Damien Picard
89f259bac2
A recent commit changed the shaders used, and tried to use the gpu API, which is unavailable in background mode.
258 lines
9.3 KiB
Python
258 lines
9.3 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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# -*- coding: utf-8 -*-
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import bpy
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from bpy.props import FloatProperty, FloatVectorProperty
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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 math import sqrt, pi, atan2, asin
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if not bpy.app.background: # ignore drawing in background mode
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image_shader = gpu.shader.from_builtin('2D_IMAGE_COLOR')
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line_shader = gpu.shader.from_builtin('2D_FLAT_COLOR')
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def draw_callback_px(self, context):
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nt = context.scene.world.node_tree.nodes
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env_tex_node = nt.get(context.scene.sun_pos_properties.hdr_texture)
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image = env_tex_node.image
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texture = gpu.texture.from_image(image)
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if self.area != context.area:
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return
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bottom = 0
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top = context.area.height
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right = context.area.width
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position = Vector((right, top)) / 2 + self.offset
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scale = Vector((context.area.width, context.area.width / 2)) * self.scale
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coords = ((-0.5, -0.5), (0.5, -0.5), (0.5, 0.5), (-0.5, 0.5))
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uv_coords = ((0, 0), (1, 0), (1, 1), (0, 1))
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batch = batch_for_shader(image_shader, 'TRI_FAN',
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{"pos": coords, "texCoord": uv_coords})
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with gpu.matrix.push_pop():
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gpu.matrix.translate(position)
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gpu.matrix.scale(scale)
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image_shader.bind()
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image_shader.uniform_sampler("image", texture)
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image_shader.uniform_float("color", (self.exposure, self.exposure, self.exposure, 1.0))
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batch.draw(image_shader)
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# Crosshair
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# vertical
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coords = ((self.mouse_position[0], bottom), (self.mouse_position[0], top))
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colors = ((1,) * 4,) * 2
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batch = batch_for_shader(line_shader, 'LINES',
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{"pos": coords, "color": colors})
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line_shader.bind()
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batch.draw(line_shader)
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# horizontal
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if bottom <= self.mouse_position[1] <= top:
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coords = ((0, self.mouse_position[1]), (context.area.width, self.mouse_position[1]))
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batch = batch_for_shader(line_shader, 'LINES',
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{"pos": coords, "color": colors})
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line_shader.bind()
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batch.draw(line_shader)
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class SUNPOS_OT_ShowHdr(bpy.types.Operator):
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"""Select the location of the Sun in any 3D viewport and keep it in sync with the environment"""
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bl_idname = "world.sunpos_show_hdr"
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bl_label = "Pick Sun in Viewport"
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exposure: FloatProperty(name="Exposure", default=1.0)
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scale: FloatProperty(name="Scale", default=1.0)
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offset: FloatVectorProperty(name="Offset", default=(0.0, 0.0), size=2, subtype='COORDINATES')
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@classmethod
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def poll(self, context):
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sun_props = context.scene.sun_pos_properties
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return sun_props.hdr_texture and sun_props.sun_object is not None
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def update(self, context, event):
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sun_props = context.scene.sun_pos_properties
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mouse_position_abs = Vector((event.mouse_x, event.mouse_y))
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# Get current area
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for area in context.screen.areas:
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# Compare absolute mouse position to area bounds
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if (area.x < mouse_position_abs.x < area.x + area.width
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and area.y < mouse_position_abs.y < area.y + area.height):
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self.area = area
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if area.type == 'VIEW_3D':
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# Redraw all areas
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area.tag_redraw()
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if self.area.type == 'VIEW_3D':
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self.top = self.area.height
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self.right = self.area.width
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nt = context.scene.world.node_tree.nodes
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env_tex = nt.get(sun_props.hdr_texture)
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# Mouse position relative to window
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self.mouse_position = Vector((mouse_position_abs.x - self.area.x,
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mouse_position_abs.y - self.area.y))
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self.selected_point = (self.mouse_position
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- self.offset
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- Vector((self.right, self.top)) / 2) / self.scale
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u = self.selected_point.x / self.area.width + 0.5
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v = (self.selected_point.y) / (self.area.width / 2) + 0.5
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# Set elevation and azimuth from selected point
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if env_tex.projection == 'EQUIRECTANGULAR':
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el = v * pi - pi/2
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az = u * pi*2 - pi/2 + env_tex.texture_mapping.rotation.z
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# Clamp elevation
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el = max(el, -pi/2)
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el = min(el, pi/2)
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sun_props.hdr_elevation = el
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sun_props.hdr_azimuth = az
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elif env_tex.projection == 'MIRROR_BALL':
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# Formula from intern/cycles/kernel/kernel_projection.h
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# Point on sphere
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dir = Vector()
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# Normalize to -1, 1
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dir.x = 2.0 * u - 1.0
