Add Chromium-only Blender WebEngine parity work
This commit is contained in:
8
blender-5.2.0/scripts/modules/gpu_extras/__init__.py
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blender-5.2.0/scripts/modules/gpu_extras/__init__.py
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# SPDX-FileCopyrightText: 2002-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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__all__ = (
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"batch",
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"presets",
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)
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blender-5.2.0/scripts/modules/gpu_extras/batch.py
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blender-5.2.0/scripts/modules/gpu_extras/batch.py
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# SPDX-FileCopyrightText: 2018-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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__all__ = (
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"batch_for_shader",
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)
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def batch_for_shader(shader, type, content, *, indices=None):
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"""
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Return a batch already configured and compatible with the shader.
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:param shader: shader for which a compatible format will be computed.
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:type shader: :class:`gpu.types.GPUShader`
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:param type: The primitive type of batch geometry.
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:type type: Literal['POINTS', 'LINES', 'TRIS', 'LINE_STRIP', 'TRI_STRIP', 'LINES_ADJ', 'TRIS_ADJ', 'LINE_STRIP_ADJ']
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:param content: Maps the name of the shader attribute with the data to fill the vertex buffer.
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For the dictionary values see documentation for :class:`gpu.types.GPUVertBuf.attr_fill` data argument.
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:type content: dict[str, Buffer | Sequence[float] | Sequence[int] | \
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Sequence[Sequence[float]] | Sequence[Sequence[int]]]
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:param indices: Optional index buffer contents. When omitted, the batch draws all vertices in order.
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:type indices: Sequence[int] | Sequence[Sequence[int]] | None
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:return: compatible batch
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:rtype: :class:`gpu.types.GPUBatch`
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"""
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from gpu.types import (
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GPUBatch,
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GPUIndexBuf,
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GPUVertBuf,
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GPUVertFormat,
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)
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def recommended_comp_type(attr_type):
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if attr_type in {'FLOAT', 'VEC2', 'VEC3', 'VEC4', 'MAT3', 'MAT4'}:
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return 'F32'
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if attr_type in {'UINT', 'UVEC2', 'UVEC3', 'UVEC4'}:
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return 'U32'
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# `attr_type` in {'INT', 'IVEC2', 'IVEC3', 'IVEC4', 'BOOL'}.
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return 'I32'
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def recommended_attr_len(attr_name):
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attr_len = 1
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try:
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item = content[attr_name][0]
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while True:
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attr_len *= len(item)
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item = item[0]
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except (TypeError, IndexError):
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pass
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return attr_len
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def recommended_fetch_mode(comp_type):
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if comp_type == 'F32':
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return 'FLOAT'
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return 'INT'
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for data in content.values():
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vbo_len = len(data)
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break
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else:
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raise ValueError("Empty 'content'")
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vbo_format = GPUVertFormat()
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attrs_info = shader.attrs_info_get()
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for name, attr_type in attrs_info:
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comp_type = recommended_comp_type(attr_type)
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attr_len = recommended_attr_len(name)
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vbo_format.attr_add(id=name, comp_type=comp_type, len=attr_len, fetch_mode=recommended_fetch_mode(comp_type))
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vbo = GPUVertBuf(vbo_format, vbo_len)
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for id, data in content.items():
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if len(data) != vbo_len:
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raise ValueError("Length mismatch for 'content' values")
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vbo.attr_fill(id, data)
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if indices is None:
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return GPUBatch(type=type, buf=vbo)
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else:
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ibo = GPUIndexBuf(type=type, seq=indices)
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return GPUBatch(type=type, buf=vbo, elem=ibo)
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blender-5.2.0/scripts/modules/gpu_extras/presets.py
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blender-5.2.0/scripts/modules/gpu_extras/presets.py
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# SPDX-FileCopyrightText: 2018-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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__all__ = (
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"draw_circle_2d",
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"draw_texture_2d",
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)
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def draw_circle_2d(position, color, radius, *, segments=None):
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"""
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Draw a circle.
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:param position: 2D position where the circle will be drawn.
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:type position: Sequence[float]
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:param color: Color of the circle (RGBA).
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To use transparency blend must be set to ``ALPHA``, see: :func:`gpu.state.blend_set`.
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:type color: Sequence[float]
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:param radius: Radius of the circle.
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:type radius: float
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:param segments: How many segments will be used to draw the circle.
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Higher values give better results but the drawing will take longer.
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If None or not specified, an automatic value will be calculated.
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:type segments: int | None
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"""
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from math import sin, cos, pi, ceil, acos
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import gpu
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from gpu.types import (
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GPUBatch,
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GPUVertBuf,
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GPUVertFormat,
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)
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if segments is None:
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max_pixel_error = 0.25 # TODO: multiply 0.5 by display dpi
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segments = int(ceil(pi / acos(1.0 - max_pixel_error / radius)))
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segments = max(segments, 8)
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segments = min(segments, 1000)
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if segments <= 0:
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raise ValueError("Amount of segments must be greater than 0.")
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with gpu.matrix.push_pop():
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gpu.matrix.translate(position)
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gpu.matrix.scale_uniform(radius)
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mul = (1.0 / (segments - 1)) * (pi * 2)
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verts = [(sin(i * mul), cos(i * mul)) for i in range(segments)]
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fmt = GPUVertFormat()
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pos_id = fmt.attr_add(id="pos", comp_type='F32', len=2, fetch_mode='FLOAT')
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vbo = GPUVertBuf(len=len(verts), format=fmt)
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vbo.attr_fill(id=pos_id, data=verts)
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batch = GPUBatch(type='LINE_STRIP', buf=vbo)
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shader = gpu.shader.from_builtin('POLYLINE_UNIFORM_COLOR')
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shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:])
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shader.uniform_float("lineWidth", gpu.state.line_width_get())
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shader.uniform_float("color", color)
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batch.draw(shader)
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def draw_texture_2d(texture, position, width, height, is_scene_linear_with_rec709_srgb_target=False):
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"""
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Draw a 2d texture.
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:param texture: GPUTexture to draw (e.g. gpu.texture.from_image(image) for :class:`bpy.types.Image`).
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:type texture: :class:`gpu.types.GPUTexture`
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:param position: 2D position of the lower left corner.
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:type position: Sequence[float]
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:param width: Width of the image when drawn (not necessarily
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the original width of the texture).
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:type width: float
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:param height: Height of the image when drawn.
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:type height: float
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:param is_scene_linear_with_rec709_srgb_target:
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True if the `texture` is stored in scene linear color space and
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the destination frame-buffer uses the Rec.709 sRGB color space
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(which is true when drawing textures acquired from :class:`bpy.types.Image` inside a
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'PRE_VIEW', 'POST_VIEW' or 'POST_PIXEL' draw handler).
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Otherwise the color space is assumed to match the one of the frame-buffer. (default=False)
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:type is_scene_linear_with_rec709_srgb_target: bool
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"""
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import gpu
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from . batch import batch_for_shader
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coords = ((0, 0), (1, 0), (1, 1), (0, 1))
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indices = ((0, 1, 2), (2, 3, 0))
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shader = gpu.shader.from_builtin(
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'IMAGE_SCENE_LINEAR_TO_REC709_SRGB' if is_scene_linear_with_rec709_srgb_target else 'IMAGE')
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batch = batch_for_shader(
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shader, 'TRIS',
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{"pos": coords, "texCoord": coords},
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indices=indices
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)
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with gpu.matrix.push_pop():
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gpu.matrix.translate(position)
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gpu.matrix.scale((width, height))
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shader.uniform_sampler("image", texture)
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batch.draw(shader)
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