snap_context module: replace functions that access the objects internals through ctypes

This commit is contained in:
Germano Cavalcante 2017-09-27 16:21:26 -03:00
parent 9b8f850249
commit 7c0dd68b60
4 changed files with 32 additions and 132 deletions

View File

@ -67,7 +67,7 @@ class SnapContext():
def __init__(self, region, space):
import gpu
from .bgl_ext import VoidBufValue
import ctypes
self.freed = False
self.snap_objects = []
@ -92,8 +92,8 @@ class SnapContext():
self._texture = self._offscreen.color_texture
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._texture)
NULL = VoidBufValue(0)
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_R32UI, self.region.width, self.region.height, 0, bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, NULL.buf)
NULL = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int * 1).from_address(0))
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_R32UI, self.region.width, self.region.height, 0, bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, NULL)
del NULL
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)

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@ -1,110 +0,0 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 3
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# ##### END GPL LICENSE BLOCK #####
import bgl
import ctypes
import numpy as np
# figure out size of _Py_ssize_t
if hasattr(ctypes.pythonapi, 'Py_InitModule4_64'):
_Py_ssize_t = ctypes.c_int64
else:
_Py_ssize_t = ctypes.c_int
class _PyObject(ctypes.Structure):
pass
_PyObject._fields_ = [
('ob_refcnt', _Py_ssize_t),
('ob_type', ctypes.POINTER(_PyObject)),
]
if object.__basicsize__ != ctypes.sizeof(_PyObject):
# python with trace
class _PyObject(ctypes.Structure):
_fields_ = [
('_ob_next', ctypes.POINTER(_PyObject)),
('_ob_prev', ctypes.POINTER(_PyObject)),
('ob_refcnt', _Py_ssize_t),
('ob_type', ctypes.POINTER(_PyObject)),
]
class _PyVarObject(_PyObject):
_fields_ = [
('ob_size', _Py_ssize_t),
]
class C_Buffer(_PyVarObject):
_fields_ = [
("parent", ctypes.py_object),
("type", ctypes.c_int),
("ndimensions", ctypes.c_int),
("dimensions", ctypes.POINTER(ctypes.c_int)),
("buf", ctypes.c_void_p),
]
assert ctypes.sizeof(C_Buffer) == bgl.Buffer.__basicsize__
class VoidBufValue():
def __init__(self, value):
self.buf = bgl.Buffer(bgl.GL_BYTE, 1)
self.c_buf = C_Buffer.from_address(id(self.buf))
self._allocated_buf = self.c_buf.buf
self.c_buf.buf = value
self.c_buf.type = 0 # allows repr
def __del__(self):
self.c_buf.buf = self._allocated_buf
#del self._allocated_buf
del self.buf
def np_array_as_bgl_Buffer(array):
type = array.dtype
if type == np.int8:
type = bgl.GL_BYTE
elif type == np.int16:
type = bgl.GL_SHORT
elif type == np.int32:
type = bgl.GL_INT
elif type == np.float32:
type = bgl.GL_FLOAT
elif type == np.float64:
type = bgl.GL_DOUBLE
else:
raise
_decref = ctypes.pythonapi.Py_DecRef
_incref = ctypes.pythonapi.Py_IncRef
_decref.argtypes = _incref.argtypes = [ctypes.py_object]
_decref.restype = _incref.restype = None
buf = bgl.Buffer(bgl.GL_BYTE, ((1,) * (len(array.shape) + 1)))[0]
c_buf = C_Buffer.from_address(id(buf))
_decref(c_buf.parent)
_incref(array)
c_buf.parent = array # Prevents MEM_freeN
c_buf.type = type
for i, n in enumerate(array.shape):
c_buf.dimensions[i] = n
c_buf.buf = array.ctypes.data
return buf

