forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			82 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import bpy, blf, bgl, os, gpu
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from gpu_extras.batch import batch_for_shader
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class ViewportDraw:
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    def __init__(self, context, text):
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        bakefile = "TLM_Overlay.png"
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        scriptDir = os.path.dirname(os.path.realpath(__file__))
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        bakefile_path = os.path.abspath(os.path.join(scriptDir, '..', '..', 'assets', bakefile))
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        image_name = "TLM_Overlay.png"
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        bpy.ops.image.open(filepath=bakefile_path)
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        print("Self path: " + bakefile_path)
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        for img in bpy.data.images:
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            if img.filepath.endswith(image_name):
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                image = img
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                break
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        if not image:
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            image = bpy.data.images[image_name]
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        x = 15
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        y = 15
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        w = 400
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        h = 200
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        if bpy.app.version[0] == 3:
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            self.shader = gpu.shader.from_builtin('2D_IMAGE')
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        else:
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            self.shader = gpu.shader.from_builtin('IMAGE')
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        self.batch = batch_for_shader(
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            self.shader, 'TRI_FAN',
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            {
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                "pos": ((x, y), (x+w, y), (x+w, y+h), (x, y+h)),
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                "texCoord": ((0, 0), (1, 0), (1, 1), (0, 1)),
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            },
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        )
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        if image.gl_load():
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            raise Exception()
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        self.text = text
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        self.image = image
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        #self.handle = bpy.types.SpaceView3D.draw_handler_add(self.draw_text_callback, (context,), 'WINDOW', 'POST_PIXEL')
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        self.handle2 = bpy.types.SpaceView3D.draw_handler_add(self.draw_image_callback, (context,), 'WINDOW', 'POST_PIXEL')
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    def draw_text_callback(self, context):
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        font_id = 0
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        blf.position(font_id, 15, 15, 0)
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        blf.size(font_id, 20, 72)
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        blf.draw(font_id, "%s" % (self.text))
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    def draw_image_callback(self, context):
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        if self.image:
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            bgl.glEnable(bgl.GL_BLEND)
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            bgl.glActiveTexture(bgl.GL_TEXTURE0)
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            try:
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                bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.image.bindcode)
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            except:
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                bpy.types.SpaceView3D.draw_handler_remove(self.handle2, 'WINDOW')
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            self.shader.bind()
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            self.shader.uniform_int("image", 0)
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            self.batch.draw(self.shader)
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            bgl.glDisable(bgl.GL_BLEND)
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    def update_text(self, text):
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        self.text = text
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    def remove_handle(self):
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        #bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')
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        bpy.types.SpaceView3D.draw_handler_remove(self.handle2, 'WINDOW')
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