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# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
import gpu
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:
fb = gpu.state.active_framebuffer_get()
fb.clear(color=(0.0, 0.0, 0.0, 0.0))
draw_image(face_data, opacity)
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):
gpu.state.blend_set('ALPHA')
with gpu.matrix.push_pop():
gpu.matrix.load_matrix(get_normalize_uvs_matrix())
gpu.matrix.load_projection_matrix(Matrix.Identity(4))
draw_background_colors(face_data, opacity)
draw_lines(face_data)
gpu.state.blend_set('NONE')
def get_normalize_uvs_matrix():
'''matrix maps x and y coordinates from [0, 1] to [-1, 1]'''
matrix = Matrix.Identity(4)
matrix.col[3][0] = -1
matrix.col[3][1] = -1
matrix[0][0] = 2
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))]
indices = []
offset = 0
for uvs, _ in face_data:
triangles = tessellate_uvs(uvs)
indices.extend([index + offset for index in triangle] for triangle in triangles)
offset += len(uvs)
shader = gpu.shader.from_builtin('2D_FLAT_COLOR')
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)]
coords.append((start[0], start[1]))
coords.append((end[0], end[1]))
# 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", 1.0)
shader.uniform_float("color", (0.0, 0.0, 0.0, 1.0))
batch.draw(shader)
def save_pixels(filepath, pixel_data, width, height):
image = bpy.data.images.new("temp", width, height, alpha=True)
image.filepath = filepath
image.pixels = [v / 255 for v in pixel_data]
image.save()
bpy.data.images.remove(image)
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