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dir.z = 2.0 * v - 1.0
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# Outside bounds
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if (dir.x * dir.x + dir.z * dir.z > 1.0):
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dir = Vector()
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else:
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dir.y = -sqrt(max(1.0 - dir.x * dir.x - dir.z * dir.z, 0.0))
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# Reflection
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i = Vector((0.0, -1.0, 0.0))
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dir = 2.0 * dir.dot(i) * dir - i
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# Convert vector to euler
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el = asin(dir.z)
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az = atan2(dir.x, dir.y) + env_tex.texture_mapping.rotation.z
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sun_props.hdr_elevation = el
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sun_props.hdr_azimuth = az
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else:
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self.report({'ERROR'}, 'Unknown projection')
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return {'CANCELLED'}
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def pan(self, context, event):
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self.offset += Vector((event.mouse_region_x - self.mouse_prev_x,
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event.mouse_region_y - self.mouse_prev_y))
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self.mouse_prev_x, self.mouse_prev_y = event.mouse_region_x, event.mouse_region_y
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def modal(self, context, event):
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self.area.tag_redraw()
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if event.type == 'MOUSEMOVE':
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if self.is_panning:
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self.pan(context, event)
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self.update(context, event)
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# Confirm
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elif event.type in {'LEFTMOUSE', 'RET'}:
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bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
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for area in context.screen.areas:
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area.tag_redraw()
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# Bind the environment texture to the sun
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context.scene.sun_pos_properties.bind_to_sun = True
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context.workspace.status_text_set(None)
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return {'FINISHED'}
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# Cancel
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elif event.type in {'RIGHTMOUSE', 'ESC'}:
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bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
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for area in context.screen.areas:
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area.tag_redraw()
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# Reset previous values
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context.scene.sun_pos_properties.hdr_elevation = self.initial_elevation
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context.scene.sun_pos_properties.hdr_azimuth = self.initial_azimuth
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context.workspace.status_text_set(None)
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return {'CANCELLED'}
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# Set exposure or zoom
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elif event.type == 'WHEELUPMOUSE':
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# Exposure
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if event.ctrl:
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self.exposure *= 1.1
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# Zoom
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else:
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self.scale *= 1.1
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self.offset -= (self.mouse_position - (Vector((self.right, self.top)) / 2 + self.offset)) / 10.0
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self.update(context, event)
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elif event.type == 'WHEELDOWNMOUSE':
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# Exposure
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if event.ctrl:
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self.exposure /= 1.1
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# Zoom
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else:
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self.scale /= 1.1
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self.offset += (self.mouse_position - (Vector((self.right, self.top)) / 2 + self.offset)) / 11.0
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self.update(context, event)
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# Toggle pan
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elif event.type == 'MIDDLEMOUSE':
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if event.value == 'PRESS':
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self.mouse_prev_x, self.mouse_prev_y = event.mouse_region_x, event.mouse_region_y
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self.is_panning = True
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elif event.value == 'RELEASE':
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self.is_panning = False
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else:
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return {'PASS_THROUGH'}
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return {'RUNNING_MODAL'}
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def invoke(self, context, event):
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self.is_panning = False
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self.mouse_prev_x = 0.0
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self.mouse_prev_y = 0.0
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# Get at least one 3D View
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area_3d = None
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for a in context.screen.areas:
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if a.type == 'VIEW_3D':
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area_3d = a
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break
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if area_3d is None:
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self.report({'ERROR'}, 'Could not find 3D View')
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return {'CANCELLED'}
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nt = context.scene.world.node_tree.nodes
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env_tex_node = nt.get(context.scene.sun_pos_properties.hdr_texture)
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if env_tex_node is None or env_tex_node.type != "TEX_ENVIRONMENT":
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self.report({'ERROR'}, 'Please select an Environment Texture node')
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return {'CANCELLED'}
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self.area = context.area
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self.mouse_position = event.mouse_region_x, event.mouse_region_y
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self.initial_elevation = context.scene.sun_pos_properties.hdr_elevation
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self.initial_azimuth = context.scene.sun_pos_properties.hdr_azimuth
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context.workspace.status_text_set(
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"Enter/LMB: confirm, Esc/RMB: cancel,"
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" MMB: pan, mouse wheel: zoom, Ctrl + mouse wheel: set exposure")
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self._handle = bpy.types.SpaceView3D.draw_handler_add(
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draw_callback_px, (self, context), 'WINDOW', 'POST_PIXEL'
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)
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context.window_manager.modal_handler_add(self)
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return {'RUNNING_MODAL'}
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