blender-addons/sun_position/draw.py
Germano Cavalcante 9060f1e1c8 Fix #104407: Sun Position: shader error when enabling
Caused by 5c22e77e.

A name for the `shader_interface` is required in OpenGL.
2023-02-13 13:39:44 -03:00

101 lines
3.3 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
import math
import gpu
from gpu_extras.batch import batch_for_shader
from mathutils import Vector
if bpy.app.background: # ignore north line in background mode
def north_update(self, context):
pass
else:
shader_interface = gpu.types.GPUStageInterfaceInfo("my_interface")
shader_interface.flat('VEC2', "v_StartPos")
shader_interface.smooth('VEC4', "v_VertPos")
shader_info = gpu.types.GPUShaderCreateInfo()
shader_info.push_constant('MAT4', "u_ViewProjectionMatrix")
shader_info.push_constant('VEC4', "u_Color")
shader_info.push_constant('VEC2', "u_Resolution")
shader_info.vertex_in(0, 'VEC3', "position")
shader_info.vertex_out(shader_interface)
shader_info.vertex_source(
# uniform mat4 u_ViewProjectionMatrix;
# in vec3 position;
# flat out vec2 v_StartPos;
# out vec4 v_VertPos;
'''
void main()
{
vec4 pos = u_ViewProjectionMatrix * vec4(position, 1.0f);
gl_Position = pos;
v_StartPos = (pos / pos.w).xy;
v_VertPos = pos;
}
'''
)
shader_info.fragment_out(0, 'VEC4', "FragColor")
shader_info.fragment_source(
# uniform vec4 u_Color;
# uniform vec2 u_Resolution;
# flat in vec2 v_StartPos;
# in vec4 v_VertPos;
# out vec4 FragColor;
'''
void main()
{
vec4 vertPos_2d = v_VertPos / v_VertPos.w;
vec2 dir = (vertPos_2d.xy - v_StartPos.xy) * u_Resolution;
float dist = length(dir);
if (step(sin(dist / 5.0f), 0.0) == 1) discard;
FragColor = u_Color;
}
'''
)
shader = gpu.shader.create_from_info(shader_info)
del shader_info
del shader_interface
def draw_north_callback():
"""
Set up the compass needle using the current north offset angle
less 90 degrees. This forces the unit circle to begin at the
12 O'clock instead of 3 O'clock position.
"""
sun_props = bpy.context.scene.sun_pos_properties
color = (0.2, 0.6, 1.0, 0.7)
radius = 100
angle = -(sun_props.north_offset - math.pi / 2)
x = math.cos(angle) * radius
y = math.sin(angle) * radius
coords = Vector((x, y, 0)), Vector((0, 0, 0))
batch = batch_for_shader(shader, 'LINE_STRIP', {"position": coords})
matrix = bpy.context.region_data.perspective_matrix
shader.uniform_float("u_ViewProjectionMatrix", matrix)
shader.uniform_float("u_Resolution", (bpy.context.region.width,
bpy.context.region.height))
shader.uniform_float("u_Color", color)
width = gpu.state.line_width_get()
gpu.state.line_width_set(2.0)
batch.draw(shader)
gpu.state.line_width_set(width)
_north_handle = None
def north_update(self, context):
global _north_handle
if self.show_north and _north_handle is None:
_north_handle = bpy.types.SpaceView3D.draw_handler_add(draw_north_callback, (), 'WINDOW', 'POST_VIEW')
elif _north_handle is not None:
bpy.types.SpaceView3D.draw_handler_remove(_north_handle, 'WINDOW')
_north_handle = None