View File

@ -21,7 +21,6 @@ import bmesh
import numpy as np
from mathutils import Matrix
from .bgl_ext import VoidBufValue, np_array_as_bgl_Buffer
from .utils_shader import Shader
@ -30,6 +29,10 @@ def load_shader(shadername):
with open(path.join(path.dirname(__file__), 'resources', shadername), 'r') as f:
return f.read()
def gl_buffer_void_as_long(value):
import ctypes
a = (ctypes.c_byte * 1).from_address(value)
return bgl.Buffer(bgl.GL_BYTE, 1, a)
def get_mesh_vert_co_array(me):
tot_vco = len(me.vertices)
@ -180,7 +183,7 @@ class GPU_Indices_Mesh():
vert_co = bgl.Buffer(bgl.GL_FLOAT, 3)
def __init__(self, obj, draw_tris, draw_edges, draw_verts):
self._NULL = VoidBufValue(0)
self._NULL = gl_buffer_void_as_long(0)
self.MVP = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
@ -215,7 +218,8 @@ class GPU_Indices_Mesh():
self.vbo = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenBuffers(1, self.vbo)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo[0])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.vbo_len * 12, np_array_as_bgl_Buffer(mesh_arrays.verts_co), bgl.GL_STATIC_DRAW)
verts_co = bgl.Buffer(bgl.GL_FLOAT, mesh_arrays.verts_co.shape, mesh_arrays.verts_co)
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.vbo_len * 12, verts_co, bgl.GL_STATIC_DRAW)
## Create VBO for Tris ##
if mesh_arrays.tri_verts is not None:
@ -223,17 +227,19 @@ class GPU_Indices_Mesh():
self.num_tris = len(self.tri_verts)
np_tris_co = mesh_arrays.verts_co[mesh_arrays.tri_verts]
np_tris_co = bgl.Buffer(bgl.GL_FLOAT, np_tris_co.shape, np_tris_co)
self.vbo_tris = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenBuffers(1, self.vbo_tris)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tris[0])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_tris * 36, np_array_as_bgl_Buffer(np_tris_co), bgl.GL_STATIC_DRAW)
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_tris * 36, np_tris_co, bgl.GL_STATIC_DRAW)
del np_tris_co
tri_indices = np.repeat(np.arange(self.num_tris, dtype = 'f4'), 3)
tri_indices = bgl.Buffer(bgl.GL_FLOAT, tri_indices.shape, tri_indices)
self.vbo_tri_indices = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenBuffers(1, self.vbo_tri_indices)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tri_indices[0])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_tris * 12, np_array_as_bgl_Buffer(tri_indices), bgl.GL_STATIC_DRAW)
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_tris * 12, tri_indices, bgl.GL_STATIC_DRAW)
del tri_indices
else:
@ -246,17 +252,19 @@ class GPU_Indices_Mesh():
self.num_edges = len(self.edge_verts)
np_edges_co = mesh_arrays.verts_co[mesh_arrays.edge_verts]
np_edges_co = bgl.Buffer(bgl.GL_FLOAT, np_edges_co.shape, np_edges_co)
self.vbo_edges = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenBuffers(1, self.vbo_edges)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edges[0])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_edges * 24, np_array_as_bgl_Buffer(np_edges_co), bgl.GL_STATIC_DRAW)
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_edges * 24, np_edges_co, bgl.GL_STATIC_DRAW)
del np_edges_co
edge_indices = np.repeat(np.arange(self.num_edges, dtype = 'f4'), 2)
edge_indices = bgl.Buffer(bgl.GL_FLOAT, edge_indices.shape, edge_indices)
self.vbo_edge_indices = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenBuffers(1, self.vbo_edge_indices)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edge_indices[0])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_edges * 8, np_array_as_bgl_Buffer(edge_indices), bgl.GL_STATIC_DRAW)
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_edges * 8, edge_indices, bgl.GL_STATIC_DRAW)
del edge_indices
else:
self.num_edges = 0
@ -268,17 +276,19 @@ class GPU_Indices_Mesh():
self.num_verts = len(mesh_arrays.looseverts)
np_lverts_co = mesh_arrays.verts_co[mesh_arrays.looseverts]
np_lverts_co = bgl.Buffer(bgl.GL_FLOAT, np_lverts_co.shape, np_lverts_co)
self.vbo_verts = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenBuffers(1, self.vbo_verts)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_verts[0])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_verts * 12, np_array_as_bgl_Buffer(np_lverts_co), bgl.GL_STATIC_DRAW)
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_verts * 12, np_lverts_co, bgl.GL_STATIC_DRAW)
del np_lverts_co
looseverts_indices = np.arange(self.num_verts, dtype = 'f4')
looseverts_indices = bgl.Buffer(bgl.GL_FLOAT, looseverts_indices.shape, looseverts_indices)
self.vbo_looseverts_indices = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenBuffers(1, self.vbo_looseverts_indices)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_looseverts_indices[0])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_verts * 4, np_array_as_bgl_Buffer(looseverts_indices), bgl.GL_STATIC_DRAW)
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.num_verts * 4, looseverts_indices, bgl.GL_STATIC_DRAW)
del looseverts_indices
else:
self.num_verts = 0
@ -328,11 +338,11 @@ class GPU_Indices_Mesh():
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tris[0])
bgl.glEnableVertexAttribArray(self.attr_pos)
bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL.buf)
bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tri_indices[0])
bgl.glEnableVertexAttribArray(self.attr_primitive_id)
bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL.buf)
bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
bgl.glDrawArrays(bgl.GL_TRIANGLES, 0, self.num_tris * 3)
@ -343,11 +353,11 @@ class GPU_Indices_Mesh():
bgl.glUniform1f(self.unif_offset, float(index_offset)) #TODO: use glUniform1ui
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edges[0])
bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL.buf)
bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
bgl.glEnableVertexAttribArray(self.attr_pos)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edge_indices[0])
bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL.buf)
bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
bgl.glEnableVertexAttribArray(self.attr_primitive_id)
bgl.glDrawArrays(bgl.GL_LINES, 0, self.num_edges * 2)
@ -358,11 +368,11 @@ class GPU_Indices_Mesh():
bgl.glUniform1f(self.unif_offset, float(index_offset)) #TODO: use glUniform1ui
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_verts[0])
bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL.buf)
bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
bgl.glEnableVertexAttribArray(self.attr_pos)
bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_looseverts_indices[0])
bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL.buf)
bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
bgl.glEnableVertexAttribArray(self.attr_primitive_id)
bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_verts)

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@ -28,15 +28,15 @@ def check_shaderError(shader, flag, isProgram, errorMessage):
if success[0] == bgl.GL_FALSE:
import numpy as np
from .bgl_ext import VoidBufValue
import ctypes
offset = VoidBufValue(None)
offset = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int * 1).from_address(0))
error = bgl.Buffer(bgl.GL_BYTE, 1024)
if isProgram:
bgl.glGetProgramInfoLog(shader, 1024, offset.buf, error)
bgl.glGetProgramInfoLog(shader, 1024, offset, error)
print(errorMessage, np.bytes_(error).decode("utf-8"))
else:
bgl.glGetShaderInfoLog(shader, 1024, offset.buf, error)
bgl.glGetShaderInfoLog(shader, 1024, offset, error)
print(errorMessage, np.bytes_(error).decode("utf-8"))
del offset