Snap Utilities Line: update to new 'GPUShaderCreateInfo'

The old way of creating shaders is already out of use in C code.

The same should be expected for Python.
This commit is contained in:
Germano Cavalcante 2022-05-23 16:51:00 -03:00
parent 7941036785
commit 83fa6728e5
4 changed files with 100 additions and 62 deletions

View File

@ -6,7 +6,7 @@
bl_info = {
"name": "Snap_Utilities_Line",
"author": "Germano Cavalcante",
"version": (6, 9, 9),
"version": (6, 7, 0),
"blender": (3, 2, 0),
"location": "View3D > TOOLS > Line Tool",
"description": "Extends Blender Snap controls",

View File

@ -2,16 +2,10 @@
import gpu
import bmesh
import ctypes
from mathutils import Matrix
def load_shader(shadername):
from os import path
with open(path.join(path.dirname(__file__), "shaders", shadername), "r") as f:
return f.read()
def get_mesh_vert_co_array(me):
tot_vco = len(me.vertices)
if tot_vco:
@ -183,10 +177,14 @@ class GPU_Indices_Mesh:
_Hash = {}
shader = None
UBO_data = None
UBO = None
@classmethod
def end_opengl(cls):
del cls.shader
del cls.UBO
del cls.UBO_data
del cls
@ -203,14 +201,79 @@ class GPU_Indices_Mesh:
atexit.unregister(cls.end_opengl)
atexit.register(cls.end_opengl)
cls.shader = gpu.types.GPUShader(
load_shader("ID_color_vert.glsl"),
load_shader("ID_color_frag.glsl"),
defines="#define USE_CLIP_PLANES\n",
shader_info = gpu.types.GPUShaderCreateInfo()
shader_info.define("USE_CLIP_PLANES")
shader_info.typedef_source(
"struct Data {\n"
"#ifdef USE_CLIP_PLANES\n"
" mat4 ModelMatrix;"
" vec4 WorldClipPlanes[4];\n"
"#endif\n"
" int offset;\n"
"#ifdef USE_CLIP_PLANES\n"
" bool use_clip_planes;\n"
"#endif\n"
"};\n"
)
shader_info.push_constant("MAT4", "ModelViewProjectionMatrix")
shader_info.uniform_buf(0, "Data", "g_data")
shader_info.vertex_in(0, "VEC3", "pos")
shader_info.vertex_source(
# #define USE_CLIP_PLANES
# uniform mat4 ModelViewProjectionMatrix;
# layout(binding = 1, std140) uniform _g_data { Data g_data; };;
# in vec3 pos;
"void main()"
"{\n"
"#ifdef USE_CLIP_PLANES\n"
" if (g_data.use_clip_planes) {"
" vec4 wpos = g_data.ModelMatrix * vec4(pos, 1.0);"
" gl_ClipDistance[0] = dot(g_data.WorldClipPlanes[0], wpos);"
" gl_ClipDistance[1] = dot(g_data.WorldClipPlanes[1], wpos);"
" gl_ClipDistance[2] = dot(g_data.WorldClipPlanes[2], wpos);"
" gl_ClipDistance[3] = dot(g_data.WorldClipPlanes[3], wpos);"
" }\n"
"#endif\n"
" gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);"
"}"
)
cls.unif_offset = cls.shader.uniform_from_name("offset")
cls.use_clip_planes = False
shader_info.fragment_out(0, "UINT", "fragColor")
shader_info.fragment_source(
# out uint fragColor;
"void main() {fragColor = uint(gl_PrimitiveID + g_data.offset);}"
)
cls.shader = gpu.shader.create_from_info(shader_info)
class _UBO_struct(ctypes.Structure):
_pack_ = 16
_fields_ = [
("ModelMatrix", 4 * (4 * ctypes.c_float)),
("WorldClipPlanes", 4 * (4 * ctypes.c_float)),
("offset", ctypes.c_int),
("use_clip_planes", ctypes.c_int),
("_pad", ctypes.c_int * 2),
]
cls.UBO_data = _UBO_struct()
cls.UBO = gpu.types.GPUUniformBuf(
gpu.types.Buffer("UBYTE", ctypes.sizeof(cls.UBO_data), cls.UBO_data)
)
@staticmethod
def update_UBO():
cls = GPU_Indices_Mesh
cls.UBO.update(
gpu.types.Buffer(
"UBYTE",
ctypes.sizeof(cls.UBO_data),
cls.UBO_data,
)
)
cls.shader.bind()
cls.shader.uniform_block("g_data", cls.UBO)
def __init__(self, depsgraph, obj, draw_tris, draw_edges, draw_verts):
