Python bgl.glEnd() Examples

The following are 30 code examples of bgl.glEnd(). You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may also want to check out all available functions/classes of the module bgl , or try the search function .
Example #1
Source File: ui.py    From addon_common with GNU General Public License v3.0 6 votes vote down vote up
def _draw(self):
        l,t = self.pos
        w,h = self.size

        if debug_draw:
            bgl.glEnable(bgl.GL_BLEND)
            bgl.glBegin(bgl.GL_QUADS)
            bgl.glColor4f(0,1,1,0.5)
            bgl.glVertex2f(l, t)
            bgl.glVertex2f(l, t - h)
            bgl.glVertex2f(l + w, t - h)
            bgl.glVertex2f(l + w, t)
            bgl.glEnd()

        if self.background:
            bgl.glEnable(bgl.GL_BLEND)
            bgl.glColor4f(*self.background)
            bgl.glBegin(bgl.GL_QUADS)
            bgl.glVertex2f(l, t)
            bgl.glVertex2f(l+w, t)
            bgl.glVertex2f(l+w, t-h)
            bgl.glVertex2f(l, t-h)
            bgl.glEnd() 
Example #2
Source File: mi_widget_curve.py    From mifthtools with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
def draw_2d_point(point_x, point_y, p_size=4, p_col=(1.0,1.0,1.0,1.0)):
    bgl.glEnable(bgl.GL_BLEND)
    #bgl.glColor4f(1.0, 1.0, 1.0, 0.5)
    #bgl.glLineWidth(2)

    bgl.glPointSize(p_size)
    coords = ((point_x, point_y), (point_x, point_y))
    batch = batch_for_shader(shader2d, 'POINTS', {"pos": coords})
    shader2d.bind()
    shader2d.uniform_float("color", (p_col[0], p_col[1], p_col[2], p_col[3]))
    batch.draw(shader2d)
    # bgl.glBegin(bgl.GL_POINTS)
    # bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3])
    # bgl.glVertex2f(point_x, point_y)
    # bgl.glEnd()

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND) 
Example #3
Source File: operator_modal_draw.py    From Fluid-Designer with GNU General Public License v3.0 6 votes vote down vote up
def draw_callback_px(self, context):
    print("mouse points", len(self.mouse_path))

    font_id = 0  # XXX, need to find out how best to get this.

    # draw some text
    blf.position(font_id, 15, 30, 0)
    blf.size(font_id, 20, 72)
    blf.draw(font_id, "Hello Word " + str(len(self.mouse_path)))

    # 50% alpha, 2 pixel width line
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 0.5)
    bgl.glLineWidth(2)

    bgl.glBegin(bgl.GL_LINE_STRIP)
    for x, y in self.mouse_path:
        bgl.glVertex2i(x, y)

    bgl.glEnd()

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0) 
Example #4
Source File: ops.py    From Screencast-Keys with GNU General Public License v3.0 6 votes vote down vote up
def draw_line(p1, p2, color, shadow=False, shadow_color=None):
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glEnable(bgl.GL_LINE_SMOOTH)

    # Draw shadow.
    if shadow:
        bgl.glLineWidth(3.0)
        bgl.glColor4f(*shadow_color, 1.0)
        bgl.glBegin(bgl.GL_LINES)
        bgl.glVertex2f(*p1)
        bgl.glVertex2f(*p2)
        bgl.glEnd()

    # Draw line.
    bgl.glLineWidth(1.5 if shadow else 1.0)
    bgl.glColor3f(*color)
    bgl.glBegin(bgl.GL_LINES)
    bgl.glVertex2f(*p1)
    bgl.glVertex2f(*p2)
    bgl.glEnd()

