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- # ***** BEGIN GPL LICENSE BLOCK *****
- #
- # This program is free software; you can redistribute it and/or
- # modify it under the terms of the GNU General Public License
- # as published by the Free Software Foundation; either version 2
- # of the License, or (at your option) any later version.
- #
- # This program is distributed in the hope that it will be useful,
- # but WITHOUT ANY WARRANTY; without even the implied warranty of
- # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- # GNU General Public License for more details.
- #
- # You should have received a copy of the GNU General Public License
- # along with this program; if not, write to the Free Software Foundation,
- # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- #
- # ***** END GPL LICENSE BLOCK *****
- def draw_circle_2d(position, color, radius, segments=32):
- """
- Draw a circle.
- :arg position: Position where the circle will be drawn.
- :type position: 2D Vector
- :arg color: Color of the circle. To use transparency GL_BLEND has to be enabled.
- :type color: tuple containing RGBA values
- :arg radius: Radius of the circle.
- :type radius: float
- :arg segments: How many segments will be used to draw the circle.
- Higher values give besser results but the drawing will take longer.
- :type segments: int
- """
- from math import sin, cos, pi
- import gpu
- from gpu.types import (
- GPUBatch,
- GPUVertBuf,
- GPUVertFormat,
- )
- if segments <= 0:
- raise ValueError("Amount of segments must be greater than 0.")
- with gpu.matrix.push_pop():
- gpu.matrix.translate(position)
- gpu.matrix.scale_uniform(radius)
- mul = (1.0 / (segments - 1)) * (pi * 2)
- verts = [(sin(i * mul), cos(i * mul)) for i in range(segments)]
- fmt = GPUVertFormat()
- pos_id = fmt.attr_add(id="pos", comp_type='F32', len=2, fetch_mode='FLOAT')
- vbo = GPUVertBuf(len=len(verts), format=fmt)
- vbo.attr_fill(id=pos_id, data=verts)
- batch = GPUBatch(type='LINE_STRIP', buf=vbo)
- shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
- batch.program_set(shader)
- shader.uniform_float("color", color)
- batch.draw()
- def draw_texture_2d(texture_id, position, width, height):
- """
- Draw a 2d texture.
- :arg texture_id: OpenGL id of the texture (e.g. :class:`bpy.types.Image.bindcode`).
- :type texture_id: int
- :arg position: Position of the lower left corner.
- :type position: 2D Vector
- :arg width: Width of the image when drawn (not necessarily
- the original width of the texture).
- :type width: float
- :arg height: Height of the image when drawn.
- :type height: float
- """
- import gpu
- import bgl
- from . batch import batch_for_shader
- coords = ((0, 0), (1, 0), (1, 1), (0, 1))
- shader = gpu.shader.from_builtin('2D_IMAGE')
- batch = batch_for_shader(shader, 'TRI_FAN',
- {"pos" : coords,
- "texCoord" : coords})
- bgl.glActiveTexture(bgl.GL_TEXTURE0)
- bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture_id)
- with gpu.matrix.push_pop():
- gpu.matrix.translate(position)
- gpu.matrix.scale((width, height))
- shader = gpu.shader.from_builtin('2D_IMAGE')
- shader.bind()
- shader.uniform_int("image", 0)
- batch.draw(shader)
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