Snap Utilities Line: Replace the uses of the bgl module with the gpu equivalent

Also a little style update due to automatic updates.

Ref T80730, T85675
This commit is contained in:
Germano Cavalcante 2021-02-17 12:45:52 -03:00
parent 33b39ecc88
commit f01d08b7c5
Notes: blender-bot 2023-02-14 18:48:55 +01:00
Referenced by issue blender/blender#85675: Blender 3.0 (Python API deprecation, updates)
Referenced by issue blender/blender#85675, Blender 3.0 (Python API deprecation, updates)
Referenced by issue #80730, BGL deprecation
5 changed files with 209 additions and 316 deletions

View File

@ -21,8 +21,8 @@
bl_info = {
"name": "Snap_Utilities_Line",
"author": "Germano Cavalcante",
"version": (5, 9, 19),
"blender": (2, 80, 0),
"version": (6, 9, 20),
"blender": (2, 93, 0),
"location": "View3D > TOOLS > Line Tool",
"description": "Extends Blender Snap controls",
"doc_url" : "https://blenderartists.org/t/cad-snap-utilities",

View File

@ -14,13 +14,12 @@
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# ##### END GPL LICENSE BLOCK #####
import bgl
import gpu
from mathutils import Vector
class SnapDrawn():
__slots__ = (
__slots__ = (\
'out_color',
'face_color',
'edge_color',
@ -33,11 +32,9 @@ class SnapDrawn():
'axis_z_color',
'_format_pos',
'_format_pos_and_color',
'_is_point_size_enabled',
'_program_unif_col',
'_program_smooth_col',
'_batch_point',
)
'_batch_point',)
def __init__(self, out_color, face_color,
edge_color, vert_color, center_color,
@ -72,17 +69,11 @@ class SnapDrawn():
def _gl_state_push(self):
self._is_point_size_enabled = bgl.glIsEnabled(bgl.GL_PROGRAM_POINT_SIZE)
if self._is_point_size_enabled:
bgl.glDisable(bgl.GL_PROGRAM_POINT_SIZE)
# draw 3d point OpenGL in the 3D View
bgl.glEnable(bgl.GL_BLEND)
gpu.state.program_point_size_set(False)
gpu.state.blend_set('ALPHA')
def _gl_state_restore(self):
bgl.glDisable(bgl.GL_BLEND)
if self._is_point_size_enabled:
bgl.glEnable(bgl.GL_PROGRAM_POINT_SIZE)
gpu.state.blend_set('NONE')
def batch_line_strip_create(self, coords):
from gpu.types import (
@ -138,22 +129,29 @@ class SnapDrawn():
if list_verts_co:
# draw 3d line OpenGL in the 3D View
bgl.glDepthRange(0, 0.9999)
bgl.glLineWidth(3.0)
winmat = gpu.matrix.get_projection_matrix()
winmat[3][2] -= 0.0001
gpu.matrix.push_projection()
gpu.matrix.load_projection_matrix(winmat)
gpu.state.line_width_set(3.0)
batch = self.batch_line_strip_create([v.to_tuple() for v in list_verts_co] + [location.to_tuple()])
self._program_unif_col.bind()
self._program_unif_col.uniform_float("color", (1.0, 0.8, 0.0, 0.5))
batch.draw(self._program_unif_col)
gpu.matrix.pop_projection()
del batch
bgl.glDisable(bgl.GL_DEPTH_TEST)
gpu.state.depth_test_set('NONE')
point_batch = self.batch_point_get()
if vector_constrain:
if prevloc:
bgl.glPointSize(5.0)
gpu.state.point_size_set(5.0)
gpu.matrix.translate(prevloc)
self._program_unif_col.bind()
self._program_unif_col.uniform_float("color", (1.0, 1.0, 1.0, 0.5))
point_batch.draw(self._program_unif_col)
gpu.matrix.translate(-prevloc)
@ -182,17 +180,17 @@ class SnapDrawn():
else: # type == None
Color4f = self.out_color