    bgl.glLineWidth(1.0)
    bgl.glDisable(bgl.GL_LINE_SMOOTH) 
Example #5
Source File: skeleton_ui_draw.py    From object_alignment with GNU General Public License v3.0 6 votes vote down vote up
def draw3d_polyline(points, color, thickness, view_loc, view_ortho, stipple=False, zfar=0.997):
    if not points: return
    if stipple:
        bgl.glLineStipple(4, 0x5555)  #play with this later
        bgl.glEnable(bgl.GL_LINE_STIPPLE)
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glColor4f(*color)
    bgl.glLineWidth(thickness)
    set_depthrange(0.0, zfar, points, view_loc, view_ortho)
    bgl.glBegin(bgl.GL_LINE_STRIP)
    for coord in points: bgl.glVertex3f(*coord)
    bgl.glEnd()
    bgl.glLineWidth(1)
    if stipple:
        bgl.glDisable(bgl.GL_LINE_STIPPLE)
        bgl.glEnable(bgl.GL_BLEND)  # back to uninterrupted lines 
Example #6
Source File: skeleton_ui_draw.py    From object_alignment with GNU General Public License v3.0 6 votes vote down vote up
def draw_circle(self, world_loc, radius, inner_ratio, color_outside, color_inside):
        bgl.glDepthRange(0, 0.9999)     # squeeze depth just a bit
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glDepthMask(bgl.GL_FALSE)   # do not overwrite depth
        bgl.glEnable(bgl.GL_DEPTH_TEST)
        bgl.glDepthFunc(bgl.GL_LEQUAL)  # draw in front of geometry

        circleShader.enable()
        self.drawing.point_size(2.0 * radius)
        circleShader['uMVPMatrix'] = self.drawing.get_view_matrix_buffer()
        circleShader['uInOut']     = inner_ratio

        bgl.glBegin(bgl.GL_POINTS)
        circleShader['vOutColor'] = color_outside
        circleShader['vInColor']  = color_inside
        bgl.glVertex3f(*world_loc)
        bgl.glEnd()

        circleShader.disable()

        bgl.glDepthFunc(bgl.GL_LEQUAL)
        bgl.glDepthRange(0.0, 1.0)
        bgl.glDepthMask(bgl.GL_TRUE) 
Example #7
Source File: utilities.py    From object_alignment with GNU General Public License v3.0 6 votes vote down vote up
def draw_3d_points(context, points, color, size):
    '''
    draw a bunch of dots
    args:
        points: a list of tuples representing x,y SCREEN coordinate eg [(10,30),(11,31),...]
        color: tuple (r,g,b,a)
        size: integer? maybe a float
    '''
    points_2d = [location_3d_to_region_2d(context.region, context.space_data.region_3d, loc) for loc in points]
    if None in points_2d:
        points_2d = filter(None, points_2d)
    bgl.glColor4f(*color)
    bgl.glPointSize(size)
    bgl.glBegin(bgl.GL_POINTS)
    for coord in points_2d:
        #TODO:  Debug this problem....perhaps loc_3d is returning points off of the screen.
        if coord:
            bgl.glVertex2f(*coord)

    bgl.glEnd()
    return 
Example #8
Source File: operator_modal_draw.py    From Fluid-Designer with GNU General Public License v3.0 6 votes vote down vote up
def draw_callback_px(self, context):
    print("mouse points", len(self.mouse_path))

    font_id = 0  # XXX, need to find out how best to get this.

    # draw some text
    blf.position(font_id, 15, 30, 0)
    blf.size(font_id, 20, 72)
    blf.draw(font_id, "Hello Word " + str(len(self.mouse_path)))

    # 50% alpha, 2 pixel width line
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 0.5)
    bgl.glLineWidth(2)

    bgl.glBegin(bgl.GL_LINE_STRIP)
    for x, y in self.mouse_path:
        bgl.glVertex2i(x, y)

    bgl.glEnd()