self.ob_data = obj.original.data
@ -326,12 +389,17 @@ class GPU_Indices_Mesh:
gpu.matrix.multiply_matrix(ob_mat)
self.shader.bind()
if GPU_Indices_Mesh.use_clip_planes:
if GPU_Indices_Mesh.UBO_data.use_clip_planes:
gpu.state.clip_distances_set(4)
self.shader.uniform_float("ModelMatrix", ob_mat)
self.UBO_data.ModelMatrix[0] = ob_mat[0][:]
self.UBO_data.ModelMatrix[1] = ob_mat[1][:]
self.UBO_data.ModelMatrix[2] = ob_mat[2][:]
self.UBO_data.ModelMatrix[3] = ob_mat[3][:]
if self.draw_tris:
self.shader.uniform_int("offset", (index_offset,))
self.UBO_data.offset = index_offset
self.update_UBO()
self.batch_tris.draw(self.shader)
index_offset += len(self.tri_verts)
@ -356,17 +424,21 @@ class GPU_Indices_Mesh:
gpu.matrix.load_projection_matrix(winmat)
if self.draw_edges:
self.shader.uniform_int("offset", (index_offset,))
self.UBO_data.offset = index_offset
self.update_UBO()
# bgl.glLineWidth(3.0)
self.batch_edges.draw(self.shader)
# bgl.glLineWidth(1.0)
index_offset += len(self.edge_verts)
if self.draw_verts:
self.shader.uniform_int("offset", (index_offset,))
self.UBO_data.offset = index_offset
self.update_UBO()
self.batch_lverts.draw(self.shader)
if GPU_Indices_Mesh.use_clip_planes:
if GPU_Indices_Mesh.UBO_data.use_clip_planes:
gpu.state.clip_distances_set(0)
gpu.matrix.pop()
@ -384,7 +456,7 @@ class GPU_Indices_Mesh:
def get_loop_tri_co_by_bmface(self, bm, bmface):
l_tri_layer = bm.faces.layers.int["l_tri"]
tri = bmface[l_tri_layer]
return self.verts_co[self.tri_verts[tri : tri + len(bmface.verts) - 2]]
return self.verts_co[self.tri_verts[tri: tri + len(bmface.verts) - 2]]
def get_tri_verts(self, index):
return self.tri_verts[index]
@ -426,18 +498,16 @@ def gpu_Indices_restore_state():
def gpu_Indices_use_clip_planes(rv3d, value):
GPU_Indices_Mesh.init_opengl()
shader = GPU_Indices_Mesh.shader
shader.bind()
if value and rv3d.use_clip_planes:
GPU_Indices_Mesh.use_clip_planes = True
planes = gpu.types.Buffer("FLOAT", (6, 4), rv3d.clip_planes)
shader.uniform_vector_float(
shader.uniform_from_name("WorldClipPlanes"), planes, 4, 4
)
GPU_Indices_Mesh.UBO_data.use_clip_planes = True
GPU_Indices_Mesh.UBO_data.WorldClipPlanes[0] = rv3d.clip_planes[0][:]
GPU_Indices_Mesh.UBO_data.WorldClipPlanes[1] = rv3d.clip_planes[1][:]
GPU_Indices_Mesh.UBO_data.WorldClipPlanes[2] = rv3d.clip_planes[2][:]
GPU_Indices_Mesh.UBO_data.WorldClipPlanes[3] = rv3d.clip_planes[3][:]
else:
GPU_Indices_Mesh.use_clip_planes = False
GPU_Indices_Mesh.UBO_data.use_clip_planes = False
shader.uniform_bool("use_clip_planes", (GPU_Indices_Mesh.use_clip_planes,))
GPU_Indices_Mesh.update_UBO()
def gpu_Indices_mesh_cache_clear():

View File

@ -1,7 +0,0 @@
uniform int offset;
out uint FragColor;
void main()
{
FragColor = uint(gl_PrimitiveID + offset);
}

View File

@ -1,25 +0,0 @@
uniform mat4 ModelViewProjectionMatrix;
#ifdef USE_CLIP_PLANES
uniform mat4 ModelMatrix;
uniform bool use_clip_planes;
uniform vec4 WorldClipPlanes[4];
#endif
in vec3 pos;
void main()
{
#ifdef USE_CLIP_PLANES
if (use_clip_planes) {
vec4 g_pos = ModelMatrix * vec4(pos, 1.0);
gl_ClipDistance[0] = dot(WorldClipPlanes[0], g_pos);
gl_ClipDistance[1] = dot(WorldClipPlanes[1], g_pos);
gl_ClipDistance[2] = dot(WorldClipPlanes[2], g_pos);
gl_ClipDistance[3] = dot(WorldClipPlanes[3], g_pos);
}
#endif
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
}