Merge branch 'blender-v3.3-release'
[blender-addons.git] / sun_position / north.py
blobc343df05f502971022144fe51f3a7198a993c168
1 # SPDX-License-Identifier: GPL-2.0-or-later
3 import bpy
4 import math
5 import gpu
6 from gpu_extras.batch import batch_for_shader
7 from mathutils import Vector
10 if bpy.app.background: # ignore north line in background mode
11 def north_update(self, context):
12 pass
13 else:
14 vertex_shader = '''
15 uniform mat4 u_ViewProjectionMatrix;
17 in vec3 position;
19 flat out vec2 v_StartPos;
20 out vec4 v_VertPos;
22 void main()
24 vec4 pos = u_ViewProjectionMatrix * vec4(position, 1.0f);
25 gl_Position = pos;
26 v_StartPos = (pos / pos.w).xy;
27 v_VertPos = pos;
29 '''
31 fragment_shader = '''
32 uniform vec4 u_Color;
34 flat in vec2 v_StartPos;
35 in vec4 v_VertPos;
36 out vec4 FragColor;
38 uniform vec2 u_Resolution;
40 void main()
42 vec4 vertPos_2d = v_VertPos / v_VertPos.w;
43 vec2 dir = (vertPos_2d.xy - v_StartPos.xy) * u_Resolution;
44 float dist = length(dir);
46 if (step(sin(dist / 5.0f), 0.0) == 1) discard;
48 FragColor = u_Color;
50 '''
52 shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
54 def draw_north_callback():
55 # ------------------------------------------------------------------
56 # Set up the compass needle using the current north offset angle
57 # less 90 degrees. This forces the unit circle to begin at the
58 # 12 O'clock instead of 3 O'clock position.
59 # ------------------------------------------------------------------
60 sun_props = bpy.context.scene.sun_pos_properties
62 color = (0.2, 0.6, 1.0, 0.7)
63 radius = 100
64 angle = -(sun_props.north_offset - math.pi / 2)
65 x = math.cos(angle) * radius
66 y = math.sin(angle) * radius
68 coords = Vector((x, y, 0)), Vector((0, 0, 0)) # Start & end of needle
70 batch = batch_for_shader(
71 shader, 'LINE_STRIP',
72 {"position": coords},
74 shader.bind()
76 matrix = bpy.context.region_data.perspective_matrix
77 shader.uniform_float("u_ViewProjectionMatrix", matrix)
78 shader.uniform_float("u_Resolution", (bpy.context.region.width, bpy.context.region.height))
79 shader.uniform_float("u_Color", color)
80 gpu.state.line_width_set(2.0)
81 batch.draw(shader)
83 _handle = None
86 def north_update(self, context):
87 global _handle
88 if self.show_north and _handle is None:
89 _handle = bpy.types.SpaceView3D.draw_handler_add(draw_north_callback, (), 'WINDOW', 'POST_VIEW')
90 elif _handle is not None:
91 bpy.types.SpaceView3D.draw_handler_remove(_handle, 'WINDOW')
92 _handle = None
93 context.area.tag_redraw()