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0) 
Example #9
Source File: gl.py    From Fluid-Designer with GNU General Public License v3.0 6 votes vote down vote up
def draw_arc12(x, y, radius, start_angle, end_angle, subdivide):  # いずれ削除
    # 十二時から時計回りに描画
    v = Vector([0, 1, 0])
    e = Euler((0, 0, -start_angle))
    m = e.to_matrix()
    v = v * m
    if end_angle >= start_angle:
        a = (end_angle - start_angle) / (subdivide + 1)
    else:
        a = (end_angle + math.pi * 2 - start_angle) / (subdivide + 1)
    e = Euler((0, 0, -a))
    m = e.to_matrix()

    bgl.glBegin(bgl.GL_LINE_STRIP)
    for i in range(subdivide + 2):
        v1 = v * radius
        bgl.glVertex2f(x + v1[0], y + v1[1])
        v = v * m
    bgl.glEnd() 
Example #10
Source File: gl.py    From Fluid-Designer with GNU General Public License v3.0 6 votes vote down vote up
def draw_quad_fan(x, y, inner_radius, outer_radius,
                  start_angle, end_angle, edgenum=16):
    # 三時から反時計回りに描画
    start = normalize_angle(start_angle)
    end = normalize_angle(end_angle)
    if end < start:
        end += math.pi * 2
    d = (end - start) / edgenum
    a = start
    bgl.glBegin(bgl.GL_QUAD_STRIP)
    for i in range(edgenum + 1):
        bgl.glVertex2f(x + inner_radius * math.cos(a),
                       y + inner_radius * math.sin(a))
        bgl.glVertex2f(x + outer_radius * math.cos(a),
                       y + outer_radius * math.sin(a))
        a += d
    bgl.glEnd() 
Example #11
Source File: mi_curve_test.py    From mifthtools with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
def mi_draw_2d_point(point_x, point_y, p_size=4, p_col=(1.0,1.0,1.0,1.0)):
    bgl.glEnable(bgl.GL_BLEND)
    #bgl.glColor4f(1.0, 1.0, 1.0, 0.5)
    #bgl.glLineWidth(2)

    bgl.glPointSize(p_size)
#    bgl.glBegin(bgl.GL_LINE_LOOP)
    bgl.glBegin(bgl.GL_POINTS)
 #   bgl.glBegin(bgl.GL_POLYGON)
    bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3])
    bgl.glVertex2f(point_x, point_y)
    bgl.glEnd()

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)


# TODO MOVE TO UTILITIES 
Example #12
Source File: space_view3d_enhanced_3d_cursor.py    From Fluid-Designer with GNU General Public License v3.0 6 votes vote down vote up
def draw_offset(self, context):
        bgl.glShadeModel(bgl.GL_SMOOTH)

        tfm_operator = CursorDynamicSettings.active_transform_operator

        bgl.glBegin(bgl.GL_LINE_STRIP)

        if tfm_operator:
            p = tfm_operator.particles[0]. \
                get_initial_matrix().to_translation()
        else:
            p = self.get_pos(self.last_id)
        bgl.glColor4f(1.0, 0.75, 0.5, 1.0)
        bgl.glVertex3f(p[0], p[1], p[2])

        p = get_cursor_location(v3d=context.space_data)
        bgl.glColor4f(1.0, 1.0, 0.25, 1.0)
        bgl.glVertex3f(p[0], p[1], p[2])

        bgl.glEnd()

# ===== BOOKMARK ===== # 
Example #13
Source File: space_view3d_enhanced_3d_cursor.py    From Fluid-Designer with GNU General Public License v3.0 6 votes vote down vote up
def draw_rect(x, y, w, h, margin=0, outline=False):
    if w < 0:
        x += w
        w = abs(w)

    if h < 0:
        y += h
        h = abs(h)

    x = int(x)
    y = int(y)
    w = int(w)
    h = int(h)
    margin = int(margin)

    if outline:
        bgl.glBegin(bgl.GL_LINE_LOOP)
    else:
        bgl.glBegin(bgl.GL_TRIANGLE_FAN)
    bgl.glVertex2i(x - margin, y - margin)
    bgl.glVertex2i(x + w + margin, y - margin)
    bgl.glVertex2i(x + w + margin, y + h + margin)
    bgl.glVertex2i(x - margin, y + h + margin)
    bgl.glEnd() 
Example #14
Source File: mi_widget_curve.py    From mifthtools with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
def draw_2d_point(point_x, point_y, p_size=4, p_col=(1.0,1.0,1.0,1.0)):
    bgl.glEnable(bgl.GL_BLEND)
    #bgl.glColor4f(1.0, 1.0, 1.0, 0.5)
    #bgl.glLineWidth(2)

    bgl.glPointSize(p_size)
#    bgl.glBegin(bgl.GL_LINE_LOOP)
    bgl.glBegin(bgl.GL_POINTS)
 #   bgl.glBegin(bgl.GL_POLYGON)
    bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3])
    bgl.glVertex2f(point_x, point_y)
    bgl.glEnd()

