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# ***** 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 *****
def draw_circle_2d(position, color, radius, *, segments=32):
"""
Draw a circle.
:arg position: Position where the circle will be drawn.
:type position: 2D Vector
:arg color: Color of the circle. To use transparency GL_BLEND has to be enabled.
:type color: tuple containing RGBA values
:arg radius: Radius of the circle.
:type radius: float
:arg segments: How many segments will be used to draw the circle.
Higher values give besser results but the drawing will take longer.
:type segments: int
"""
from math import sin, cos, pi
import gpu
from gpu.types import (
GPUBatch,
GPUVertBuf,
GPUVertFormat,
)
if segments <= 0:
raise ValueError("Amount of segments must be greater than 0.")
with gpu.matrix.push_pop():
gpu.matrix.translate(position)
gpu.matrix.scale_uniform(radius)
mul = (1.0 / (segments - 1)) * (pi * 2)
verts = [(sin(i * mul), cos(i * mul)) for i in range(segments)]
fmt = GPUVertFormat()
pos_id = fmt.attr_add(id="pos", comp_type='F32', len=2, fetch_mode='FLOAT')
vbo = GPUVertBuf(len=len(verts), format=fmt)
vbo.attr_fill(id=pos_id, data=verts)
batch = GPUBatch(type='LINE_STRIP', buf=vbo)
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
batch.program_set(shader)
shader.uniform_float("color", color)
batch.draw()
def draw_texture_2d(texture, position, width, height):
"""
Draw a 2d texture.
:arg texture: GPUTexture to draw (e.g. gpu.texture.from_image(image) for :class:`bpy.types.Image`).
:type texture: :class:`gpu.types.GPUTexture`
:arg position: Position of the lower left corner.
:type position: 2D Vector
:arg width: Width of the image when drawn (not necessarily
the original width of the texture).
:type width: float
:arg height: Height of the image when drawn.
:type height: float
"""
import gpu
from . batch import batch_for_shader
coords = ((0, 0), (1, 0), (1, 1), (0, 1))
shader = gpu.shader.from_builtin('2D_IMAGE')
batch = batch_for_shader(
shader, 'TRI_FAN',
{"pos": coords, "texCoord": coords},
)
with gpu.matrix.push_pop():
gpu.matrix.translate(position)
gpu.matrix.scale((width, height))
shader = gpu.shader.from_builtin('2D_IMAGE')
shader.bind()
if isinstance(texture, int):
# Call the legacy bgl to not break the existing API
import bgl
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture)
shader.uniform_int("image", 0)
else:
shader.uniform_sampler("image", texture)
batch.draw(shader)
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