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img = bpy.data.images.load(str(texture_path), check_existing=True)
icons[image] = gpu.texture.from_image(img)
batch = batch_for_shader(
shader_2d_image_color, 'TRI_FAN',
{
"pos": vertices,
"texCoord": ((0, 0), (1, 0), (1, 1), (0, 1)),
},
)
shader_2d_image_color.bind()
shader_2d_image_color.uniform_float("Color", color)
shader_2d_image_color.uniform_float("Color_bg", color_bg)
shader_2d_image_color.uniform_float("Fade", fade)
shader_2d_image_color.uniform_sampler("Image", icons[image])
batch.draw(shader_2d_image_color)
gpu.state.blend_set(previous_blend_state)
def draw_line_2d(source_x, source_y, target_x, target_y, color=(1, 1, 0, 1), line_width=1):
"""
Draw a 2d line in the viewport.
"""
if line_width != 1:
gpu.state.line_width_set(line_width)
gpu.state.blend_set("ALPHA")
vertices = (
(source_x, source_y),
(target_x, target_y))
batch = batch_for_shader(shader_2d_uniform_color, 'LINES', {"pos": vertices})
shader_2d_uniform_color.bind()
shader_2d_uniform_color.uniform_float("color", color)
batch.draw(shader_2d_uniform_color)
if line_width != 1:
gpu.state.line_width_set(1)
gpu.state.blend_set("NONE")
def draw_line_3d(source, target, color=(1, 1, 0, 1), line_width=1, depth_test=False):
"""
Draw a 3d line in the viewport.
"""
if line_width != 1:
gpu.state.line_width_set(line_width)
gpu.state.blend_set("ALPHA")
if depth_test:
gpu.state.depth_test_set("LESS")
vertices = (
(source[0], source[1], source[2]),
(target[0], target[1], target[2]))
batch = batch_for_shader(shader_3d_uniform_color, 'LINES', {"pos": vertices})
shader_3d_uniform_color.bind()
shader_3d_uniform_color.uniform_float("color", color)
batch.draw(shader_3d_uniform_color)
if line_width != 1:
gpu.state.line_width_set(1)
gpu.state.blend_set("NONE")
if depth_test:
gpu.state.depth_test_set("NONE")
def draw_line_3d_smooth_blend(source, target, color_a=(1, 0, 0, 1), color_b=(0, 1, 0, 1), line_width=1,
depth_test=False):
"""
Draw a smooth blend line in the viewport.
"""
if bpy.app.version >= (3, 4, 0):
gpu.state.blend_set("ALPHA")
if depth_test:
gpu.state.depth_test_set("LESS")
vertices = (
(source[0], source[1], source[2]),
(target[0], target[1], target[2]))
color_fade = (color_a, color_b)
batch = batch_for_shader(shader_3d_polyline_smooth_color, 'LINES', {"pos": vertices, "color": color_fade})
shader_3d_polyline_smooth_color.uniform_float("lineWidth", line_width)
shader_3d_polyline_smooth_color.bind()
batch.draw(shader_3d_polyline_smooth_color)
gpu.state.blend_set("NONE")
if depth_test:
gpu.state.depth_test_set("NONE")
else:
if line_width != 1:
bgl.glLineWidth(line_width)
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_LINE_SMOOTH)
if depth_test:
bgl.glEnable(bgl.GL_DEPTH_TEST)
vertices = (
(source[0], source[1], source[2]),
(target[0], target[1], target[2]))
color_fade = (color_a, color_b)
batch = batch_for_shader(shader_3d_smooth_color, 'LINES', {"pos": vertices, "color": color_fade})