This commit implements described in the #104573. The goal is to fix the confusion of the submodule hashes change, which are not ideal for any of the supported git-module configuration (they are either always visible causing confusion, or silently staged and committed, also causing confusion). This commit replaces submodules with a checkout of addons and addons_contrib, covered by the .gitignore, and locale and developer tools are moved to the main repository. This also changes the paths: - /release/scripts are moved to the /scripts - /source/tools are moved to the /tools - /release/datafiles/locale is moved to /locale This is done to avoid conflicts when using bisect, and also allow buildbot to automatically "recover" wgen building older or newer branches/patches. Running `make update` will initialize the local checkout to the changed repository configuration. Another aspect of the change is that the make update will support Github style of remote organization (origin remote pointing to thy fork, upstream remote pointing to the upstream blender/blender.git). Pull Request #104755
92 lines
3.1 KiB
Python
92 lines
3.1 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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def draw_circle_2d(position, color, radius, *, segments=None):
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"""
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Draw a circle.
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:arg position: Position where the circle will be drawn.
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:type position: 2D Vector
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:arg color: Color of the circle. To use transparency GL_BLEND has to be enabled.
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:type color: tuple containing RGBA values
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:arg radius: Radius of the circle.
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:type radius: float
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:arg segments: How many segments will be used to draw the circle.
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Higher values give better results but the drawing will take longer.
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If None or not specified, an automatic value will be calculated.
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:type segments: int or None
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"""
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from math import sin, cos, pi, ceil, acos
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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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if segments is None:
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max_pixel_error = 0.25 # TODO: multiply 0.5 by display dpi
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segments = int(ceil(pi / acos(1.0 - max_pixel_error / radius)))
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segments = max(segments, 8)
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segments = min(segments, 1000)
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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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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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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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fmt = GPUVertFormat()
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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('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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def draw_texture_2d(texture, position, width, height):
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"""
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Draw a 2d texture.
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:arg texture: GPUTexture to draw (e.g. gpu.texture.from_image(image) for :class:`bpy.types.Image`).
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:type texture: :class:`gpu.types.GPUTexture`
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:arg position: Position of the lower left corner.
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:type position: 2D Vector
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:arg width: Width of the image when drawn (not necessarily
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the original width of the texture).
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:type width: float
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:arg height: Height of the image when drawn.
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:type height: float
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"""
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import gpu
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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('IMAGE')
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batch = batch_for_shader(
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shader, 'TRI_FAN',
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{"pos": coords, "texCoord": coords},
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)
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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('IMAGE')
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if isinstance(texture, int):
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# Call the legacy bgl to not break the existing API
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import bgl
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bgl.glActiveTexture(bgl.GL_TEXTURE0)
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bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture)
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shader.uniform_int("image", 0)
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else:
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shader.uniform_sampler("image", texture)
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batch.draw(shader)
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