bgl.glPointSize(10.0)
gpu.state.point_size_set(10.0)
gpu.matrix.translate(location)
self._program_unif_col.bind()
self._program_unif_col.uniform_float("color", Color4f)
point_batch.draw(self._program_unif_col)
# restore opengl defaults
bgl.glDepthRange(0.0, 1.0)
bgl.glPointSize(1.0)
bgl.glLineWidth(1.0)
bgl.glEnable(bgl.GL_DEPTH_TEST)
gpu.state.point_size_set(1.0)
gpu.state.line_width_set(1.0)
gpu.state.depth_test_set('LESS_EQUAL')
gpu.matrix.pop()
self._gl_state_restore()
@ -208,7 +206,7 @@ class SnapDrawn():
with gpu.matrix.push_pop():
self._gl_state_push()
bgl.glDisable(bgl.GL_DEPTH_TEST)
gpu.state.depth_test_set('NONE')
gpu.matrix.multiply_matrix(snap_obj.mat)
@ -225,24 +223,26 @@ class SnapDrawn():
edges.shape = -1
self._program_smooth_col.bind()
bgl.glLineWidth(3.0)
gpu.state.line_width_set(3.0)
batch = self.batch_lines_smooth_color_create(edges["pos"], edges["color"])
batch.draw(self._program_smooth_col)
bgl.glLineWidth(1.0)
gpu.state.line_width_set(1.0)
else:
self._program_unif_col.bind()
if isinstance(elem, BMEdge):
self._program_unif_col.bind()
self._program_unif_col.uniform_float("color", self.edge_color)
bgl.glLineWidth(3.0)
gpu.state.line_width_set(3.0)
batch = self.batch_line_strip_create([v.co for v in elem.verts])
batch.draw(self._program_unif_col)
bgl.glLineWidth(1.0)
gpu.state.line_width_set(1.0)
elif isinstance(elem, BMFace):
if len(snap_obj.data) == 2:
face_color = self.face_color[0], self.face_color[1], self.face_color[2], self.face_color[3] * 0.2
self._program_unif_col.bind()
self._program_unif_col.uniform_float("color", face_color)
tris = snap_obj.data[1].get_loop_tri_co_by_bmface(bm, elem)
@ -251,6 +251,6 @@ class SnapDrawn():
batch.draw(self._program_unif_col)
# restore opengl defaults
bgl.glEnable(bgl.GL_DEPTH_TEST)
gpu.state.depth_test_set('LESS_EQUAL')
self._gl_state_restore()

View File

@ -408,7 +408,6 @@ class SnapUtilitiesLine(SnapUtilities, bpy.types.Operator):
#Store values from 3d view context
self.rv3d = context.region_data
self.rotMat = self.rv3d.view_matrix.copy()
# self.obj_glmatrix = bgl.Buffer(bgl.GL_FLOAT, [4, 4],
# self.obj_matrix.transposed())
#modals

View File

@ -14,25 +14,15 @@
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# ##### END GPL LICENSE BLOCK #####
__all__ = ("SnapContext",)
__all__ = (
"SnapContext",
)
import bgl
import gpu
from mathutils import Vector
VERT = 1
EDGE = 2
FACE = 4
def check_gl_error():
error = bgl.glGetError()
if error != bgl.GL_NO_ERROR:
raise Exception(error)
class _Internal:
global_snap_context = None
@ -46,7 +36,6 @@ class _Internal:
gpu_Indices_enable_state,
gpu_Indices_restore_state,
gpu_Indices_use_clip_planes,
gpu_Indices_set_ProjectionMatrix,
gpu_Indices_mesh_cache_clear,
)
@ -70,119 +59,41 @@ class _SnapObjectData():
class _SnapOffscreen():
bound = None
def __init__(self, width, height):
self.freed = False
self.is_bound = False
self._fbo = None
self.width = width
self.height = height
self.fbo = bgl.Buffer(bgl.GL_INT, 1)
self.buf_color = bgl.Buffer(bgl.GL_INT, 1)
self.buf_depth = bgl.Buffer(bgl.GL_INT, 1)
self._framebuffer_config()
