Node Wrangler: update drawing code to 2.8

Reviewers: JacquesLucke

Differential Revision: https://developer.blender.org/D4517
This commit is contained in:
Philipp Oeser 2019-03-15 16:41:36 +01:00
parent 25b1b13a23
commit 9f6c1c0964
1 changed files with 103 additions and 106 deletions

View File

@ -30,6 +30,7 @@ bl_info = {
}
import bpy, blf, bgl
import gpu
from bpy.types import Operator, Panel, Menu
from bpy.props import (
FloatProperty,
@ -41,6 +42,7 @@ from bpy.props import (
CollectionProperty,
)
from bpy_extras.io_utils import ImportHelper, ExportHelper
from gpu_extras.batch import batch_for_shader
from mathutils import Vector
from math import cos, sin, pi, hypot
from os import path
@ -747,53 +749,40 @@ def store_mouse_cursor(context, event):
else:
space.cursor_location = tree.view_center
def draw_line(x1, y1, x2, y2, size, colour=(1.0, 1.0, 1.0, 0.7)):
shader = gpu.shader.from_builtin('2D_SMOOTH_COLOR')
def draw_line(x1, y1, x2, y2, size, colour=[1.0, 1.0, 1.0, 0.7]):
shademodel_state = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGetIntegerv(bgl.GL_SHADE_MODEL, shademodel_state)
vertices = ((x1, y1), (x2, y2))
vertex_colors = ((colour[0]+(1.0-colour[0])/4,
colour[1]+(1.0-colour[1])/4,
colour[2]+(1.0-colour[2])/4,
colour[3]+(1.0-colour[3])/4),
colour)
bgl.glEnable(bgl.GL_BLEND)
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices, "color": vertex_colors})
bgl.glLineWidth(size * dpifac())
bgl.glShadeModel(bgl.GL_SMOOTH)
bgl.glEnable(bgl.GL_LINE_SMOOTH)
bgl.glBegin(bgl.GL_LINE_STRIP)
try:
bgl.glColor4f(colour[0]+(1.0-colour[0])/4, colour[1]+(1.0-colour[1])/4, colour[2]+(1.0-colour[2])/4, colour[3]+(1.0-colour[3])/4)
bgl.glVertex2f(x1, y1)
bgl.glColor4f(colour[0], colour[1], colour[2], colour[3])
bgl.glVertex2f(x2, y2)
except:
pass
bgl.glEnd()
bgl.glShadeModel(shademodel_state[0])
bgl.glDisable(bgl.GL_LINE_SMOOTH)
shader.bind()
batch.draw(shader)
def draw_circle(mx, my, radius, colour=[1.0, 1.0, 1.0, 0.7]):
bgl.glEnable(bgl.GL_LINE_SMOOTH)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
bgl.glColor4f(colour[0], colour[1], colour[2], colour[3])
def draw_circle_2d_filled(shader, mx, my, radius, colour=(1.0, 1.0, 1.0, 0.7)):
radius = radius * dpifac()
sides = 12
for i in range(sides + 1):
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
bgl.glVertex2f(cosine, sine)
bgl.glEnd()
bgl.glDisable(bgl.GL_LINE_SMOOTH)
vertices = [(radius * cos(i * 2 * pi / sides) + mx,
radius * sin(i * 2 * pi / sides) + my)
for i in range(sides + 1)]
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
shader.bind()
shader.uniform_float("color", colour)
batch.draw(shader)
def draw_rounded_node_border(node, radius=8, colour=[1.0, 1.0, 1.0, 0.7]):
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_LINE_SMOOTH)
def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)):
area_width = bpy.context.area.width - (16*dpifac()) - 1
bottom_bar = (16*dpifac()) + 1
sides = 16
radius = radius*dpifac()
bgl.glColor4f(colour[0], colour[1], colour[2], colour[3])
nlocx = (node.location.x+1)*dpifac()
nlocy = (node.location.y+1)*dpifac()
@ -821,129 +810,142 @@ def draw_rounded_node_border(node, radius=8, colour=[1.0, 1.0, 1.0, 0.7]):
radius += 6
# Top left corner
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
bgl.glVertex2f(mx,my)
vertices = [(mx,my)]
for i in range(sides+1):
if (4<=i<=8):
if my > bottom_bar and mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
bgl.glVertex2f(cosine, sine)
