Damien Picard
89f259bac2
A recent commit changed the shaders used, and tried to use the gpu API, which is unavailable in background mode.
169 lines
5.9 KiB
Python
169 lines
5.9 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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import math
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import gpu
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from gpu_extras.batch import batch_for_shader
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from mathutils import Vector
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from .sun_calc import calc_surface, calc_analemma
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if bpy.app.background: # ignore drawing in background mode
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def north_update(self, context):
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pass
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def surface_update(self, context):
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pass
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def analemmas_update(self, context):
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pass
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else:
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# North line
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shader_interface = gpu.types.GPUStageInterfaceInfo("my_interface")
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shader_interface.flat('VEC2', "v_StartPos")
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shader_interface.smooth('VEC4', "v_VertPos")
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shader_info = gpu.types.GPUShaderCreateInfo()
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shader_info.push_constant('MAT4', "u_ViewProjectionMatrix")
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shader_info.push_constant('VEC4', "u_Color")
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shader_info.push_constant('VEC2', "u_Resolution")
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shader_info.vertex_in(0, 'VEC3', "position")
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shader_info.vertex_out(shader_interface)
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shader_info.vertex_source(
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'''
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void main()
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{
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vec4 pos = u_ViewProjectionMatrix * vec4(position, 1.0f);
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gl_Position = pos;
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v_StartPos = (pos / pos.w).xy;
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v_VertPos = pos;
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}
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'''
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)
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shader_info.fragment_out(0, 'VEC4', "FragColor")
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shader_info.fragment_source(
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'''
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void main()
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{
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vec4 vertPos_2d = v_VertPos / v_VertPos.w;
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vec2 dir = (vertPos_2d.xy - v_StartPos.xy) * u_Resolution;
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float dist = length(dir);
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if (step(sin(dist / 5.0f), 0.0) == 1) discard;
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FragColor = u_Color;
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}
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'''
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)
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shader = gpu.shader.create_from_info(shader_info)
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del shader_info
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del shader_interface
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def north_draw():
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"""
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Set up the compass needle using the current north offset angle
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less 90 degrees. This forces the unit circle to begin at the
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12 O'clock instead of 3 O'clock position.
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"""
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sun_props = bpy.context.scene.sun_pos_properties
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color = (0.2, 0.6, 1.0, 0.7)
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radius = 100
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angle = -(sun_props.north_offset - math.pi / 2)
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x = math.cos(angle) * radius
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y = math.sin(angle) * radius
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coords = Vector((x, y, 0)), Vector((0, 0, 0))
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batch = batch_for_shader(shader, 'LINE_STRIP', {"position": coords})
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matrix = bpy.context.region_data.perspective_matrix
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shader.uniform_float("u_ViewProjectionMatrix", matrix)
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shader.uniform_float("u_Resolution", (bpy.context.region.width,
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bpy.context.region.height))
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shader.uniform_float("u_Color", color)
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width = gpu.state.line_width_get()
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gpu.state.line_width_set(2.0)
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batch.draw(shader)
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gpu.state.line_width_set(width)
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_north_handle = None
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def north_update(self, context):
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global _north_handle
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sun_props = context.scene.sun_pos_properties
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addon_prefs = context.preferences.addons[__package__].preferences
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if addon_prefs.show_overlays and sun_props.show_north:
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_north_handle = bpy.types.SpaceView3D.draw_handler_add(north_draw, (), 'WINDOW', 'POST_VIEW')
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elif _north_handle is not None:
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bpy.types.SpaceView3D.draw_handler_remove(_north_handle, 'WINDOW')
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_north_handle = None
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# Analemmas
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def analemmas_draw(batch, shader):
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shader.uniform_float("color", (1, 0, 0, 1))
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batch.draw(shader)
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_analemmas_handle = None
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def analemmas_update(self, context):
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global _analemmas_handle
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sun_props = context.scene.sun_pos_properties
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addon_prefs = context.preferences.addons[__package__].preferences
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if addon_prefs.show_overlays and sun_props.show_analemmas:
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coords = []
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indices = []
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coord_offset = 0
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for h in range(24):
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analemma_verts = calc_analemma(context, h)
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coords.extend(analemma_verts)
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for i in range(len(analemma_verts) - 1):
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indices.append((coord_offset + i,
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coord_offset + i+1))
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coord_offset += len(analemma_verts)
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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batch = batch_for_shader(shader, 'LINES',
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{"pos": coords}, indices=indices)
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if _analemmas_handle is not None:
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bpy.types.SpaceView3D.draw_handler_remove(_analemmas_handle, 'WINDOW')
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_analemmas_handle = bpy.types.SpaceView3D.draw_handler_add(
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analemmas_draw, (batch, shader), 'WINDOW', 'POST_VIEW')
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elif _analemmas_handle is not None:
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bpy.types.SpaceView3D.draw_handler_remove(_analemmas_handle, 'WINDOW')
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_analemmas_handle = None
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# Surface
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def surface_draw(batch, shader):
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blend = gpu.state.blend_get()
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gpu.state.blend_set("ALPHA")
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shader.uniform_float("color", (.8, .6, 0, 0.2))
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batch.draw(shader)
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gpu.state.blend_set(blend)
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_surface_handle = None
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def surface_update(self, context):
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global _surface_handle
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sun_props = context.scene.sun_pos_properties
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addon_prefs = context.preferences.addons[__package__].preferences
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if addon_prefs.show_overlays and sun_props.show_surface:
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coords = calc_surface(context)
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shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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batch = batch_for_shader(shader, 'TRIS', {"pos": coords})
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if _surface_handle is not None:
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bpy.types.SpaceView3D.draw_handler_remove(_surface_handle, 'WINDOW')
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_surface_handle = bpy.types.SpaceView3D.draw_handler_add(
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surface_draw, (batch, shader), 'WINDOW', 'POST_VIEW')
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elif _surface_handle is not None:
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bpy.types.SpaceView3D.draw_handler_remove(_surface_handle, 'WINDOW')
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_surface_handle = None
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