self.cur_fbo = bgl.Buffer(bgl.GL_INT, 1)
self.cur_viewport = bgl.Buffer(bgl.GL_INT, 4)
def _framebuffer_config(self):
self._framebuffer_free()
bgl.glGenRenderbuffers(1, self.buf_depth)
bgl.glGenTextures(1, self.buf_color)
self._tex_color = gpu.types.GPUTexture((self.width, self.height), format='R32UI')
self._tex_depth = gpu.types.GPUTexture((self.width, self.height), format='DEPTH_COMPONENT32F')
self._fbo = gpu.types.GPUFrameBuffer(depth_slot=self._tex_depth, color_slots=self._tex_color)
self._config_textures()
bgl.glGetIntegerv(bgl.GL_FRAMEBUFFER_BINDING, self.cur_fbo)
bgl.glGenFramebuffers(1, self.fbo)
bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, self.fbo[0])
bgl.glFramebufferRenderbuffer(
bgl.GL_FRAMEBUFFER, bgl.GL_DEPTH_ATTACHMENT,
bgl.GL_RENDERBUFFER, self.buf_depth[0])
bgl.glFramebufferTexture(bgl.GL_FRAMEBUFFER, bgl.GL_COLOR_ATTACHMENT0, self.buf_color[0], 0)
bgl.glDrawBuffers(1, bgl.Buffer(bgl.GL_INT, 1, [bgl.GL_COLOR_ATTACHMENT0]))
status = bgl.glCheckFramebufferStatus(bgl.GL_FRAMEBUFFER)
if status != bgl.GL_FRAMEBUFFER_COMPLETE:
print("Framebuffer Invalid", status)
bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, self.cur_fbo[0])
def _config_textures(self):
import ctypes
bgl.glBindRenderbuffer(bgl.GL_RENDERBUFFER, self.buf_depth[0])
bgl.glRenderbufferStorage(
bgl.GL_RENDERBUFFER, bgl.GL_DEPTH_COMPONENT, self.width, self.height)
NULL = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int32 * 1).from_address(0))
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.buf_color[0])
bgl.glTexImage2D(
bgl.GL_TEXTURE_2D, 0, bgl.GL_R32UI, self.width, self.height,
0, bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, None)
del NULL
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
def _framebuffer_free(self):
self._fbo = self._tex_color = self._tex_depth = None
def bind(self):
if self is not _SnapOffscreen.bound:
if _SnapOffscreen.bound is None:
bgl.glGetIntegerv(bgl.GL_FRAMEBUFFER_BINDING, self.cur_fbo)
bgl.glGetIntegerv(bgl.GL_VIEWPORT, self.cur_viewport)
bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, self.fbo[0])
bgl.glViewport(0, 0, self.width, self.height)
_SnapOffscreen.bound = self
def unbind(self):
if self is _SnapOffscreen.bound:
bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, self.cur_fbo[0])
bgl.glViewport(*self.cur_viewport)
_SnapOffscreen.bound = None
return self._fbo.bind()
def clear(self):
is_bound = self is _SnapOffscreen.bound
if not is_bound:
self.bind()
bgl.glColorMask(bgl.GL_TRUE, bgl.GL_TRUE, bgl.GL_TRUE, bgl.GL_TRUE)
bgl.glClearColor(0.0, 0.0, 0.0, 0.0)
bgl.glDepthMask(bgl.GL_TRUE)
bgl.glClearDepth(1.0);
bgl.glClear(bgl.GL_COLOR_BUFFER_BIT | bgl.GL_DEPTH_BUFFER_BIT)
if not is_bound:
self.unbind()
#self._fbo.clear(color=(0.0, 0.0, 0.0, 0.0), depth=1.0)
self._tex_color.clear(format='UINT', value=(0,))
self._tex_depth.clear(format='FLOAT', value=(1.0,))
def resize(self, width, height):
is_bound = self is _SnapOffscreen.bound
if not is_bound:
self.bind()
self.width = int(width)
self.height = int(height)
self._config_textures()
if not is_bound:
self.unbind()
self._framebuffer_config()