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0) 
Example #15
Source File: ui.py    From addon_common with GNU General Public License v3.0 6 votes vote down vote up
def _draw(self):
        self.buffer_image()
        if not self.buffered: return

        cx,cy = (self.pos.x + self.size.x / 2, self.pos.y - self.size.y / 2)
        iw,ih = self.get_image_width(),self.get_image_height()
        il,it = cx-iw/2, cy+ih/2

        bgl.glColor4f(1,1,1,1)
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glEnable(bgl.GL_TEXTURE_2D)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        bgl.glBegin(bgl.GL_QUADS)
        bgl.glTexCoord2f(0,0);  bgl.glVertex2f(il,it)
        bgl.glTexCoord2f(0,1);  bgl.glVertex2f(il,it-ih)
        bgl.glTexCoord2f(1,1);  bgl.glVertex2f(il+iw,it-ih)
        bgl.glTexCoord2f(1,0);  bgl.glVertex2f(il+iw,it)
        bgl.glEnd()
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0) 
Example #16
Source File: image_background_transform.py    From image-background-transform with GNU General Public License v2.0 6 votes vote down vote up
def draw_callback_px(self, context):
    """From blender's operator_modal_draw.py modal operator template"""
    if self.do_draw:
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glEnable(bgl.GL_LINE_STIPPLE)
        bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
        bgl.glLineWidth(1)

        bgl.glBegin(bgl.GL_LINE_STRIP)
        bgl.glVertex2i(int(self.draw_start.x), int(self.draw_start.y))
        bgl.glVertex2i(int(self.draw_end.x), int(self.draw_end.y))

        bgl.glEnd()

        # restore opengl defaults
        bgl.glLineWidth(1)
        bgl.glDisable(bgl.GL_BLEND)
        bgl.glDisable(bgl.GL_LINE_STIPPLE)
        bgl.glColor4f(0.0, 0.0, 0.0, 1.0) 
Example #17
Source File: ui.py    From addon_common with GNU General Public License v3.0 6 votes vote down vote up
def draw_darken(self):
        bgl.glPushAttrib(bgl.GL_ALL_ATTRIB_BITS)
        bgl.glMatrixMode(bgl.GL_PROJECTION)
        bgl.glPushMatrix()
        bgl.glLoadIdentity()
        bgl.glColor4f(0,0,0,0.25)    # TODO: use window background color??
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glDisable(bgl.GL_DEPTH_TEST)
        bgl.glBegin(bgl.GL_QUADS)   # TODO: not use immediate mode
        bgl.glVertex2f(-1, -1)
        bgl.glVertex2f( 1, -1)
        bgl.glVertex2f( 1,  1)
        bgl.glVertex2f(-1,  1)
        bgl.glEnd()
        bgl.glPopMatrix()
        bgl.glPopAttrib() 
Example #18
Source File: opengl.py    From BlenderPro with GNU General Public License v3.0 6 votes vote down vote up
def draw_outline_or_region(mode, points, color):
    '''  
    draws and outline or region
    mode: either bgl.GL_POLYGON or bgl.GL_LINE_LOOP
    color: will need to be set beforehand using theme colors. eg
    bgl.glColor4f(self.ri, self.gi, self.bi, self.ai)
    return: None
    '''
    
    bgl.glColor4f(color[0],color[1],color[2],color[3])
    if mode == 'GL_LINE_LOOP':
        bgl.glBegin(bgl.GL_LINE_LOOP)
    else:
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glBegin(bgl.GL_POLYGON)
    
