FBX IO: Vertex position access with attributes
[blender-addons.git] / sun_position / draw.py
blob0d7e244fb40fe896be485779ee791dc30fd12902
1 # SPDX-FileCopyrightText: 2019-2023 Blender Foundation
3 # SPDX-License-Identifier: GPL-2.0-or-later
5 import bpy
6 import math
7 import gpu
8 from gpu_extras.batch import batch_for_shader
9 from mathutils import Vector
11 from .sun_calc import calc_surface, calc_analemma
14 if bpy.app.background: # ignore drawing in background mode
15 def north_update(self, context):
16 pass
17 def surface_update(self, context):
18 pass
19 def analemmas_update(self, context):
20 pass
21 else:
22 # North line
24 shader_interface = gpu.types.GPUStageInterfaceInfo("my_interface")
25 shader_interface.flat('VEC2', "v_StartPos")
26 shader_interface.smooth('VEC4', "v_VertPos")
28 shader_info = gpu.types.GPUShaderCreateInfo()
29 shader_info.push_constant('MAT4', "u_ViewProjectionMatrix")
30 shader_info.push_constant('VEC4', "u_Color")
31 shader_info.push_constant('VEC2', "u_Resolution")
32 shader_info.vertex_in(0, 'VEC3', "position")
33 shader_info.vertex_out(shader_interface)
35 shader_info.vertex_source(
36 '''
37 void main()
39 vec4 pos = u_ViewProjectionMatrix * vec4(position, 1.0f);
40 gl_Position = pos;
41 v_StartPos = (pos / pos.w).xy;
42 v_VertPos = pos;
44 '''
47 shader_info.fragment_out(0, 'VEC4', "FragColor")
48 shader_info.fragment_source(
49 '''
50 void main()
52 vec4 vertPos_2d = v_VertPos / v_VertPos.w;
53 vec2 dir = (vertPos_2d.xy - v_StartPos.xy) * u_Resolution;
54 float dist = length(dir);
56 if (step(sin(dist / 5.0f), 0.0) == 1) discard;
58 FragColor = u_Color;
60 '''
63 shader = gpu.shader.create_from_info(shader_info)
64 del shader_info
65 del shader_interface
67 def north_draw():
68 """
69 Set up the compass needle using the current north offset angle
70 less 90 degrees. This forces the unit circle to begin at the
71 12 O'clock instead of 3 O'clock position.
72 """
73 sun_props = bpy.context.scene.sun_pos_properties
75 color = (0.2, 0.6, 1.0, 0.7)
76 radius = 100
77 angle = -(sun_props.north_offset - math.pi / 2)
78 x = math.cos(angle) * radius
79 y = math.sin(angle) * radius
80 coords = Vector((x, y, 0)), Vector((0, 0, 0))
81 batch = batch_for_shader(shader, 'LINE_STRIP', {"position": coords})
83 matrix = bpy.context.region_data.perspective_matrix
84 shader.uniform_float("u_ViewProjectionMatrix", matrix)
85 shader.uniform_float("u_Resolution", (bpy.context.region.width,
86 bpy.context.region.height))
87 shader.uniform_float("u_Color", color)
88 width = gpu.state.line_width_get()
89 gpu.state.line_width_set(2.0)
90 batch.draw(shader)
91 gpu.state.line_width_set(width)
93 _north_handle = None
95 def north_update(self, context):
96 global _north_handle
97 sun_props = context.scene.sun_pos_properties
98 addon_prefs = context.preferences.addons[__package__].preferences
100 if addon_prefs.show_overlays and sun_props.show_north:
101 _north_handle = bpy.types.SpaceView3D.draw_handler_add(north_draw, (), 'WINDOW', 'POST_VIEW')
102 elif _north_handle is not None:
103 bpy.types.SpaceView3D.draw_handler_remove(_north_handle, 'WINDOW')
104 _north_handle = None
106 # Analemmas
108 def analemmas_draw(batch, shader):
109 shader.uniform_float("color", (1, 0, 0, 1))
110 batch.draw(shader)
112 _analemmas_handle = None
114 def analemmas_update(self, context):
115 global _analemmas_handle
116 sun_props = context.scene.sun_pos_properties
117 addon_prefs = context.preferences.addons[__package__].preferences
119 if addon_prefs.show_overlays and sun_props.show_analemmas:
120 coords = []
121 indices = []
122 coord_offset = 0
123 for h in range(24):
124 analemma_verts = calc_analemma(context, h)
125 coords.extend(analemma_verts)
126 for i in range(len(analemma_verts) - 1):
127 indices.append((coord_offset + i,
128 coord_offset + i+1))
129 coord_offset += len(analemma_verts)
131 shader = gpu.shader.from_builtin('UNIFORM_COLOR')
132 batch = batch_for_shader(shader, 'LINES',
133 {"pos": coords}, indices=indices)
135 if _analemmas_handle is not None:
136 bpy.types.SpaceView3D.draw_handler_remove(_analemmas_handle, 'WINDOW')
137 _analemmas_handle = bpy.types.SpaceView3D.draw_handler_add(
138 analemmas_draw, (batch, shader), 'WINDOW', 'POST_VIEW')
139 elif _analemmas_handle is not None:
140 bpy.types.SpaceView3D.draw_handler_remove(_analemmas_handle, 'WINDOW')
141 _analemmas_handle = None
143 # Surface
145 def surface_draw(batch, shader):
146 blend = gpu.state.blend_get()
147 gpu.state.blend_set("ALPHA")
148 shader.uniform_float("color", (.8, .6, 0, 0.2))
149 batch.draw(shader)
150 gpu.state.blend_set(blend)
152 _surface_handle = None
154 def surface_update(self, context):
155 global _surface_handle
156 sun_props = context.scene.sun_pos_properties
157 addon_prefs = context.preferences.addons[__package__].preferences
159 if addon_prefs.show_overlays and sun_props.show_surface:
160 coords = calc_surface(context)
161 shader = gpu.shader.from_builtin('UNIFORM_COLOR')
162 batch = batch_for_shader(shader, 'TRIS', {"pos": coords})
164 if _surface_handle is not None:
165 bpy.types.SpaceView3D.draw_handler_remove(_surface_handle, 'WINDOW')
166 _surface_handle = bpy.types.SpaceView3D.draw_handler_add(
167 surface_draw, (batch, shader), 'WINDOW', 'POST_VIEW')
168 elif _surface_handle is not None:
169 bpy.types.SpaceView3D.draw_handler_remove(_surface_handle, 'WINDOW')
170 _surface_handle = None