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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-22 03:49:22 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-22 04:38:48 +0300
commitd37c2abc6f2b6a655a4e4cfdd251feb2e1d8c570 (patch)
tree4cf83a26317cecd51eaa68953ef74ac1d14c1ac5
parent708255a88f2ba5284479046d39384f95e851a22e (diff)
Node Wrangler: replace deprecated bgl module
Part of T80730
-rw-r--r--node_wrangler.py66
1 files changed, 28 insertions, 38 deletions
diff --git a/node_wrangler.py b/node_wrangler.py
index cc1b85fe..8b8c5f9c 100644
--- a/node_wrangler.py
+++ b/node_wrangler.py
@@ -3,8 +3,8 @@
bl_info = {
"name": "Node Wrangler",
"author": "Bartek Skorupa, Greg Zaal, Sebastian Koenig, Christian Brinkmann, Florian Meyer",
- "version": (3, 41),
- "blender": (2, 93, 0),
+ "version": (3, 42),
+ "blender": (3, 4, 0),
"location": "Node Editor Toolbar or Shift-W",
"description": "Various tools to enhance and speed up node-based workflow",
"warning": "",
@@ -12,7 +12,7 @@ bl_info = {
"category": "Node",
}
-import bpy, blf, bgl
+import bpy
import gpu
from bpy.types import Operator, Panel, Menu
from bpy.props import (
@@ -390,7 +390,9 @@ def store_mouse_cursor(context, event):
space.cursor_location = tree.view_center
def draw_line(x1, y1, x2, y2, size, colour=(1.0, 1.0, 1.0, 0.7)):
- shader = gpu.shader.from_builtin('2D_SMOOTH_COLOR')
+ shader = gpu.shader.from_builtin('POLYLINE_SMOOTH_COLOR')
+ shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:])
+ shader.uniform_float("lineWidth", size * dpifac())
vertices = ((x1, y1), (x2, y2))
vertex_colors = ((colour[0]+(1.0-colour[0])/4,
@@ -400,26 +402,23 @@ def draw_line(x1, y1, x2, y2, size, colour=(1.0, 1.0, 1.0, 0.7)):
colour)
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices, "color": vertex_colors})
- bgl.glLineWidth(size * dpifac())
-
- shader.bind()
batch.draw(shader)
-def draw_circle_2d_filled(shader, mx, my, radius, colour=(1.0, 1.0, 1.0, 0.7)):
+def draw_circle_2d_filled(mx, my, radius, colour=(1.0, 1.0, 1.0, 0.7)):
radius = radius * dpifac()
sides = 12
vertices = [(radius * cos(i * 2 * pi / sides) + mx,
radius * sin(i * 2 * pi / sides) + my)
for i in range(sides + 1)]
- batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
- shader.bind()
+ shader = gpu.shader.from_builtin('UNIFORM_COLOR')
shader.uniform_float("color", colour)
+ batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
batch.draw(shader)
-def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)):
+def draw_rounded_node_border(node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)):
area_width = bpy.context.area.width
sides = 16
radius = radius*dpifac()
@@ -441,6 +440,9 @@ def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)
ndimy = 0
radius += 6
+ shader = gpu.shader.from_builtin('UNIFORM_COLOR')
+ shader.uniform_float("color", colour)
+
# Top left corner
mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
vertices = [(mx,my)]
@@ -450,9 +452,8 @@ def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
vertices.append((cosine,sine))
+
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
- shader.bind()
- shader.uniform_float("color", colour)
batch.draw(shader)
# Top right corner
@@ -464,9 +465,8 @@ def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
vertices.append((cosine,sine))
+
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
- shader.bind()
- shader.uniform_float("color", colour)
batch.draw(shader)
# Bottom left corner
@@ -478,9 +478,8 @@ def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
vertices.append((cosine,sine))
+
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
- shader.bind()
- shader.uniform_float("color", colour)
batch.draw(shader)
# Bottom right corner
@@ -492,9 +491,8 @@ def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
vertices.append((cosine,sine))
+
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
- shader.bind()
- shader.uniform_float("color", colour)
batch.draw(shader)
# prepare drawing all edges in one batch
@@ -546,22 +544,14 @@ def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)
# now draw all edges in one batch
if len(vertices) != 0:
batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
- shader.bind()
- shader.uniform_float("color", colour)
batch.draw(shader)
def draw_callback_nodeoutline(self, context, mode):
if self.mouse_path:
-
- bgl.glLineWidth(1)
- bgl.glEnable(bgl.GL_BLEND)
- bgl.glEnable(bgl.GL_LINE_SMOOTH)
- bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
+ gpu.state.blend_set('ALPHA')
nodes, links = get_nodes_links(context)
- shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
-
if mode == "LINK":
col_outer = (1.0, 0.2, 0.2, 0.4)
col_inner = (0.0, 0.0, 0.0, 0.5)
@@ -588,24 +578,24 @@ def draw_callback_nodeoutline(self, context, mode):
col_inner = (0.0, 0.0, 0.0, 0.5)
col_circle_inner = (0.2, 0.2, 0.2, 1.0)
- draw_rounded_node_border(shader, n1, radius=6, colour=col_outer) # outline
- draw_rounded_node_border(shader, n1, radius=5, colour=col_inner) # inner
- draw_rounded_node_border(shader, n2, radius=6, colour=col_outer) # outline
- draw_rounded_node_border(shader, n2, radius=5, colour=col_inner) # inner
+ draw_rounded_node_border(n1, radius=6, colour=col_outer) # outline
+ draw_rounded_node_border(n1, radius=5, colour=col_inner) # inner
+ draw_rounded_node_border(n2, radius=6, colour=col_outer) # outline
+ draw_rounded_node_border(n2, radius=5, colour=col_inner) # inner
draw_line(m1x, m1y, m2x, m2y, 5, col_outer) # line outline
draw_line(m1x, m1y, m2x, m2y, 2, col_inner) # line inner
# circle outline
- draw_circle_2d_filled(shader, m1x, m1y, 7, col_outer)
- draw_circle_2d_filled(shader, m2x, m2y, 7, col_outer)
+ draw_circle_2d_filled(m1x, m1y, 7, col_outer)
+ draw_circle_2d_filled(m2x, m2y, 7, col_outer)
# circle inner
- draw_circle_2d_filled(shader, m1x, m1y, 5, col_circle_inner)
- draw_circle_2d_filled(shader, m2x, m2y, 5, col_circle_inner)
+ draw_circle_2d_filled(m1x, m1y, 5, col_circle_inner)
+ draw_circle_2d_filled(m2x, m2y, 5, col_circle_inner)
+
+ gpu.state.blend_set('NONE')
- bgl.glDisable(bgl.GL_BLEND)
- bgl.glDisable(bgl.GL_LINE_SMOOTH)
def get_active_tree(context):
tree = context.space_data.node_tree
path = []