Add Chromium-only Blender WebEngine parity work

This commit is contained in:
mes123456
2026-08-12 04:47:48 -04:00
commit 9fd26010f6
18225 changed files with 11622124 additions and 0 deletions

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# SPDX-FileCopyrightText: 2002-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
__all__ = (
"batch",
"presets",
)

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# SPDX-FileCopyrightText: 2018-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
__all__ = (
"batch_for_shader",
)
def batch_for_shader(shader, type, content, *, indices=None):
"""
Return a batch already configured and compatible with the shader.
:param shader: shader for which a compatible format will be computed.
:type shader: :class:`gpu.types.GPUShader`
:param type: The primitive type of batch geometry.
:type type: Literal['POINTS', 'LINES', 'TRIS', 'LINE_STRIP', 'TRI_STRIP', 'LINES_ADJ', 'TRIS_ADJ', 'LINE_STRIP_ADJ']
:param content: Maps the name of the shader attribute with the data to fill the vertex buffer.
For the dictionary values see documentation for :class:`gpu.types.GPUVertBuf.attr_fill` data argument.
:type content: dict[str, Buffer | Sequence[float] | Sequence[int] | \
Sequence[Sequence[float]] | Sequence[Sequence[int]]]
:param indices: Optional index buffer contents. When omitted, the batch draws all vertices in order.
:type indices: Sequence[int] | Sequence[Sequence[int]] | None
:return: compatible batch
:rtype: :class:`gpu.types.GPUBatch`
"""
from gpu.types import (
GPUBatch,
GPUIndexBuf,
GPUVertBuf,
GPUVertFormat,
)
def recommended_comp_type(attr_type):
if attr_type in {'FLOAT', 'VEC2', 'VEC3', 'VEC4', 'MAT3', 'MAT4'}:
return 'F32'
if attr_type in {'UINT', 'UVEC2', 'UVEC3', 'UVEC4'}:
return 'U32'
# `attr_type` in {'INT', 'IVEC2', 'IVEC3', 'IVEC4', 'BOOL'}.
return 'I32'
def recommended_attr_len(attr_name):
attr_len = 1
try:
item = content[attr_name][0]
while True:
attr_len *= len(item)
item = item[0]
except (TypeError, IndexError):
pass
return attr_len
def recommended_fetch_mode(comp_type):
if comp_type == 'F32':
return 'FLOAT'
return 'INT'
for data in content.values():
vbo_len = len(data)
break
else:
raise ValueError("Empty 'content'")
vbo_format = GPUVertFormat()
attrs_info = shader.attrs_info_get()
for name, attr_type in attrs_info:
comp_type = recommended_comp_type(attr_type)
attr_len = recommended_attr_len(name)
vbo_format.attr_add(id=name, comp_type=comp_type, len=attr_len, fetch_mode=recommended_fetch_mode(comp_type))
vbo = GPUVertBuf(vbo_format, vbo_len)
for id, data in content.items():
if len(data) != vbo_len:
raise ValueError("Length mismatch for 'content' values")
vbo.attr_fill(id, data)
if indices is None:
return GPUBatch(type=type, buf=vbo)
else:
ibo = GPUIndexBuf(type=type, seq=indices)
return GPUBatch(type=type, buf=vbo, elem=ibo)

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# SPDX-FileCopyrightText: 2018-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
__all__ = (
"draw_circle_2d",
"draw_texture_2d",
)
def draw_circle_2d(position, color, radius, *, segments=None):
"""
Draw a circle.
:param position: 2D position where the circle will be drawn.
:type position: Sequence[float]
:param color: Color of the circle (RGBA).
To use transparency blend must be set to ``ALPHA``, see: :func:`gpu.state.blend_set`.
:type color: Sequence[float]
:param radius: Radius of the circle.
:type radius: float
:param segments: How many segments will be used to draw the circle.
Higher values give better results but the drawing will take longer.
If None or not specified, an automatic value will be calculated.
:type segments: int | None
"""
from math import sin, cos, pi, ceil, acos
import gpu
from gpu.types import (
GPUBatch,
GPUVertBuf,
GPUVertFormat,
)
if segments is None:
max_pixel_error = 0.25 # TODO: multiply 0.5 by display dpi
segments = int(ceil(pi / acos(1.0 - max_pixel_error / radius)))
segments = max(segments, 8)
segments = min(segments, 1000)
if segments <= 0:
raise ValueError("Amount of segments must be greater than 0.")
with gpu.matrix.push_pop():
gpu.matrix.translate(position)
gpu.matrix.scale_uniform(radius)
mul = (1.0 / (segments - 1)) * (pi * 2)
verts = [(sin(i * mul), cos(i * mul)) for i in range(segments)]
fmt = GPUVertFormat()
pos_id = fmt.attr_add(id="pos", comp_type='F32', len=2, fetch_mode='FLOAT')
vbo = GPUVertBuf(len=len(verts), format=fmt)
vbo.attr_fill(id=pos_id, data=verts)
batch = GPUBatch(type='LINE_STRIP', buf=vbo)
shader = gpu.shader.from_builtin('POLYLINE_UNIFORM_COLOR')
shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:])
shader.uniform_float("lineWidth", gpu.state.line_width_get())
shader.uniform_float("color", color)
batch.draw(shader)
def draw_texture_2d(texture, position, width, height, is_scene_linear_with_rec709_srgb_target=False):
"""
Draw a 2d texture.
:param texture: GPUTexture to draw (e.g. gpu.texture.from_image(image) for :class:`bpy.types.Image`).
:type texture: :class:`gpu.types.GPUTexture`
:param position: 2D position of the lower left corner.
:type position: Sequence[float]
:param width: Width of the image when drawn (not necessarily
the original width of the texture).
:type width: float
:param height: Height of the image when drawn.
:type height: float
:param is_scene_linear_with_rec709_srgb_target:
True if the `texture` is stored in scene linear color space and
the destination frame-buffer uses the Rec.709 sRGB color space
(which is true when drawing textures acquired from :class:`bpy.types.Image` inside a
'PRE_VIEW', 'POST_VIEW' or 'POST_PIXEL' draw handler).
Otherwise the color space is assumed to match the one of the frame-buffer. (default=False)
:type is_scene_linear_with_rec709_srgb_target: bool
"""
import gpu
from . batch import batch_for_shader
coords = ((0, 0), (1, 0), (1, 1), (0, 1))
indices = ((0, 1, 2), (2, 3, 0))
shader = gpu.shader.from_builtin(
'IMAGE_SCENE_LINEAR_TO_REC709_SRGB' if is_scene_linear_with_rec709_srgb_target else 'IMAGE')
batch = batch_for_shader(
shader, 'TRIS',
{"pos": coords, "texCoord": coords},
indices=indices
)
with gpu.matrix.push_pop():
gpu.matrix.translate(position)
gpu.matrix.scale((width, height))
shader.uniform_sampler("image", texture)
batch.draw(shader)