Files
test/scripts/modules/gpu_extras/presets.py
Campbell Barton 3bcfb151c1 PyDoc: use Python's type annotation syntax for doc-strings
Replace plain-text type information with the type syntax used
for Python's type annotations as it's more concise, especially for
callbacks which often didn't include useful type information.

Note that this change only applies to inline doc-strings,
generated doc-strings from RNA need to be updated separately.

Details:

- Many minor corrections were made when "list" was incorrectly used
  instead of "sequence".
- Some type information wasn't defined in the doc-strings and has been
  added.
- Verbose type info would benefit from support for type aliases.
2024-11-03 15:44:35 +11:00

94 lines
3.1 KiB
Python

# SPDX-FileCopyrightText: 2018-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
def draw_circle_2d(position, color, radius, *, segments=None):
"""
Draw a circle.
:arg position: 2D position where the circle will be drawn.
:type position: Sequence[float]
:arg color: Color of the circle (RGBA). To use transparency GL_BLEND has to be enabled.
:type color: Sequence[float]
:arg radius: Radius of the circle.
:type radius: float
:arg segments: How many segments will be used to draw the circle.
Higher values give better results but the drawing will take longer.
If None or not specified, an automatic value will be calculated.
:type segments: int | None
"""
from math import sin, cos, pi, ceil, acos
import gpu
from gpu.types import (
GPUBatch,
GPUVertBuf,
GPUVertFormat,
)
if segments is None:
max_pixel_error = 0.25 # TODO: multiply 0.5 by display dpi
segments = int(ceil(pi / acos(1.0 - max_pixel_error / radius)))
segments = max(segments, 8)
segments = min(segments, 1000)
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('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('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('IMAGE')
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)