337 lines
9.8 KiB
Python
337 lines
9.8 KiB
Python
import bpy
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import gpu
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import bgl
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# import blf
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from gpu_extras.batch import batch_for_shader
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from bpy_extras.view3d_utils import location_3d_to_region_2d
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from bpy.app.handlers import persistent
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from bpy.types import GizmoGroup, Gizmo
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def view3d_camera_border(context, cam):
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# based on https://blender.stackexchange.com/questions/6377/coordinates-of-corners-of-camera-view-border
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# cam = context.scene.camera
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frame = cam.data.view_frame(scene=context.scene)
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# to world-space
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frame = [cam.matrix_world @ v for v in frame]
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# to pixelspace
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region, rv3d = context.region, context.space_data.region_3d
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frame_px = [location_3d_to_region_2d(region, rv3d, v) for v in frame]
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return frame_px
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def draw_cam_frame_callback(self, context):
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if context.region_data.view_perspective != 'CAMERA':
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return
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if context.scene.camera.name != 'draw_cam':
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return
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main_cam = context.scene.camera.parent
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if not main_cam:
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return
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# if context.area != self._draw_area:
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# return
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# green -> (0.06, 0.4, 0.040, 0.6)
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# orange -> (0.45, 0.18, 0.03, 1.0)
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osd_color = (0.06, 0.4, 0.040, 0.4)
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frame_point = view3d_camera_border(context, main_cam)
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self.shader_2d = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
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self.screen_framing = batch_for_shader(
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self.shader_2d, 'LINE_LOOP', {"pos": frame_point})
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bgl.glLineWidth(1)
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self.shader_2d.bind()
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self.shader_2d.uniform_float("color", osd_color)
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self.screen_framing.draw(self.shader_2d)
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# Reset
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# bgl.glLineWidth(1)
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# # Display Text
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# if self.use_osd_text:
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# font_id = 0
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# dpi = context.preferences.system.dpi
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# # Display current frame text
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# blf.color(font_id, *osd_color) # unpack color in argument
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# blf.position(font_id, context.region.width/3, 15, 0) # context.region.height-
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# blf.size(font_id, 16, dpi)
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# blf.draw(font_id, f'Draw cam')
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# As a modal for tests
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class GPTB_OT_cam_frame_draw(bpy.types.Operator):
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bl_idname = "gp.draw_cam_frame"
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bl_label = "Draw Cam Frame"
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bl_description = "Draw the camera frame using a modal"
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bl_options = {"REGISTER"} # , "INTERNAL"
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# @classmethod
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# def poll(cls, context):
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# return True
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def invoke(self, context, event):
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# screen color frame
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# r = bpy.context.region
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# w = r.width
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# h = r.height
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# self.shader_2d = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
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# self.screen_framing = batch_for_shader(
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# self.shader_2d, 'LINE_LOOP', {"pos": [(0,0), (0,h), (w,h), (w,0)]})
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# OpenGL handler
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self._draw_area = context.area
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args = (self, context)
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self._handle = bpy.types.SpaceView3D.draw_handler_add(
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draw_cam_frame_callback, args, "WINDOW", "POST_PIXEL")
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context.window_manager.modal_handler_add(self)
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return {'RUNNING_MODAL'}
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def exit(self, context):
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bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
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context.area.tag_redraw()
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def modal(self, context, event):
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if event.type in {'ESC'}:
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self.exit(context)
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return {"CANCELLED"}
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return {'PASS_THROUGH'}
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# GIZMO method
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'''
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class CameraFrameWidget(Gizmo):
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bl_idname = "VIEW3D_GT_CAM"
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# bl_target_properties = (
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# {"id": "offset", "type": 'FLOAT', "array_length": 1},
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# )
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# __slots__ = (
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# "custom_shape",
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# "init_mouse_y",
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# "init_value",
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# )
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# def _update_offset_matrix(self):
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# # offset behind the light
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# self.matrix_offset.col[3][2] = self.target_get_value("offset") / -10.0
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def draw(self, context):
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# self._update_offset_matrix()
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# self.draw_custom_shape(self.custom_shape)
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osd_color = (0.06, 0.4, 0.040, 0.4)
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frame_point = view3d_camera_border_3d(context, context.scene.camera.parent)
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self.shader_2d = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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self.screen_framing = batch_for_shader(
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self.shader_2d, 'LINE_LOOP', {"pos": frame_point})
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bgl.glLineWidth(1)
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self.shader_2d.bind()
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self.shader_2d.uniform_float("color", osd_color)
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self.screen_framing.draw(self.shader_2d)
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# def draw_select(self, context, select_id):
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# self._update_offset_matrix()
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# self.draw_custom_shape(self.custom_shape, select_id=select_id)
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# def setup(self):
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# if not hasattr(self, "custom_shape"):
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# self.custom_shape = self.new_custom_shape('LINE_LOOP', custom_shape_verts)
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def invoke(self, context, event):
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# self.init_mouse_y = event.mouse_y
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# self.init_value = self.target_get_value("offset")
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return {'RUNNING_MODAL'}
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def exit(self, context, cancel):
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context.area.header_text_set(None)
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# if cancel:
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# self.target_set_value("offset", self.init_value)
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def modal(self, context, event, tweak):
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# context.area.header_text_set("My Gizmo: %.4f" % value)
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return {'RUNNING_MODAL'}
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class CameraFrameWidgetGroup(GizmoGroup):
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bl_idname = "OBJECT_GGT_light_test"
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bl_label = "Test Light Widget"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'WINDOW'
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bl_options = {'3D', 'PERSISTENT'}
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@classmethod
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def poll(cls, context):
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# if context.region_data.view_perspective != 'CAMERA':
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# return
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# if context.scene.camera.name != 'draw_cam':
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# return
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# if not context.scene.camera.parent:
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# return
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# return True
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return context.region_data.view_perspective == 'CAMERA' and context.scene.camera.name == 'draw_cam' and context.scene.camera.parent
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def setup(self, context):
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# Assign the 'offset' target property to the light energy.