bgl.glEnd()
vertices.append((cosine,sine))
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
shader.bind()
shader.uniform_float("color", colour)
batch.draw(shader)
# Top right corner
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
bgl.glVertex2f(mx,my)
vertices = [(mx,my)]
for i in range(sides+1):
if (0<=i<=4):
if my > bottom_bar and mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
bgl.glVertex2f(cosine, sine)
bgl.glEnd()
vertices.append((cosine,sine))
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
shader.bind()
shader.uniform_float("color", colour)
batch.draw(shader)
# Bottom left corner
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy, clip=False)
bgl.glVertex2f(mx,my)
vertices = [(mx,my)]
for i in range(sides+1):
if (8<=i<=12):
if my > bottom_bar and mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
bgl.glVertex2f(cosine, sine)
bgl.glEnd()
vertices.append((cosine,sine))
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
shader.bind()
shader.uniform_float("color", colour)
batch.draw(shader)
# Bottom right corner
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy, clip=False)
bgl.glVertex2f(mx,my)
vertices = [(mx,my)]
for i in range(sides+1):
if (12<=i<=16):
if my > bottom_bar and mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
bgl.glVertex2f(cosine, sine)
bgl.glEnd()
vertices.append((cosine,sine))
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
shader.bind()
shader.uniform_float("color", colour)
batch.draw(shader)
# prepare drawing all edges in one batch
vertices = []
indices = []
id_last = 0
# Left edge
bgl.glBegin(bgl.GL_QUADS)
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy, clip=False)
m1y = max(m1y, bottom_bar)
m2y = max(m2y, bottom_bar)
if m1x < area_width and m2x < area_width:
bgl.glVertex2f(m2x-radius,m2y) # draw order is important, start with bottom left and go anti-clockwise
bgl.glVertex2f(m2x,m2y)
bgl.glVertex2f(m1x,m1y)
bgl.glVertex2f(m1x-radius,m1y)
bgl.glEnd()
vertices.extend([(m2x-radius,m2y), (m2x,m2y),
(m1x,m1y), (m1x-radius,m1y)])
indices.extend([(id_last, id_last+1, id_last+3),
(id_last+3, id_last+1, id_last+2)])
id_last += 4
# Top edge
bgl.glBegin(bgl.GL_QUADS)
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
m1x = min(m1x, area_width)
m2x = min(m2x, area_width)
if m1y > bottom_bar and m2y > bottom_bar:
bgl.glVertex2f(m1x,m2y) # draw order is important, start with bottom left and go anti-clockwise
bgl.glVertex2f(m2x,m2y)
bgl.glVertex2f(m2x,m1y+radius)
bgl.glVertex2f(m1x,m1y+radius)
bgl.glEnd()
vertices.extend([(m1x,m1y), (m2x,m1y),
(m2x,m1y+radius), (m1x,m1y+radius)])
indices.extend([(id_last, id_last+1, id_last+3),
(id_last+3, id_last+1, id_last+2)])
id_last += 4
# Right edge
bgl.glBegin(bgl.GL_QUADS)
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy, clip=False)
m1y = max(m1y, bottom_bar)
m2y = max(m2y, bottom_bar)
if m1x < area_width and m2x < area_width:
bgl.glVertex2f(m2x,m2y) # draw order is important, start with bottom left and go anti-clockwise
bgl.glVertex2f(m2x+radius,m2y)
bgl.glVertex2f(m1x+radius,m1y)
bgl.glVertex2f(m1x,m1y)
bgl.glEnd()
vertices.extend([(m1x,m2y), (m1x+radius,m2y),
(m1x+radius,m1y), (m1x,m1y)])
indices.extend([(id_last, id_last+1, id_last+3),
(id_last+3, id_last+1, id_last+2)])
id_last += 4
# Bottom edge
bgl.glBegin(bgl.GL_QUADS)
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy-ndimy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy-ndimy, clip=False)