    # start with corner right-bottom
    for i in range(0,len(points)):
        bgl.glVertex2f(points[i][0],points[i][1])
    
    bgl.glEnd() 
Example #19
Source File: muv_uvbb_ops.py    From Fluid-Designer with GNU General Public License v3.0 6 votes vote down vote up
def __draw_ctrl_point(self, context, pos):
        """
        Draw control point
        """
        cp_size = context.scene.muv_uvbb_cp_size
        offset = cp_size / 2
        verts = [
            [pos.x - offset, pos.y - offset],
            [pos.x - offset, pos.y + offset],
            [pos.x + offset, pos.y + offset],
            [pos.x + offset, pos.y - offset]
            ]
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glBegin(bgl.GL_QUADS)
        bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
        for (x, y) in verts:
            bgl.glVertex2f(x, y)
        bgl.glEnd() 
Example #20
Source File: space_view3d_enhanced_3d_cursor.py    From Fluid-Designer with GNU General Public License v3.0 6 votes vote down vote up
def draw_arrow_2d(p0, n, L, arrow_len, arrow_width):
    p1 = p0 + n * L
    t = Vector((-n[1], n[0]))
    pA = p1 - n * arrow_len + t * arrow_width
    pB = p1 - n * arrow_len - t * arrow_width

    bgl.glBegin(bgl.GL_LINES)

    bgl.glVertex2f(p0[0], p0[1])
    bgl.glVertex2f(p1[0], p1[1])

    bgl.glVertex2f(p1[0], p1[1])
    bgl.glVertex2f(pA[0], pA[1])

    bgl.glVertex2f(p1[0], p1[1])
    bgl.glVertex2f(pB[0], pB[1])

    bgl.glEnd()

# Store/restore OpenGL settings and working with
# projection matrices -- inspired by space_view3d_panel_measure
# of Buerbaum Martin (Pontiac).

# OpenGl helper functions/data 
Example #21
Source File: space_view3d_enhanced_3d_cursor.py    From Fluid-Designer with GNU General Public License v3.0 6 votes vote down vote up
def draw_arrow(p0, x, y, z, n_scl=0.2, ort_scl=0.035):
    p1 = p0 + z

    bgl.glBegin(bgl.GL_LINE_STRIP)
    bgl.glVertex3f(p0[0], p0[1], p0[2])
    bgl.glVertex3f(p1[0], p1[1], p1[2])
    bgl.glEnd()

    p2 = p1 - z * n_scl
    bgl.glBegin(bgl.GL_TRIANGLE_FAN)
    bgl.glVertex3f(p1[0], p1[1], p1[2])
    p3 = p2 + (x + y) * ort_scl
    bgl.glVertex3f(p3[0], p3[1], p3[2])
    p3 = p2 + (-x + y) * ort_scl
    bgl.glVertex3f(p3[0], p3[1], p3[2])
    p3 = p2 + (-x - y) * ort_scl
    bgl.glVertex3f(p3[0], p3[1], p3[2])
    p3 = p2 + (x - y) * ort_scl
    bgl.glVertex3f(p3[0], p3[1], p3[2])
    p3 = p2 + (x + y) * ort_scl
    bgl.glVertex3f(p3[0], p3[1], p3[2])
    bgl.glEnd() 
Example #22
Source File: mi_curve_test.py    From mifthtools with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
def mi_draw_2d_point(point_x, point_y, p_size=4, p_col=(1.0,1.0,1.0,1.0)):
    bgl.glEnable(bgl.GL_BLEND)
    #bgl.glColor4f(1.0, 1.0, 1.0, 0.5)
    #bgl.glLineWidth(2)

    bgl.glPointSize(p_size)
#    bgl.glBegin(bgl.GL_LINE_LOOP)
    bgl.glBegin(bgl.GL_POINTS)
 #   bgl.glBegin(bgl.GL_POLYGON)
    bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3])
    bgl.glVertex2f(point_x, point_y)
    bgl.glEnd()

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)


