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authorPhilipp Oeser <info@graphics-engineer.com>2019-03-15 18:41:36 +0300
committerPhilipp Oeser <info@graphics-engineer.com>2019-03-15 18:41:36 +0300
commit9f6c1c0964bd38a9280d2a92d83255df166a7d9c (patch)
tree91c6d1df7b601714b6f8f8d4da47b3036a2ac626 /node_wrangler.py
parent25b1b13a23a567b5a6567989549e4c873eb0be4e (diff)
Node Wrangler: update drawing code to 2.8
Reviewers: JacquesLucke Differential Revision: https://developer.blender.org/D4517
Diffstat (limited to 'node_wrangler.py')
-rw-r--r--node_wrangler.py217
1 files changed, 107 insertions, 110 deletions
diff --git a/node_wrangler.py b/node_wrangler.py
index f4d06f76..c2c267ed 100644
--- a/node_wrangler.py
+++ b/node_wrangler.py
@@ -30,6 +30,7 @@ bl_info = {
}
import bpy, blf, bgl
+import gpu
from bpy.types import Operator, Panel, Menu
from bpy.props import (
FloatProperty,
@@ -41,6 +42,7 @@ from bpy.props import (
CollectionProperty,
)
from bpy_extras.io_utils import ImportHelper, ExportHelper
+from gpu_extras.batch import batch_for_shader
from mathutils import Vector
from math import cos, sin, pi, hypot
from os import path
@@ -747,53 +749,40 @@ def store_mouse_cursor(context, event):
else:
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')
-def draw_line(x1, y1, x2, y2, size, colour=[1.0, 1.0, 1.0, 0.7]):
- shademodel_state = bgl.Buffer(bgl.GL_INT, 1)
- bgl.glGetIntegerv(bgl.GL_SHADE_MODEL, shademodel_state)
+ vertices = ((x1, y1), (x2, y2))
+ vertex_colors = ((colour[0]+(1.0-colour[0])/4,
+ colour[1]+(1.0-colour[1])/4,
+ colour[2]+(1.0-colour[2])/4,
+ colour[3]+(1.0-colour[3])/4),
+ colour)
- bgl.glEnable(bgl.GL_BLEND)
+ batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices, "color": vertex_colors})
bgl.glLineWidth(size * dpifac())
- bgl.glShadeModel(bgl.GL_SMOOTH)
- bgl.glEnable(bgl.GL_LINE_SMOOTH)
-
- bgl.glBegin(bgl.GL_LINE_STRIP)
- try:
- bgl.glColor4f(colour[0]+(1.0-colour[0])/4, colour[1]+(1.0-colour[1])/4, colour[2]+(1.0-colour[2])/4, colour[3]+(1.0-colour[3])/4)
- bgl.glVertex2f(x1, y1)
- bgl.glColor4f(colour[0], colour[1], colour[2], colour[3])
- bgl.glVertex2f(x2, y2)
- except:
- pass
- bgl.glEnd()
-
- bgl.glShadeModel(shademodel_state[0])
- bgl.glDisable(bgl.GL_LINE_SMOOTH)
-
-
-def draw_circle(mx, my, radius, colour=[1.0, 1.0, 1.0, 0.7]):
- bgl.glEnable(bgl.GL_LINE_SMOOTH)
- bgl.glBegin(bgl.GL_TRIANGLE_FAN)
- bgl.glColor4f(colour[0], colour[1], colour[2], colour[3])
+
+ shader.bind()
+ batch.draw(shader)
+
+
+def draw_circle_2d_filled(shader, mx, my, radius, colour=(1.0, 1.0, 1.0, 0.7)):
radius = radius * dpifac()
sides = 12
- for i in range(sides + 1):
- cosine = radius * cos(i * 2 * pi / sides) + mx
- sine = radius * sin(i * 2 * pi / sides) + my
- bgl.glVertex2f(cosine, sine)
- bgl.glEnd()
- bgl.glDisable(bgl.GL_LINE_SMOOTH)
+ 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.uniform_float("color", colour)
+ batch.draw(shader)
-def draw_rounded_node_border(node, radius=8, colour=[1.0, 1.0, 1.0, 0.7]):
- bgl.glEnable(bgl.GL_BLEND)
- bgl.glEnable(bgl.GL_LINE_SMOOTH)
-
+def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)):
area_width = bpy.context.area.width - (16*dpifac()) - 1
bottom_bar = (16*dpifac()) + 1
sides = 16
