# SPDX-License-Identifier: GPL-2.0-or-later import bpy 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; out vec4 FragColor; 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; 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) gpu.state.line_width_set(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()