# TODO MOVE TO UTILITIES 
Example #23
Source File: mi_curve_test.py    From mifthtools with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
def mi_curve_draw_3d_polyline(points, p_size, p_col, x_ray):
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glLineWidth(1)

    if x_ray is True:
        bgl.glDisable(bgl.GL_DEPTH_TEST)

    bgl.glPointSize(p_size)
#    bgl.glBegin(bgl.GL_LINE_LOOP)
    bgl.glBegin(bgl.GL_LINE_STRIP)
    bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3])
 #   bgl.glBegin(bgl.GL_POLYGON)

    for point in points:
        bgl.glVertex3f(point[0], point[1], point[2])

    if x_ray is True:
        bgl.glEnable(bgl.GL_DEPTH_TEST)

    bgl.glEnd()

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0) 
Example #24
Source File: mi_widget_curve.py    From mifthtools with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def draw_3d_polyline(points, p_size, p_col, x_ray):
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glLineWidth(1)

    if x_ray is True:
        bgl.glDisable(bgl.GL_DEPTH_TEST)

    bgl.glPointSize(p_size)

    coords = [(point[0], point[1], point[2]) for point in points]
    batch = batch_for_shader(shader3d, 'LINE_STRIP', {"pos": coords})
    shader3d.bind()
    shader3d.uniform_float("color", (p_col[0], p_col[1], p_col[2], p_col[3]))
    batch.draw(shader3d)

    # bgl.glBegin(bgl.GL_LINE_STRIP)
    # bgl.glColor4f(p_col[0], p_col[1], p_col[2], p_col[3])
    # for point in points:
    #     bgl.glVertex3f(point[0], point[1], point[2])

    if x_ray is True:
        bgl.glEnable(bgl.GL_DEPTH_TEST)

    # bgl.glEnd()

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND) 
Example #25
Source File: skeleton_ui_draw.py    From object_alignment with GNU General Public License v3.0 5 votes vote down vote up
def draw3d_points(points, color, size, view_loc, view_ortho, zfar=0.997):
    if not points: return
    bgl.glColor4f(*color)
    bgl.glPointSize(size)
    set_depthrange(0.0, zfar, points, view_loc, view_ortho)
    bgl.glBegin(bgl.GL_POINTS)
    for coord in points: bgl.glVertex3f(*coord)
    bgl.glEnd()
    bgl.glPointSize(1.0)

# draws polylines. 
Example #26
Source File: ui.py    From addon_common with GNU General Public License v3.0 5 votes vote down vote up
def draw_postpixel(self):
        if not self.visible: return

        self.drawing.set_font_size(12)

        pr = profiler.start('UI_Window: updating position')
        self.update_pos()
        pr.done()

        l,t = self.pos
        w,h = self.size

        bgl.glEnable(bgl.GL_BLEND)

        # draw background
        bgl.glColor4f(*self.bgcolor)
        bgl.glBegin(bgl.GL_QUADS)
        bgl.glVertex2f(l,t)
        bgl.glVertex2f(l,t-h)
        bgl.glVertex2f(l+w,t-h)
        bgl.glVertex2f(l+w,t)
        bgl.glEnd()

        self.drawing.line_width(1.0)
        bgl.glColor4f(0,0,0,0.5)
        bgl.glBegin(bgl.GL_LINE_STRIP)
        bgl.glVertex2f(l,t)
        bgl.glVertex2f(l,t-h)
        bgl.glVertex2f(l+w,t-h)
        bgl.glVertex2f(l+w,t)
        bgl.glVertex2f(l,t)
        bgl.glEnd()

        pr = profiler.start('UI_Window: drawing contents')
        self.draw(l, t, w, h)
        pr.done() 
Example #27
Source File: ui.py    From addon_common with GNU General Public License v3.0 5 votes vote down vote up
def _draw(self):
        r,g,b,a = (0,0,0,0.1) if not (self.downed or self.captured) else (0.8,0.8,0.8,0.5)
        l,t = self.pos
        w,h = self.size
        bgl.glEnable(bgl.GL_BLEND)
        self.drawing.line_width(1)

        if self.hovering:
            bgcolor = self.hovercolor or self.bgcolor
        else:
            bgcolor = self.bgcolor

        if bgcolor:
            bgl.glColor4f(*bgcolor)
            bgl.glBegin(bgl.GL_QUADS)
            bgl.glVertex2f(l,t)
            bgl.glVertex2f(l,t-h)
            bgl.glVertex2f(l+w,t-h)
            bgl.glVertex2f(l+w,t)
            bgl.glEnd()

