Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorGermano Cavalcante <germano.costa@ig.com.br>2022-05-23 22:51:00 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-05-24 04:53:06 +0300
commit83fa6728e5cae857383a7bc0b4420f78f31ae1bc (patch)
tree1d1aa4a6741042ce1e0bbfc0c49c31a83b3fbeda
parent79410367854821cdf272a0c9976b323bd0356fbc (diff)
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.
-rw-r--r--mesh_snap_utilities_line/__init__.py2
-rw-r--r--mesh_snap_utilities_line/snap_context_l/mesh_drawing.py128
-rw-r--r--mesh_snap_utilities_line/snap_context_l/shaders/ID_color_frag.glsl7
-rw-r--r--mesh_snap_utilities_line/snap_context_l/shaders/ID_color_vert.glsl25
4 files changed, 100 insertions, 62 deletions
diff --git a/mesh_snap_utilities_line/__init__.py b/mesh_snap_utilities_line/__init__.py
index 5068bc7b..bdad1f97 100644
--- a/mesh_snap_utilities_line/__init__.py
+++ b/mesh_snap_utilities_line/__init__.py
@@ -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",
diff --git a/mesh_snap_utilities_line/snap_context_l/mesh_drawing.py b/mesh_snap_utilities_line/snap_context_l/mesh_drawing.py
index 02bd3f43..c188425c 100644
--- a/mesh_snap_utilities_line/snap_context_l/mesh_drawing.py
+++ b/mesh_snap_utilities_line/snap_context_l/mesh_drawing.py
@@ -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);"
+ "}"
+ )
+
+ 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)
)
- cls.unif_offset = cls.shader.uniform_from_name("offset")
- cls.use_clip_planes = False
+ @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():
diff --git a/mesh_snap_utilities_line/snap_context_l/shaders/ID_color_frag.glsl b/mesh_snap_utilities_line/snap_context_l/shaders/ID_color_frag.glsl
deleted file mode 100644
index e28368be..00000000
--- a/mesh_snap_utilities_line/snap_context_l/shaders/ID_color_frag.glsl
+++ /dev/null
@@ -1,7 +0,0 @@
-uniform int offset;
-out uint FragColor;
-
-void main()
-{
- FragColor = uint(gl_PrimitiveID + offset);
-}
diff --git a/mesh_snap_utilities_line/snap_context_l/shaders/ID_color_vert.glsl b/mesh_snap_utilities_line/snap_context_l/shaders/ID_color_vert.glsl
deleted file mode 100644
index 747b33e9..00000000
--- a/mesh_snap_utilities_line/snap_context_l/shaders/ID_color_vert.glsl
+++ /dev/null
@@ -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);
-}