def __del__(self):
if not self.freed:
bgl.glDeleteFramebuffers(1, self.fbo)
bgl.glDeleteRenderbuffers(1, self.buf_depth)
bgl.glDeleteTextures(1, self.buf_color)
del self.fbo
del self.buf_color
del self.buf_depth
del self.cur_fbo
del self.cur_viewport
self._framebuffer_free()
def free(self):
self.__del__()
self.freed = True
self._framebuffer_free()
class SnapContext():
@ -198,7 +109,7 @@ class SnapContext():
:type space: :class:`bpy.types.SpaceView3D`
"""
__slots__ = (
__slots__ = (\
'_dist_px',
'_dist_px_sq',
'_offscreen',
@ -216,13 +127,9 @@ class SnapContext():
'rv3d',
'snap_objects',
'threshold',
'winsize',
)
'winsize',)
def __init__(self, depsgraph, region, space):
#print('Render:', bgl.glGetString(bgl.GL_RENDERER))
#print('OpenGL Version:', bgl.glGetString(bgl.GL_VERSION))
self.freed = False
self.snap_objects = []
self.drawn_count = 0
@ -266,39 +173,28 @@ class SnapContext():
return snap_obj
return None
def _read_buffer(self, mval):
xmin = int(mval[0]) - self._dist_px
ymin = int(mval[1]) - self._dist_px
size_x = size_y = self.threshold
def _read_buffer(self):
self._snap_buffer = self._offscreen._tex_color.read()
if xmin < 0:
#size_x += xmin
xmin = 0
if ymin < 0:
#size_y += ymin
ymin = 0
bgl.glReadBuffer(bgl.GL_COLOR_ATTACHMENT0)
bgl.glReadPixels(
xmin, ymin, size_x, size_y,
bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, self._snap_buffer)
def _get_nearest_index(self):
def _get_nearest_index(self, mval):
r_snap_obj = None
r_value = 0
loc = [self._dist_px, self._dist_px]
d = 1
m = self.threshold
max_val = 2 * m - 1
loc_curr = [int(mval[1]), int(mval[0])]
rect = ((max(0, loc_curr[0] - self.threshold), min(self._snap_buffer.dimensions[0], loc_curr[0] + self.threshold)),
(max(0, loc_curr[1] - self.threshold), min(self._snap_buffer.dimensions[1], loc_curr[1] + self.threshold)))
if loc_curr[0] < rect[0][0] or loc_curr[0] >= rect[0][1] or loc_curr[1] < rect[1][0] or loc_curr[1] >= rect[1][1]:
return r_snap_obj, r_value
find_next_index = self._snap_mode & FACE and self._snap_mode & (VERT | EDGE)
last_value = -1 if find_next_index else 0
while m < max_val:
for i in range(2):
while 2 * loc[i] * d < m:
value = int(self._snap_buffer[loc[0]][loc[1]])
loc[i] += d
spiral_direction = 0
for nr in range(1, 2 * self.threshold):
for a in range(2):
for b in range(0, nr):
# TODO: Make the buffer flat.
value = int(self._snap_buffer[loc_curr[0]][loc_curr[1]])
if value != last_value:
r_value = value
if find_next_index:
@ -308,18 +204,31 @@ class SnapContext():
snap_data = r_snap_obj.data[1]
if value < (snap_data.first_index + len(snap_data.tri_verts)):
# snap to a triangle
continue
else:
continue
find_next_index = False
elif (r_snap_obj is None) or\
(value < r_snap_obj.data[1].first_index) or\
(value >= (r_snap_obj.data[1].first_index + r_snap_obj.data[1].get_tot_elems())):
find_next_index = False
else:
return r_snap_obj, r_value
else:
if (r_snap_obj is None) or \
(value < r_snap_obj.data[1].first_index) or \
(value >= (r_snap_obj.data[1].first_index + r_snap_obj.data[1].get_tot_elems())):
r_snap_obj = self._get_snap_obj_by_index(value)