radius = radius*dpifac()
- bgl.glColor4f(colour[0], colour[1], colour[2], colour[3])
nlocx = (node.location.x+1)*dpifac()
nlocy = (node.location.y+1)*dpifac()
@@ -821,129 +810,142 @@ def draw_rounded_node_border(node, radius=8, colour=[1.0, 1.0, 1.0, 0.7]):
radius += 6
# Top left corner
- bgl.glBegin(bgl.GL_TRIANGLE_FAN)
mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
- bgl.glVertex2f(mx,my)
+ vertices = [(mx,my)]
for i in range(sides+1):
if (4<=i<=8):
if my > bottom_bar and mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
- bgl.glVertex2f(cosine, sine)
- bgl.glEnd()
+ 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
- bgl.glBegin(bgl.GL_TRIANGLE_FAN)
mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
- bgl.glVertex2f(mx,my)
+ vertices = [(mx,my)]
for i in range(sides+1):
if (0<=i<=4):
if my > bottom_bar and mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
- bgl.glVertex2f(cosine, sine)
- bgl.glEnd()
+ 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
- bgl.glBegin(bgl.GL_TRIANGLE_FAN)
mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy, clip=False)
- bgl.glVertex2f(mx,my)
+ vertices = [(mx,my)]
for i in range(sides+1):
if (8<=i<=12):
if my > bottom_bar and mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
- bgl.glVertex2f(cosine, sine)
- bgl.glEnd()
+ 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
- bgl.glBegin(bgl.GL_TRIANGLE_FAN)
mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy, clip=False)
- bgl.glVertex2f(mx,my)
+ vertices = [(mx,my)]
for i in range(sides+1):
if (12<=i<=16):
if my > bottom_bar and mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
- bgl.glVertex2f(cosine, sine)
- bgl.glEnd()
+ 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
+ vertices = []
+ indices = []
+ id_last = 0
# Left edge
- bgl.glBegin(bgl.GL_QUADS)
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy, clip=False)
- m1y = max(m1y, bottom_bar)
- m2y = max(m2y, bottom_bar)
if m1x < area_width and m2x < area_width:
- bgl.glVertex2f(m2x-radius,m2y) # draw order is important, start with bottom left and go anti-clockwise
- bgl.glVertex2f(m2x,m2y)
- bgl.glVertex2f(m1x,m1y)
- bgl.glVertex2f(m1x-radius,m1y)
- bgl.glEnd()
+ vertices.extend([(m2x-radius,m2y), (m2x,m2y),
+ (m1x,m1y), (m1x-radius,m1y)])
+ indices.extend([(id_last, id_last+1, id_last+3),
+ (id_last+3, id_last+1, id_last+2)])
+ id_last += 4
# Top edge
- bgl.glBegin(bgl.GL_QUADS)
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
m1x = min(m1x, area_width)
m2x = min(m2x, area_width)
if m1y > bottom_bar and m2y > bottom_bar:
- bgl.glVertex2f(m1x,m2y) # draw order is important, start with bottom left and go anti-clockwise
- bgl.glVertex2f(m2x,m2y)
- bgl.glVertex2f(m2x,m1y+radius)
- bgl.glVertex2f(m1x,m1y+radius)
- bgl.glEnd()
+ vertices.extend([(m1x,m1y), (m2x,m1y),
+ (m2x,m1y+radius), (m1x,m1y+radius)])
+ indices.extend([(id_last, id_last+1, id_last+3),
+ (id_last+3, id_last+1, id_last+2)])
+ id_last += 4
# Right edge
- bgl.glBegin(bgl.GL_QUADS)
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy, clip=False)
m1y = max(m1y, bottom_bar)
m2y = max(m2y, bottom_bar)
if m1x < area_width and m2x < area_width:
- bgl.glVertex2f(m2x,m2y) # draw order is important, start with bottom left and go anti-clockwise
