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Diffstat (limited to 'sun_position/north.py')
-rw-r--r--sun_position/north.py110
1 files changed, 110 insertions, 0 deletions
diff --git a/sun_position/north.py b/sun_position/north.py
new file mode 100644
index 00000000..44b4ee09
--- /dev/null
+++ b/sun_position/north.py
@@ -0,0 +1,110 @@
+### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+import bpy
+import bgl
+import math
+import gpu
+from gpu_extras.batch import batch_for_shader
+from mathutils import Vector
+
+
+if bpy.app.background: # ignore north line in background mode
+ def north_update(self, context):
+ pass
+else:
+ vertex_shader = '''
+ uniform mat4 u_ViewProjectionMatrix;
+
+ in vec3 position;
+
+ flat out vec2 v_StartPos;
+ out vec4 v_VertPos;
+
+ void main()
+ {
+ vec4 pos = u_ViewProjectionMatrix * vec4(position, 1.0f);
+ gl_Position = pos;
+ v_StartPos = (pos / pos.w).xy;
+ v_VertPos = pos;
+ }
+ '''
+
+ fragment_shader = '''
+ uniform vec4 u_Color;
+
+ flat in vec2 v_StartPos;
+ in vec4 v_VertPos;
+
+ uniform vec2 u_Resolution;
+
+ void main()
+ {
+ vec4 vertPos_2d = v_VertPos / v_VertPos.w;
+ vec2 dir = (vertPos_2d.xy - v_StartPos.xy) * u_Resolution;
+ float dist = length(dir);
+
+ if (step(sin(dist / 5.0f), 0.0) == 1) discard;
+
+ gl_FragColor = u_Color;
+ }
+ '''
+
+ shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
+
+ def draw_north_callback():
+ # ------------------------------------------------------------------
+ # Set up the compass needle using the current north offset angle
+ # less 90 degrees. This forces the unit circle to begin at the
+ # 12 O'clock instead of 3 O'clock position.
+ # ------------------------------------------------------------------
+ sun_props = bpy.context.scene.sun_pos_properties
+
+ color = (0.2, 0.6, 1.0, 0.7)
+ radius = 100
+ angle = -(sun_props.north_offset - math.pi / 2)
+ x = math.cos(angle) * radius
+ y = math.sin(angle) * radius
+
+ coords = Vector((x, y, 0)), Vector((0, 0, 0)) # Start & end of needle
+
+ batch = batch_for_shader(
+ shader, 'LINE_STRIP',
+ {"position": coords},
+ )
+ shader.bind()
+
+ matrix = bpy.context.region_data.perspective_matrix
+ shader.uniform_float("u_ViewProjectionMatrix", matrix)
+ shader.uniform_float("u_Resolution", (bpy.context.region.width, bpy.context.region.height))
+ shader.uniform_float("u_Color", color)
+ bgl.glLineWidth(2.0)
+ batch.draw(shader)
+
+
+ _handle = None
+
+
+ def north_update(self, context):
+ global _handle
+ if self.show_north and _handle is None:
+ _handle = bpy.types.SpaceView3D.draw_handler_add(draw_north_callback, (), 'WINDOW', 'POST_VIEW')
+ elif _handle is not None:
+ bpy.types.SpaceView3D.draw_handler_remove(_handle, 'WINDOW')
+ _handle = None
+ context.area.tag_redraw()