parent
294e899bf7
commit
b56a6acb9f
Notes:
blender-bot
2023-02-14 18:14:59 +01:00
Referenced by commit e6dcc0b1: Fix T101134: Regression: Export UV Layout is blurry Referenced by commit 563ea27e: UV Layout: bring back smooth lines Referenced by commite6dcc0b1
, Fix T101134: Regression: Export UV Layout is blurry Referenced by commit563ea27e
, UV Layout: bring back smooth lines Referenced by issue #101134, Regression: Export UV Layout is blurry
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@ -3,8 +3,8 @@
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bl_info = {
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"name": "UV Layout",
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"author": "Campbell Barton, Matt Ebb",
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"version": (1, 1, 1),
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"blender": (2, 80, 0),
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"version": (1, 1, 2),
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"blender": (3, 0, 0),
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"location": "Image-Window > UVs > Export UV Layout",
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"description": "Export the UV layout as a 2D graphic",
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"warning": "",
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@ -2,7 +2,6 @@
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import bpy
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import gpu
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import bgl
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from mathutils import Vector, Matrix
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from mathutils.geometry import tessellate_polygon
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from gpu_extras.batch import batch_for_shader
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@ -12,21 +11,23 @@ def export(filepath, face_data, colors, width, height, opacity):
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offscreen.bind()
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try:
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bgl.glClearColor(0.0, 0.0, 0.0, 0.0)
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bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
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fb = gpu.state.active_framebuffer_get()
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fb.clear(color=(0.0, 0.0, 0.0, 0.0))
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draw_image(face_data, opacity)
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pixel_data = get_pixel_data_from_current_back_buffer(width, height)
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pixel_data = fb.read_color(0, 0, width, height, 4, 0, 'UBYTE')
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pixel_data.dimensions = width * height * 4
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save_pixels(filepath, pixel_data, width, height)
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finally:
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offscreen.unbind()
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offscreen.free()
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def draw_image(face_data, opacity):
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bgl.glLineWidth(1)
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bgl.glEnable(bgl.GL_BLEND)
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bgl.glEnable(bgl.GL_LINE_SMOOTH)
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bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
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gpu.state.line_width_set(1.0)
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gpu.state.blend_set('ALPHA_PREMULT')
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# TODO: Use shader that draws a smooth line (Eg. '3D_POLYLINE_UNIFORM_COLOR')
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# bgl.glEnable(bgl.GL_LINE_SMOOTH)
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# bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
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with gpu.matrix.push_pop():
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gpu.matrix.load_matrix(get_normalize_uvs_matrix())
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@ -35,8 +36,7 @@ def draw_image(face_data, opacity):
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draw_background_colors(face_data, opacity)
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draw_lines(face_data)
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bgl.glDisable(bgl.GL_BLEND)
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bgl.glDisable(bgl.GL_LINE_SMOOTH)
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gpu.state.blend_set('NONE')
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def get_normalize_uvs_matrix():
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'''matrix maps x and y coordinates from [0, 1] to [-1, 1]'''
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@ -83,12 +83,6 @@ def draw_lines(face_data):
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shader.uniform_float("color", (0, 0, 0, 1))
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batch.draw(shader)
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def get_pixel_data_from_current_back_buffer(width, height):
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buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4)
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bgl.glReadBuffer(bgl.GL_BACK)
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bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
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return buffer
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def save_pixels(filepath, pixel_data, width, height):
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image = bpy.data.images.new("temp", width, height, alpha=True)
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image.filepath = filepath
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