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Diffstat (limited to 'io_mesh_uv_layout/export_uv_png.py')
-rw-r--r--io_mesh_uv_layout/export_uv_png.py47
1 files changed, 25 insertions, 22 deletions
diff --git a/io_mesh_uv_layout/export_uv_png.py b/io_mesh_uv_layout/export_uv_png.py
index 958bac8e..b051c980 100644
--- a/io_mesh_uv_layout/export_uv_png.py
+++ b/io_mesh_uv_layout/export_uv_png.py
@@ -2,31 +2,30 @@
import bpy
import gpu
-import bgl
from mathutils import Vector, Matrix
from mathutils.geometry import tessellate_polygon
from gpu_extras.batch import batch_for_shader
+
def export(filepath, face_data, colors, width, height, opacity):
offscreen = gpu.types.GPUOffScreen(width, height)
offscreen.bind()
try:
- bgl.glClearColor(0.0, 0.0, 0.0, 0.0)
- bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
+ fb = gpu.state.active_framebuffer_get()
+ fb.clear(color=(0.0, 0.0, 0.0, 0.0))
draw_image(face_data, opacity)
- pixel_data = get_pixel_data_from_current_back_buffer(width, height)
+ pixel_data = fb.read_color(0, 0, width, height, 4, 0, 'UBYTE')
+ pixel_data.dimensions = width * height * 4
save_pixels(filepath, pixel_data, width, height)
finally:
offscreen.unbind()
offscreen.free()
+
def draw_image(face_data, opacity):
- 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_PREMULT')
with gpu.matrix.push_pop():
gpu.matrix.load_matrix(get_normalize_uvs_matrix())
@@ -35,8 +34,8 @@ def draw_image(face_data, opacity):
draw_background_colors(face_data, opacity)
draw_lines(face_data)
- bgl.glDisable(bgl.GL_BLEND)
- bgl.glDisable(bgl.GL_LINE_SMOOTH)
+ gpu.state.blend_set('NONE')
+
def get_normalize_uvs_matrix():
'''matrix maps x and y coordinates from [0, 1] to [-1, 1]'''
@@ -47,6 +46,7 @@ def get_normalize_uvs_matrix():
matrix[1][1] = 2
return matrix
+
def draw_background_colors(face_data, opacity):
coords = [uv for uvs, _ in face_data for uv in uvs]
colors = [(*color, opacity) for uvs, color in face_data for _ in range(len(uvs))]
@@ -59,35 +59,38 @@ def draw_background_colors(face_data, opacity):
offset += len(uvs)
shader = gpu.shader.from_builtin('2D_FLAT_COLOR')
- batch = batch_for_shader(shader, 'TRIS',
- {"pos" : coords,
- "color" : colors},
- indices=indices)
+ batch = batch_for_shader(
+ shader, 'TRIS',
+ {"pos": coords, "color": colors},
+ indices=indices,
+ )
batch.draw(shader)
+
def tessellate_uvs(uvs):
return tessellate_polygon([uvs])
+
def draw_lines(face_data):
coords = []
for uvs, _ in face_data:
for i in range(len(uvs)):
start = uvs[i]
- end = uvs[(i+1) % len(uvs)]
+ end = uvs[(i + 1) % len(uvs)]
coords.append((start[0], start[1]))
coords.append((end[0], end[1]))
- shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
- batch = batch_for_shader(shader, 'LINES', {"pos" : coords})
+ # Use '2D_UNIFORM_COLOR' in the `batch_for_shader` so we don't need to
+ # convert the coordinates to 3D as in the case of
+ # '3D_POLYLINE_UNIFORM_COLOR'.
+ batch = batch_for_shader(gpu.shader.from_builtin('2D_UNIFORM_COLOR'), 'LINES', {"pos": coords})
+ shader = gpu.shader.from_builtin('3D_POLYLINE_UNIFORM_COLOR')
shader.bind()
+ shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:])
+ shader.uniform_float("lineWidth", 0.5)
shader.uniform_float("color", (0, 0, 0, 1))
batch.draw(shader)
-def get_pixel_data_from_current_back_buffer(width, height):
- buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4)
- bgl.glReadBuffer(bgl.GL_BACK)
- bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
- return buffer
def save_pixels(filepath, pixel_data, width, height):
image = bpy.data.images.new("temp", width, height, alpha=True)