return r_snap_obj, r_value
d = -d
m += 4 * self._dist_px * d + 1
return r_snap_obj, r_value
# Next spiral step.
if (spiral_direction == 0):
loc_curr[1] += 1 # right
elif (spiral_direction == 1):
loc_curr[0] -= 1 # down
elif (spiral_direction == 2):
loc_curr[1] -= 1 # left
else:
loc_curr[0] += 1 # up
if (loc_curr[not a] < rect[not a][0] or loc_curr[not a] >= rect[not a][1]):
return r_snap_obj, r_value
spiral_direction = (spiral_direction + 1) % 4
return r_snap_obj, r_value
def _get_loc(self, snap_obj, index):
@ -331,7 +240,8 @@ class SnapContext():
if index < num_tris:
tri_verts = gpu_data.get_tri_verts(index)
tri_co = [snap_obj.mat @ Vector(v) for v in gpu_data.get_tri_co(index)]
#loc = _Internal.intersect_ray_tri(*tri_co, self.last_ray[0], self.last_ray[1], False)
#loc = _Internal.intersect_ray_tri(*tri_co, self.last_ray[0],
#self.last_ray[1], False)
nor = (tri_co[1] - tri_co[0]).cross(tri_co[2] - tri_co[0]).normalized()
loc = _Internal.intersect_line_plane(self.last_ray[1], self.last_ray[1] + self.last_ray[0], tri_co[0], nor)
return loc, tri_verts, tri_co
@ -379,6 +289,7 @@ class SnapContext():
def __del__(self):
if not self.freed:
self._offscreen.free()
self._snap_buffer = None
# Some objects may still be being referenced
for snap_obj in self.snap_objects:
if len(snap_obj.data) == 2:
@ -392,7 +303,7 @@ class SnapContext():
## PUBLIC ##
def update_viewport_context(self, depsgraph, region, space, resize = False):
def update_viewport_context(self, depsgraph, region, space, resize=False):
rv3d = space.region_3d
if not resize and self.rv3d == rv3d and self.region == region:
@ -413,7 +324,7 @@ class SnapContext():
self.winsize = winsize
self._offscreen.resize(*self.winsize)
def clear_snap_objects(self, clear_offscreen = False):
def clear_snap_objects(self, clear_offscreen=False):
for snap_obj in self.snap_objects:
if len(snap_obj.data) == 2:
snap_obj.data[1].free()
@ -432,7 +343,7 @@ class SnapContext():
self.update_drawing()
def update_drawing(self, clear_offscreen = True):
def update_drawing(self, clear_offscreen=True):
self.drawn_count = 0
self._offset_cur = 1
if clear_offscreen:
@ -447,7 +358,7 @@ class SnapContext():
self.proj_mat = None
def update_drawn_snap_object(self, snap_obj):
_Internal.gpu_Indices_enable_state()
_Internal.gpu_Indices_enable_state(self.rv3d.window_matrix, self.rv3d.view_matrix)
from .mesh_drawing import GPU_Indices_Mesh
snap_vert = self._snap_mode & VERT != 0
@ -470,7 +381,7 @@ class SnapContext():
self._dist_px = int(dist_px)
self._dist_px_sq = self._dist_px ** 2
self.threshold = 2 * self._dist_px + 1
self._snap_buffer = bgl.Buffer(bgl.GL_INT, (self.threshold, self.threshold))
self._snap_buffer = None
def set_snap_mode(self, snap_to_vert, snap_to_edge, snap_to_face):
snap_mode = 0
@ -494,96 +405,87 @@ class SnapContext():
self.last_ray = _Internal.region_2d_to_orig_and_view_vector(self.region, self.rv3d, mval)
return self.last_ray
def snap_get(self, mval, main_snap_obj = None):
def snap_get(self, mval, main_snap_obj=None):
ret = None, None, None
self.mval[:] = mval
snap_vert = self._snap_mode & VERT != 0
snap_edge = self._snap_mode & EDGE != 0
snap_face = self._snap_mode & FACE != 0