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ob = context.object
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gz = self.gizmos.new(CameraFrameWidget.bl_idname)
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print('In setup')
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# gz.target_set_prop("offset", ob.data, "energy")
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# gz.color = 1.0, 0.5, 1.0
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# gz.alpha = 0.5
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# gz.color_highlight = 1.0, 1.0, 1.0
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# gz.alpha_highlight = 0.5
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# units are large, so shrink to something more reasonable.
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# gz.scale_basis = 0.1
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gz.use_draw_modal = True
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def refresh(self, context):
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ob = context.object0
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# gz = self.energy_gizmo
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# gz.matrix_basis = ob.matrix_world.normalized()
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'''
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# USED 0CODE
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def extrapolate_points_by_length(a, b, length):
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'''
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Return a third point C from by continuing in AB direction
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Length define BC distance. both vector2 and vector3
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'''
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# return b + ((b - a).normalized() * length)# one shot
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ab = b - a
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if not ab:
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return None
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return b + (ab.normalized() * length)
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def view3d_camera_border_3d(context, cam):
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'''Return frame border as 3D coordinate'''
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frame = cam.data.view_frame(scene=context.scene)
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frame = [cam.matrix_world @ v for v in frame]
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return frame
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class CameraFrameWidget(Gizmo):
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bl_idname = "VIEW3D_GT_CAM"
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def draw(self, context):
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# 3D0 draw
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osd_color = (0.06, 0.4, 0.040, 0.4)
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frame_point = view3d_camera_border_3d(
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context, context.scene.camera.parent)
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self.shader_2d = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
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self.screen_framing = batch_for_shader(
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self.shader_2d, 'LINE_LOOP', {"pos": frame_point})
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bgl.glLineWidth(1)
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self.shader_2d.bind()
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self.shader_2d.uniform_float("color", osd_color)
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self.screen_framing.draw(self.shader_2d)
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# WIP -> custom passepartout
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## frame positions
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# D-----A
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# | |
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# C-----B
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# a = frame_point[0]
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# b = frame_point[1]
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# c = frame_point[2]
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# d = frame_point[3]
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# ext = 0.2
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# rup = extrapolate_points_by_length(a,b, ext)
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# rdn = extrapolate_points_by_length(b,a, ext)
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# rupext = rup + ((a-c).normalized() * ext)
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# rdnext = rdn + ((a-c).normalized() * ext)
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# rect = [rup, rdn, rupext, rdnext]
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# ### passpartout_points = []
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# self.passepartout = batch_for_shader(
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# self.shader_2d, 'TRI_FAN', {"pos": rect}) # TRIS
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# self.shader_2d.bind()
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# self.shader_2d.uniform_float("color", osd_color)
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# self.passepartout.draw(self.shader_2d)
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# def invoke(self, context, event):
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# return {'RUNNING_MODAL'}
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# def exit(self, context, cancel):
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# # context.area.header_text_set(None)
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# return
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# def modal(self, context, event, tweak):
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# return {'RUNNING_MODAL'}
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class CameraFrameWidgetGroup(GizmoGroup):
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bl_idname = "OBJECT_GGT_light_test"
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bl_label = "Test Light Widget"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'WINDOW'
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bl_options = {'3D', 'PERSISTENT'}
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@classmethod
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def poll(cls, context):
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return context.region_data.view_perspective == 'CAMERA' and context.scene.camera.name == 'draw_cam' and context.scene.camera.parent
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def setup(self, context):
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gz = self.gizmos.new(CameraFrameWidget.bl_idname)
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# --- REGISTER ---
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classes = (
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# GPTB_OT_cam_frame_draw,
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CameraFrameWidget,
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CameraFrameWidgetGroup,
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)
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def register():
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if not bpy.app.background:
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for cls in classes:
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bpy.utils.register_class(cls)
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# ha = DrawClass()
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# _handle = bpy.types.SpaceView3D.draw_handler_add(
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# draw_cam_frame_callback, args, "WINDOW", "POST_PIXEL")
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def unregister():
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if not bpy.app.background:
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for cls in classes:
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bpy.utils.unregister_class(cls)
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# ha.remove_handle()
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# bpy.types.SpaceView3D.draw_handler_remove(_handle, 'WINDOW')
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# if 'draw_cam_frame_callback' in [hand.__name__ for hand in bpy.app.handlers.save_pre]:
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# bpy.app.handlers.save_pre.remove(remap_relative)
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if __name__ == "__main__":
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register()
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