- bgl.glVertex2f(m2x+radius,m2y)
- bgl.glVertex2f(m1x+radius,m1y)
- bgl.glVertex2f(m1x,m1y)
- bgl.glEnd()
+ vertices.extend([(m1x,m2y), (m1x+radius,m2y),
+ (m1x+radius,m1y), (m1x,m1y)])
+ indices.extend([(id_last, id_last+1, id_last+3),
+ (id_last+3, id_last+1, id_last+2)])
+ id_last += 4
# Bottom edge
- bgl.glBegin(bgl.GL_QUADS)
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy-ndimy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy-ndimy, clip=False)
m1x = min(m1x, area_width)
m2x = min(m2x, area_width)
if m1y > bottom_bar and m2y > bottom_bar:
- bgl.glVertex2f(m1x,m2y) # draw order is important, start with bottom left and go anti-clockwise
- bgl.glVertex2f(m2x,m2y)
- bgl.glVertex2f(m2x,m1y-radius)
- bgl.glVertex2f(m1x,m1y-radius)
- bgl.glEnd()
-
-
- # Restore defaults
- bgl.glDisable(bgl.GL_BLEND)
- bgl.glDisable(bgl.GL_LINE_SMOOTH)
-
+ vertices.extend([(m1x,m2y), (m2x,m2y),
+ (m2x,m1y-radius), (m1x,m1y-radius)])
+ indices.extend([(id_last, id_last+1, id_last+3),
+ (id_last+3, id_last+1, id_last+2)])
+
+ # 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:
- nodes, links = get_nodes_links(context)
+
+ bgl.glLineWidth(1)
+ bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_LINE_SMOOTH)
+ bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
+
+ 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]
- col_circle_inner = [0.3, 0.05, 0.05, 1.0]
+ col_outer = (1.0, 0.2, 0.2, 0.4)
+ col_inner = (0.0, 0.0, 0.0, 0.5)
+ col_circle_inner = (0.3, 0.05, 0.05, 1.0)
elif mode == "LINKMENU":
- col_outer = [0.4, 0.6, 1.0, 0.4]
- col_inner = [0.0, 0.0, 0.0, 0.5]
- col_circle_inner = [0.08, 0.15, .3, 1.0]
+ col_outer = (0.4, 0.6, 1.0, 0.4)
+ col_inner = (0.0, 0.0, 0.0, 0.5)
+ col_circle_inner = (0.08, 0.15, .3, 1.0)
elif mode == "MIX":
- col_outer = [0.2, 1.0, 0.2, 0.4]
- col_inner = [0.0, 0.0, 0.0, 0.5]
- col_circle_inner = [0.05, 0.3, 0.05, 1.0]
+ col_outer = (0.2, 1.0, 0.2, 0.4)
+ col_inner = (0.0, 0.0, 0.0, 0.5)
+ col_circle_inner = (0.05, 0.3, 0.05, 1.0)
m1x = self.mouse_path[0][0]
m1y = self.mouse_path[0][1]
@@ -954,34 +956,29 @@ def draw_callback_nodeoutline(self, context, mode):
n2 = nodes[context.scene.NWLazyTarget]
if n1 == n2:
- col_outer = [0.4, 0.4, 0.4, 0.4]
- col_inner = [0.0, 0.0, 0.0, 0.5]
- col_circle_inner = [0.2, 0.2, 0.2, 1.0]
+ col_outer = (0.4, 0.4, 0.4, 0.4)
+ 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(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_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_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(m1x, m1y, 7, col_outer)
- draw_circle(m2x, m2y, 7, col_outer)
+ draw_circle_2d_filled(shader, m1x, m1y, 7, col_outer)
+ draw_circle_2d_filled(shader, m2x, m2y, 7, col_outer)
# circle inner
- draw_circle(m1x, m1y, 5, col_circle_inner)
- draw_circle(m2x, m2y, 5, col_circle_inner)
+ draw_circle_2d_filled(shader, m1x, m1y, 5, col_circle_inner)
+ draw_circle_2d_filled(shader, m2x, m2y, 5, col_circle_inner)
- # restore opengl defaults
- bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
- bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
-
bgl.glDisable(bgl.GL_LINE_SMOOTH)
-
def get_nodes_links(context):
tree = context.space_data.node_tree