_Internal.gpu_Indices_enable_state()
self._offscreen.bind()
_Internal.gpu_Indices_enable_state(self.rv3d.window_matrix, self.rv3d.view_matrix)
gpu.state.depth_mask_set(True)
gpu.state.depth_test_set('LESS_EQUAL')
gpu.state.program_point_size_set(True)
#bgl.glDisable(bgl.GL_DITHER) # dithering and AA break color coding, so disable #
#multisample_enabled = bgl.glIsEnabled(bgl.GL_MULTISAMPLE)
#bgl.glDisable(bgl.GL_MULTISAMPLE)
bgl.glEnable(bgl.GL_DEPTH_TEST)
with self._offscreen.bind():
update_buffer = False
proj_mat = self.rv3d.perspective_matrix.copy()
if self.proj_mat != proj_mat:
self.proj_mat = proj_mat
self.update_drawing()
update_buffer = True
is_point_size_enabled = bgl.glIsEnabled(bgl.GL_PROGRAM_POINT_SIZE)
if is_point_size_enabled:
bgl.glDisable(bgl.GL_PROGRAM_POINT_SIZE)
ray_dir, ray_orig = self.get_ray(mval)
for i, snap_obj in enumerate(self.snap_objects[self.drawn_count:], self.drawn_count):
obj = snap_obj.data[0]
try:
bbmin = Vector(obj.bound_box[0])
bbmax = Vector(obj.bound_box[6])
except ReferenceError:
self.snap_objects.remove(snap_obj)
continue
bgl.glPointSize(4.0)
proj_mat = self.rv3d.perspective_matrix.copy()
if self.proj_mat != proj_mat:
self.proj_mat = proj_mat
_Internal.gpu_Indices_set_ProjectionMatrix(self.proj_mat)
self.update_drawing()
ray_dir, ray_orig = self.get_ray(mval)
for i, snap_obj in enumerate(self.snap_objects[self.drawn_count:], self.drawn_count):
obj = snap_obj.data[0]
try:
bbmin = Vector(obj.bound_box[0])
bbmax = Vector(obj.bound_box[6])
except ReferenceError:
self.snap_objects.remove(snap_obj)
continue
if bbmin != bbmax:
MVP = proj_mat @ snap_obj.mat
mat_inv = snap_obj.mat.inverted_safe()
ray_orig_local = mat_inv @ ray_orig
ray_dir_local = mat_inv.to_3x3() @ ray_dir
in_threshold = _Internal.intersect_boundbox_threshold(
self, MVP, ray_orig_local, ray_dir_local, bbmin, bbmax)
else:
proj_co = _Internal.project_co_v3(self, snap_obj.mat.translation)
dist = self.mval - proj_co
in_threshold = abs(dist.x) < self._dist_px and abs(dist.y) < self._dist_px
#snap_obj.data[1] = primitive_point
if in_threshold:
if len(snap_obj.data) == 1:
from .mesh_drawing import GPU_Indices_Mesh
is_bound = obj.display_type == 'BOUNDS'
draw_face = snap_face and not is_bound and obj.display_type != 'WIRE'
draw_edge = snap_edge and not is_bound
draw_vert = snap_vert and not is_bound
snap_obj.data.append(GPU_Indices_Mesh(self.depsgraph, obj, draw_face, draw_edge, draw_vert))
snap_obj.data[1].set_draw_mode(snap_face, snap_edge, snap_vert)
snap_obj.data[1].set_ModelViewMatrix(snap_obj.mat)
if snap_obj == main_snap_obj:
snap_obj.data[1].Draw(self._offset_cur, -0.0001)
if bbmin != bbmax:
MVP = proj_mat @ snap_obj.mat
mat_inv = snap_obj.mat.inverted_safe()
ray_orig_local = mat_inv @ ray_orig
ray_dir_local = mat_inv.to_3x3() @ ray_dir
in_threshold = _Internal.intersect_boundbox_threshold(self, MVP, ray_orig_local, ray_dir_local, bbmin, bbmax)
else:
snap_obj.data[1].Draw(self._offset_cur)
self._offset_cur += snap_obj.data[1].get_tot_elems()
proj_co = _Internal.project_co_v3(self, snap_obj.mat.translation)
dist = self.mval - proj_co
in_threshold = abs(dist.x) < self._dist_px and abs(dist.y) < self._dist_px
#snap_obj.data[1] = primitive_point
