Damien Picard
398ebfd091
The draw handler for the North line would get added even if it existed every time the North was updated. This resulted in multiple lines being drawn at the same place, and only the last one could be removed, so a North line remained. This commit adds a check that the North handler does not already exists before registering it.
172 lines
5.9 KiB
Python
172 lines
5.9 KiB
Python
# SPDX-FileCopyrightText: 2019-2023 Blender Foundation
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#
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# 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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if _north_handle is None:
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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('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('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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