos[0]
@ -741,7 +761,7 @@ def draw_callback_px(self, context):
allocate_main_ui(self, context)
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
shader.bind()
line_shader = gpu.shader.from_builtin('3D_POLYLINE_SMOOTH_COLOR')
addon_prefs = context.preferences.addons[__package__].preferences
@ -749,8 +769,8 @@ def draw_callback_px(self, context):
main_window = self.areas["Main Window"]
outline_color = addon_prefs.qcd_ogl_widget_menu_back_outline
background_color = addon_prefs.qcd_ogl_widget_menu_back_inner
draw_rounded_rect(main_window, shader, outline_color[:] + (1,), outline=True)
draw_rounded_rect(main_window, shader, background_color)
draw_rounded_rect(main_window, line_shader, outline_color[:] + (1,), outline=True)
# draw window title
window_title = self.areas["Window Title"]
@ -765,9 +785,6 @@ def draw_callback_px(self, context):
blf.color(font_id, text_color[0], text_color[1], text_color[2], 1)
blf.draw(font_id, text)
# refresh shader - not sure why this is needed
shader.bind()
in_tooltip_area = False
tooltip_slot_idx = None
@ -833,22 +850,23 @@ def draw_callback_px(self, context):
# draw button
outline_color = addon_prefs.qcd_ogl_widget_tool_outline
draw_rounded_rect(button_area, shader, outline_color[:] + (1,), tl, tr, bl, br, outline=True)
draw_rounded_rect(button_area, shader, button_color, tl, tr, bl, br)
draw_rounded_rect(button_area, line_shader, outline_color[:] + (1,), tl, tr, bl, br, outline=True)
# ACTIVE OBJECT
if active_object and active_object in selected_objects and active_object.name in collection_objects:
active_object_indicator = self.areas[f"Button {slot_num} Active Object Indicator"]
vertices = get_circle_coords(active_object_indicator)
shader.uniform_float("color", icon_color[:] + (1,))
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
shader.bind()
shader.uniform_float("color", icon_color[:] + (1,))
bgl.glEnable(bgl.GL_BLEND)
gpu.state.blend_set('ALPHA')
batch.draw(shader)
bgl.glDisable(bgl.GL_BLEND)
gpu.state.blend_set('NONE')
# SELECTED OBJECTS
elif not set(selected_objects).isdisjoint(collection_objects):
@ -856,18 +874,16 @@ def draw_callback_px(self, context):
alpha = addon_prefs.qcd_ogl_selected_icon_alpha
vertices = get_circle_coords(selected_object_indicator)
shader.uniform_float("color", icon_color[:] + (alpha,))
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices})
line_shader.uniform_float("lineWidth", 2 * scale_factor())
color = icon_color[:] + (alpha,)
batch = batch_for_shader(line_shader, 'LINE_STRIP', {"pos": [(v[0], v[1], 0) for v in vertices], "color": [color for v in vertices]})
shader.bind()
bgl.glLineWidth(2 * scale_factor())
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_LINE_SMOOTH)
bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
gpu.state.blend_set('ALPHA')
batch.draw(shader)
batch.draw(line_shader)
bgl.glDisable(bgl.GL_LINE_SMOOTH)
bgl.glDisable(bgl.GL_BLEND)
gpu.state.blend_set('NONE')
# OBJECTS
elif collection_objects:
@ -875,14 +891,15 @@ def draw_callback_px(self, context):
alpha = addon_prefs.qcd_ogl_objects_icon_alpha
vertices, indices = get_coords(object_indicator)
shader.uniform_float("color", icon_color[:] + (alpha,))
batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
shader.bind()
shader.uniform_float("color", icon_color[:] + (alpha,))
bgl.glEnable(bgl.GL_BLEND)
gpu.state.blend_set('ALPHA')
batch.draw(shader)
bgl.glDisable(bgl.GL_BLEND)
gpu.state.blend_set('NONE')
# X ICON
@ -891,17 +908,15 @@ def draw_callback_px(self, context):
X_icon_color = addon_prefs.qcd_ogl_widget_menu_back_text
vertices, indices = get_x_coords(X_icon)
shader.uniform_float("color", X_icon_color[:] + (1,))
batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
shader.bind()
shader.uniform_float("color", X_icon_color[:] + (1,))
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_POLYGON_SMOOTH)
bgl.glHint(bgl.GL_POLYGON_SMOOTH_HINT, bgl.GL_NICEST)
gpu.state.blend_set('ALPHA')
batch.draw(shader)
bgl.glDisable(bgl.GL_POLYGON_SMOOTH)
bgl.glDisable(bgl.GL_BLEND)
gpu.state.blend_set('NONE')
if in_tooltip_area:
if self.draw_tooltip:
@ -912,7 +927,7 @@ def draw_callback_px(self, context):
" * Shift+LMB - Toggle objects\' slot."
)
draw_tooltip(self, context, shader, f"{slot_string}{hotkey_string}")
draw_tooltip(self, context, shader, line_shader, f"{slot_string}{hotkey_string}")
self.hover_time = None
@ -921,7 +936,7 @@ def draw_callback_px(self, context):
self.hover_time = time.time()
def draw_tooltip(self, context, shader, message):
def draw_tooltip(self, context, shader, line_shader, message):
addon_prefs = context.preferences.addons[__package__].preferences
font_id = 0
@ -962,8 +977,8 @@ def draw_tooltip(self, context, shader, message):
outline_color = addon_prefs.qcd_ogl_widget_tooltip_outline
background_color = addon_prefs.qcd_ogl_widget_tooltip_inner
draw_rounded_rect(tooltip, shader, outline_color[:] + (1,), outline=True)
draw_rounded_rect(tooltip, shader, background_color)
draw_rounded_rect(tooltip, line_shader, outline_color[:] + (1,), outline=True)
line_pos = padding + line_height
# draw text