tmp = self.snap_objects[self.drawn_count]
self.snap_objects[self.drawn_count] = self.snap_objects[i]
self.snap_objects[i] = tmp
if in_threshold:
if len(snap_obj.data) == 1:
from .mesh_drawing import GPU_Indices_Mesh
is_bound = obj.display_type == 'BOUNDS'
draw_face = snap_face and not is_bound and obj.display_type != 'WIRE'
draw_edge = snap_edge and not is_bound
draw_vert = snap_vert and not is_bound
snap_obj.data.append(GPU_Indices_Mesh(self.depsgraph, obj, draw_face, draw_edge, draw_vert))
self.drawn_count += 1
snap_obj.data[1].set_draw_mode(snap_face, snap_edge, snap_vert)
self._read_buffer(mval)
#import numpy as np
#a = np.array(self._snap_buffer)
#print(a)
if snap_obj == main_snap_obj:
snap_obj.data[1].Draw(self._offset_cur, snap_obj.mat, 0.0001)
else:
snap_obj.data[1].Draw(self._offset_cur, snap_obj.mat)
self._offset_cur += snap_obj.data[1].get_tot_elems()
snap_obj, index = self._get_nearest_index()
#print("index:", index)
if snap_obj:
ret = self._get_loc(snap_obj, index)
tmp = self.snap_objects[self.drawn_count]
self.snap_objects[self.drawn_count] = self.snap_objects[i]
self.snap_objects[i] = tmp
if is_point_size_enabled:
bgl.glEnable(bgl.GL_PROGRAM_POINT_SIZE)
self.drawn_count += 1
update_buffer = True
bgl.glDisable(bgl.GL_DEPTH_TEST)
if update_buffer:
self._read_buffer()
#import numpy as np
#a = np.array(self._snap_buffer)
#print(a)
snap_obj, index = self._get_nearest_index(mval)
#print("index:", index)
if snap_obj:
ret = self._get_loc(snap_obj, index)
gpu.state.program_point_size_set(False)
gpu.state.depth_mask_set(False)
gpu.state.depth_test_set('NONE')
_Internal.gpu_Indices_restore_state()
self._offscreen.unbind()
return (snap_obj, *ret)

View File

@ -14,9 +14,7 @@
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# ##### END GPL LICENSE BLOCK #####
import bgl
import gpu
import bmesh
from mathutils import Matrix
@ -176,7 +174,7 @@ class _Mesh_Arrays():
class GPU_Indices_Mesh():
__slots__ = (
__slots__ = (\
"ob_data",
"draw_tris",
"draw_edges",
@ -189,8 +187,7 @@ class GPU_Indices_Mesh():
"edge_verts",
"looseverts",
"first_index",
"users"
)
"users")
_Hash = {}
shader = None
@ -198,7 +195,6 @@ class GPU_Indices_Mesh():
@classmethod
def end_opengl(cls):
del cls.shader
del cls.P
del cls
@ -210,28 +206,18 @@ class GPU_Indices_Mesh():
return
import atexit
import gpu
# Make sure we only registered the callback once.
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"),
)
#cls.unif_use_clip_planes = cls.shader.uniform_from_name('use_clip_planes')
cls.shader = gpu.types.GPUShader(load_shader("ID_color_vert.glsl"),
load_shader("ID_color_frag.glsl"),)
#cls.unif_use_clip_planes =
#cls.shader.uniform_from_name('use_clip_planes')
#cls.unif_clip_plane = cls.shader.uniform_from_name('clip_plane')
cls.unif_offset = cls.shader.uniform_from_name('offset')
cls.P = Matrix()
@staticmethod
def set_ModelViewMatrix(MV):
import gpu
gpu.matrix.load_matrix(MV)
def __init__(self, depsgraph, obj, draw_tris, draw_edges, draw_verts):
self.ob_data = obj.original.data
@ -240,17 +226,17 @@ class GPU_Indices_Mesh():
src = GPU_Indices_Mesh._Hash[self.ob_data]
dst = self
dst.draw_tris = src.draw_tris
dst.draw_edges = src.draw_edges
dst.draw_verts = src.draw_verts
