2018-10-25 21:04:38 +11:00
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ***** END GPL LICENSE BLOCK *****
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2018-11-12 18:04:48 +01:00
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def draw_circle_2d(position, color, radius, segments=32):
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2018-10-25 21:04:38 +11:00
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from math import sin, cos, pi
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import gpu
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from gpu.types import (
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GPUBatch,
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GPUVertBuf,
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GPUVertFormat,
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)
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2018-11-12 17:54:20 +01:00
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if segments <= 0:
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raise ValueError("Amount of segments must be greater than 0.")
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2018-10-25 21:04:38 +11:00
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with gpu.matrix.push_pop():
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gpu.matrix.translate(position)
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gpu.matrix.scale_uniform(radius)
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2018-11-12 17:54:20 +01:00
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mul = (1.0 / (segments - 1)) * (pi * 2)
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verts = [(sin(i * mul), cos(i * mul)) for i in range(segments)]
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2018-10-26 08:06:05 +11:00
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fmt = GPUVertFormat()
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2018-10-25 21:04:38 +11:00
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pos_id = fmt.attr_add(id="pos", comp_type='F32', len=2, fetch_mode='FLOAT')
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vbo = GPUVertBuf(len=len(verts), format=fmt)
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vbo.attr_fill(id=pos_id, data=verts)
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batch = GPUBatch(type='LINE_STRIP', buf=vbo)
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shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
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batch.program_set(shader)
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shader.uniform_float("color", color)
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batch.draw()
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2018-11-13 16:20:16 +01:00
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def draw_texture_2d(texture_id, position, width, height):
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import gpu
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import bgl
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from . batch import batch_for_shader
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coords = ((0, 0), (1, 0), (1, 1), (0, 1))
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shader = gpu.shader.from_builtin('2D_IMAGE')
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batch = batch_for_shader(shader, 'TRI_FAN',
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{"pos" : coords,
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"texCoord" : coords})
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bgl.glActiveTexture(bgl.GL_TEXTURE0)
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture_id)
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with gpu.matrix.push_pop():
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gpu.matrix.translate(position)
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gpu.matrix.scale((width, height))
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shader = gpu.shader.from_builtin('2D_IMAGE')
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shader.bind()
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shader.uniform_int("image", 0)
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batch.draw(shader)
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