mirror of
https://github.com/blender/blender-addons.git
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112 lines
3.5 KiB
Python
112 lines
3.5 KiB
Python
### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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import bpy
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import bgl
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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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if bpy.app.background: # ignore north line in background mode
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def north_update(self, context):
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pass
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else:
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vertex_shader = '''
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uniform mat4 u_ViewProjectionMatrix;
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in vec3 position;
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flat out vec2 v_StartPos;
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out vec4 v_VertPos;
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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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fragment_shader = '''
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uniform vec4 u_Color;
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flat in vec2 v_StartPos;
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in vec4 v_VertPos;
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out vec4 FragColor;
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uniform vec2 u_Resolution;
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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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shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
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def draw_north_callback():
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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)) # Start & end of needle
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batch = batch_for_shader(
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shader, 'LINE_STRIP',
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{"position": coords},
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)
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shader.bind()
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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, bpy.context.region.height))
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shader.uniform_float("u_Color", color)
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bgl.glLineWidth(2.0)
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batch.draw(shader)
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_handle = None
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def north_update(self, context):
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global _handle
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if self.show_north and _handle is None:
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_handle = bpy.types.SpaceView3D.draw_handler_add(draw_north_callback, (), 'WINDOW', 'POST_VIEW')
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elif _handle is not None:
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bpy.types.SpaceView3D.draw_handler_remove(_handle, 'WINDOW')
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_handle = None
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context.area.tag_redraw()
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