169 lines
5.9 KiB
Python
169 lines
5.9 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
|
|
|
|
from .sun_calc import calc_surface, calc_analemma
|
|
|
|
|
|
if bpy.app.background: # ignore drawing in background mode
|
|
def north_update(self, context):
|
|
pass
|
|
def surface_update(self, context):
|
|
pass
|
|
def analemmas_update(self, context):
|
|
pass
|
|
else:
|
|
# North line
|
|
|
|
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(
|
|
'''
|
|
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(
|
|
'''
|
|
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 north_draw():
|
|
"""
|
|
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
|
|
sun_props = context.scene.sun_pos_properties
|
|
addon_prefs = context.preferences.addons[__package__].preferences
|
|
|
|
if addon_prefs.show_overlays and sun_props.show_north:
|
|
_north_handle = bpy.types.SpaceView3D.draw_handler_add(north_draw, (), 'WINDOW', 'POST_VIEW')
|
|
elif _north_handle is not None:
|
|
bpy.types.SpaceView3D.draw_handler_remove(_north_handle, 'WINDOW')
|
|
_north_handle = None
|
|
|
|
# Analemmas
|
|
|
|
def analemmas_draw(batch, shader):
|
|
shader.uniform_float("color", (1, 0, 0, 1))
|
|
batch.draw(shader)
|
|
|
|
_analemmas_handle = None
|
|
|
|
def analemmas_update(self, context):
|
|
global _analemmas_handle
|
|
sun_props = context.scene.sun_pos_properties
|
|
addon_prefs = context.preferences.addons[__package__].preferences
|
|
|
|
if addon_prefs.show_overlays and sun_props.show_analemmas:
|
|
coords = []
|
|
indices = []
|
|
coord_offset = 0
|
|
for h in range(24):
|
|
analemma_verts = calc_analemma(context, h)
|
|
coords.extend(analemma_verts)
|
|
for i in range(len(analemma_verts) - 1):
|
|
indices.append((coord_offset + i,
|
|
coord_offset + i+1))
|
|
coord_offset += len(analemma_verts)
|
|
|
|
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
|
|
batch = batch_for_shader(shader, 'LINES',
|
|
{"pos": coords}, indices=indices)
|
|
|
|
if _analemmas_handle is not None:
|
|
bpy.types.SpaceView3D.draw_handler_remove(_analemmas_handle, 'WINDOW')
|
|
_analemmas_handle = bpy.types.SpaceView3D.draw_handler_add(
|
|
analemmas_draw, (batch, shader), 'WINDOW', 'POST_VIEW')
|
|
elif _analemmas_handle is not None:
|
|
bpy.types.SpaceView3D.draw_handler_remove(_analemmas_handle, 'WINDOW')
|
|
_analemmas_handle = None
|
|
|
|
# Surface
|
|
|
|
def surface_draw(batch, shader):
|
|
blend = gpu.state.blend_get()
|
|
gpu.state.blend_set("ALPHA")
|
|
shader.uniform_float("color", (.8, .6, 0, 0.2))
|
|
batch.draw(shader)
|
|
gpu.state.blend_set(blend)
|
|
|
|
_surface_handle = None
|
|
|
|
def surface_update(self, context):
|
|
global _surface_handle
|
|
sun_props = context.scene.sun_pos_properties
|
|
addon_prefs = context.preferences.addons[__package__].preferences
|
|
|
|
if addon_prefs.show_overlays and sun_props.show_surface:
|
|
coords = calc_surface(context)
|
|
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
|
|
batch = batch_for_shader(shader, 'TRIS', {"pos": coords})
|
|
|
|
if _surface_handle is not None:
|
|
bpy.types.SpaceView3D.draw_handler_remove(_surface_handle, 'WINDOW')
|
|
_surface_handle = bpy.types.SpaceView3D.draw_handler_add(
|
|
surface_draw, (batch, shader), 'WINDOW', 'POST_VIEW')
|
|
elif _surface_handle is not None:
|
|
bpy.types.SpaceView3D.draw_handler_remove(_surface_handle, 'WINDOW')
|
|
_surface_handle = None
|