m1x = min(m1x, area_width)
m2x = min(m2x, area_width)
if m1y > bottom_bar and m2y > bottom_bar:
bgl.glVertex2f(m1x,m2y) # draw order is important, start with bottom left and go anti-clockwise
bgl.glVertex2f(m2x,m2y)
bgl.glVertex2f(m2x,m1y-radius)
bgl.glVertex2f(m1x,m1y-radius)
bgl.glEnd()
# Restore defaults
bgl.glDisable(bgl.GL_BLEND)
bgl.glDisable(bgl.GL_LINE_SMOOTH)
vertices.extend([(m1x,m2y), (m2x,m2y),
(m2x,m1y-radius), (m1x,m1y-radius)])
indices.extend([(id_last, id_last+1, id_last+3),
(id_last+3, id_last+1, id_last+2)])
# now draw all edges in one batch
if len(vertices) != 0:
batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
shader.bind()
shader.uniform_float("color", colour)
batch.draw(shader)
def draw_callback_nodeoutline(self, context, mode):
if self.mouse_path:
nodes, links = get_nodes_links(context)
bgl.glLineWidth(1)
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_LINE_SMOOTH)
bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
nodes, links = get_nodes_links(context)
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
if mode == "LINK":
col_outer = [1.0, 0.2, 0.2, 0.4]
col_inner = [0.0, 0.0, 0.0, 0.5]
col_circle_inner = [0.3, 0.05, 0.05, 1.0]
col_outer = (1.0, 0.2, 0.2, 0.4)
col_inner = (0.0, 0.0, 0.0, 0.5)
col_circle_inner = (0.3, 0.05, 0.05, 1.0)
elif mode == "LINKMENU":
col_outer = [0.4, 0.6, 1.0, 0.4]
col_inner = [0.0, 0.0, 0.0, 0.5]
col_circle_inner = [0.08, 0.15, .3, 1.0]
col_outer = (0.4, 0.6, 1.0, 0.4)
col_inner = (0.0, 0.0, 0.0, 0.5)
col_circle_inner = (0.08, 0.15, .3, 1.0)
elif mode == "MIX":
col_outer = [0.2, 1.0, 0.2, 0.4]
col_inner = [0.0, 0.0, 0.0, 0.5]
col_circle_inner = [0.05, 0.3, 0.05, 1.0]
col_outer = (0.2, 1.0, 0.2, 0.4)
col_inner = (0.0, 0.0, 0.0, 0.5)
col_circle_inner = (0.05, 0.3, 0.05, 1.0)
m1x = self.mouse_path[0][0]
m1y = self.mouse_path[0][1]
@ -954,34 +956,29 @@ def draw_callback_nodeoutline(self, context, mode):
n2 = nodes[context.scene.NWLazyTarget]
if n1 == n2:
col_outer = [0.4, 0.4, 0.4, 0.4]
col_inner = [0.0, 0.0, 0.0, 0.5]
col_circle_inner = [0.2, 0.2, 0.2, 1.0]
col_outer = (0.4, 0.4, 0.4, 0.4)
col_inner = (0.0, 0.0, 0.0, 0.5)
col_circle_inner = (0.2, 0.2, 0.2, 1.0)
draw_rounded_node_border(n1, radius=6, colour=col_outer) # outline
draw_rounded_node_border(n1, radius=5, colour=col_inner) # inner
draw_rounded_node_border(n2, radius=6, colour=col_outer) # outline
draw_rounded_node_border(n2, radius=5, colour=col_inner) # inner
draw_rounded_node_border(shader, n1, radius=6, colour=col_outer) # outline
draw_rounded_node_border(shader, n1, radius=5, colour=col_inner) # inner
draw_rounded_node_border(shader, n2, radius=6, colour=col_outer) # outline
draw_rounded_node_border(shader, n2, radius=5, colour=col_inner) # inner
draw_line(m1x, m1y, m2x, m2y, 5, col_outer) # line outline
draw_line(m1x, m1y, m2x, m2y, 2, col_inner) # line inner
# circle outline
draw_circle(m1x, m1y, 7, col_outer)
draw_circle(m2x, m2y, 7, col_outer)
draw_circle_2d_filled(shader, m1x, m1y, 7, col_outer)
draw_circle_2d_filled(shader, m2x, m2y, 7, col_outer)
# circle inner
draw_circle(m1x, m1y, 5, col_circle_inner)
draw_circle(m2x, m2y, 5, col_circle_inner)
draw_circle_2d_filled(shader, m1x, m1y, 5, col_circle_inner)
draw_circle_2d_filled(shader, m2x, m2y, 5, col_circle_inner)
# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
bgl.glDisable(bgl.GL_LINE_SMOOTH)
def get_nodes_links(context):
tree = context.space_data.node_tree