        bgl.glColor4f(r,g,b,a)
        bgl.glBegin(bgl.GL_LINE_STRIP)
        bgl.glVertex2f(l,t)
        bgl.glVertex2f(l,t-h)
        bgl.glVertex2f(l+w,t-h)
        bgl.glVertex2f(l+w,t)
        bgl.glVertex2f(l,t)
        bgl.glEnd()
        super()._draw() 
Example #28
Source File: skeleton_ui_draw.py    From object_alignment with GNU General Public License v3.0 5 votes vote down vote up
def draw2d_polyline(points, color, thickness, stipple=False):
    if stipple:
        bgl.glLineStipple(4, 0x5555)  #play with this later
        bgl.glEnable(bgl.GL_LINE_STIPPLE)
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glColor4f(*color)
    bgl.glLineWidth(thickness)
    bgl.glBegin(bgl.GL_LINE_STRIP)
    for coord in points: bgl.glVertex2f(*coord)
    bgl.glEnd()
    bgl.glLineWidth(1)
    if stipple:
        bgl.glDisable(bgl.GL_LINE_STIPPLE)
        bgl.glEnable(bgl.GL_BLEND)  # back to uninterupted lines 
Example #29
Source File: ui.py    From addon_common with GNU General Public License v3.0 5 votes vote down vote up
def _draw(self):
        size_prev = self.drawing.set_font_size(self.fontsize)
        line_height = self.drawing.get_line_height()

        l,t = self.pos
        w,h = self.size
        twidth = self.drawing.get_text_width
        theight = self.drawing.get_text_height

        if self.bgcolor:
            bgl.glEnable(bgl.GL_BLEND)
            bgl.glColor4f(*self.bgcolor)
            bgl.glBegin(bgl.GL_QUADS)
            bgl.glVertex2f(l,t)
            bgl.glVertex2f(l,t-h)
            bgl.glVertex2f(l+w,t-h)
            bgl.glVertex2f(l+w,t)
            bgl.glEnd()

        y = t
        for line in self.wrapped_lines:
            lheight = theight(line)
            if self.shadowcolor:
                self.drawing.text_draw2D(line, Point2D((l+2, y-2)), self.shadowcolor)
            self.drawing.text_draw2D(line, Point2D((l, y)), self.color)
            y -= self.drawing.get_line_height(line) #line_height #lheight

        self.drawing.set_font_size(size_prev) 
Example #30
Source File: mi_curve_test.py    From mifthtools with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def draw_callback_px_2d(self, context):

    # 50% alpha, 2 pixel width line
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glColor4f(1.0, 1.0, 1.0, 0.5)
    bgl.glLineWidth(2)

   # bgl.glBegin(bgl.GL_LINE_STRIP)
   # bgl.glVertex3f(*ob.matrix_world.translation)
   # bgl.glVertex3f(*context.scene.cursor_location)
   # bgl.glEnd()

    #bgl.glBegin(bgl.GL_POLYGON)
    ##bgl.glColor4f(0.0, 0.0, 0.0, 0.5)
    #bgl.glVertex3f(0.0, 0.0, 0.0)
    #bgl.glVertex3f(0.0, 1.0, 0.0)
    #bgl.glVertex3f(1.0, 1.0, 0.0)
    #bgl.glVertex3f(1.0, 0.0, 0.0)
    #bgl.glEnd()

    #bgl.glEnable(bgl.GL_BLEND)
    #bgl.glLineWidth(1.5)
    bgl.glPointSize(4)
#    bgl.glBegin(bgl.GL_LINE_LOOP)
    bgl.glBegin(bgl.GL_POINTS)
 #   bgl.glBegin(bgl.GL_POLYGON)
    bgl.glColor4f(0.5,1.1,1.0,0.5)
    bgl.glVertex2f(10, 20)
    bgl.glVertex2f(50,60)
    bgl.glVertex2f(700,80)
    bgl.glVertex2f(2,180)
    bgl.glEnd()

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)