dst.batch_tris = src.batch_tris
dst.batch_edges = src.batch_edges
dst.draw_tris = src.draw_tris
dst.draw_edges = src.draw_edges
dst.draw_verts = src.draw_verts
dst.batch_tris = src.batch_tris
dst.batch_edges = src.batch_edges
dst.batch_lverts = src.batch_lverts
dst.verts_co = src.verts_co
dst.tri_verts = src.tri_verts
dst.edge_verts = src.edge_verts
dst.looseverts = src.looseverts
dst.users = src.users
dst.verts_co = src.verts_co
dst.tri_verts = src.tri_verts
dst.edge_verts = src.edge_verts
dst.looseverts = src.looseverts
dst.users = src.users
dst.users.append(self)
update = False
@ -258,11 +244,9 @@ class GPU_Indices_Mesh():
else:
GPU_Indices_Mesh._Hash[self.ob_data] = self
self.users = [self]
update = True;
update = True
if update:
import gpu
self.draw_tris = draw_tris
self.draw_edges = draw_edges
self.draw_verts = draw_verts
@ -343,15 +327,35 @@ class GPU_Indices_Mesh():
self.draw_verts = draw_verts and len(self.looseverts) > 0
def Draw(self, index_offset, depth_offset = -0.00005):
def Draw(self, index_offset, ob_mat, depth_offset=0.00005):
self.first_index = index_offset
gpu.matrix.push()
gpu.matrix.push_projection()
gpu.matrix.multiply_matrix(ob_mat)
if self.draw_tris:
self.shader.bind()
self.shader.uniform_int("offset", (index_offset,))
self.batch_tris.draw(self.shader)
index_offset += len(self.tri_verts)
bgl.glDepthRange(depth_offset, 1 + depth_offset)
winmat = gpu.matrix.get_projection_matrix()
is_persp = winmat[3][3] == 0.0
if is_persp:
near = winmat[2][3] / (winmat[2][2] - 1.0)
far_ = winmat[2][3] / (winmat[2][2] + 1.0)
else:
near = (winmat[2][3] + 1.0) / winmat[2][2]
far_ = (winmat[2][3] - 1.0) / winmat[2][2]
far_ += depth_offset
near += depth_offset
fn = (far_ - near)
winmat[2][2] = -(far_ + near) / fn
winmat[2][3] = (-2 * far_ * near) / fn
gpu.matrix.load_projection_matrix(winmat)
if self.draw_edges:
self.shader.bind()
self.shader.uniform_int("offset", (index_offset,))
#bgl.glLineWidth(3.0)
self.batch_edges.draw(self.shader)
@ -359,10 +363,12 @@ class GPU_Indices_Mesh():
index_offset += len(self.edge_verts)
if self.draw_verts:
self.shader.bind()
self.shader.uniform_int("offset", (index_offset,))
self.batch_lverts.draw(self.shader)
bgl.glDepthRange(0.0, 1.0)
gpu.matrix.pop()
gpu.matrix.pop_projection()
def get_tri_co(self, index):
@ -402,21 +408,16 @@ class GPU_Indices_Mesh():
GPU_Indices_Mesh._Hash.pop(self.ob_data)
#print('mesh_del', self.obj.name)
def gpu_Indices_enable_state():
import gpu
def gpu_Indices_enable_state(winmat, viewmat):
GPU_Indices_Mesh.init_opengl()
gpu.matrix.push()
gpu.matrix.push_projection()
gpu.matrix.load_projection_matrix(GPU_Indices_Mesh.P)
gpu.matrix.load_projection_matrix(winmat)
gpu.matrix.load_matrix(viewmat)
GPU_Indices_Mesh.shader.bind()
def gpu_Indices_restore_state():
import gpu
gpu.matrix.pop()
gpu.matrix.pop_projection()
@ -434,14 +435,5 @@ def gpu_Indices_use_clip_planes(rv3d, value):
#bgl.glUniform4fv(GPU_Indices_Mesh.unif_clip_plane, 4, planes)
#_restore_shader_state(PreviousGLState)
def gpu_Indices_set_ProjectionMatrix(P):
import gpu
gpu.matrix.load_projection_matrix(P)
GPU_Indices_Mesh.P[:] = P
def gpu_Indices_mesh_cache_clear():
GPU_Indices_Mesh._Hash.clear()