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authorGermano Cavalcante <germano.costa@ig.com.br>2021-02-17 18:45:52 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2021-02-17 18:57:50 +0300
commitf01d08b7c5f7873e0ce8a77b84788e2f6b1ad716 (patch)
treebeb173e6acaf16c2c326b23f63abc2d3fb41fe3f /mesh_snap_utilities_line
parent33b39ecc88a9d86437f5afe5fe372a623f86ae77 (diff)
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
Diffstat (limited to 'mesh_snap_utilities_line')
-rw-r--r--mesh_snap_utilities_line/__init__.py4
-rw-r--r--mesh_snap_utilities_line/drawing_utilities.py60
-rw-r--r--mesh_snap_utilities_line/op_line.py1
-rw-r--r--mesh_snap_utilities_line/snap_context_l/__init__.py376
-rw-r--r--mesh_snap_utilities_line/snap_context_l/mesh_drawing.py100
5 files changed, 217 insertions, 324 deletions
diff --git a/mesh_snap_utilities_line/__init__.py b/mesh_snap_utilities_line/__init__.py
index 5e4d2f96..ee6503aa 100644
--- a/mesh_snap_utilities_line/__init__.py
+++ b/mesh_snap_utilities_line/__init__.py
@@ -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",
diff --git a/mesh_snap_utilities_line/drawing_utilities.py b/mesh_snap_utilities_line/drawing_utilities.py
index 0488f0f3..cf67db4b 100644
--- a/mesh_snap_utilities_line/drawing_utilities.py
+++ b/mesh_snap_utilities_line/drawing_utilities.py
@@ -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()
diff --git a/mesh_snap_utilities_line/op_line.py b/mesh_snap_utilities_line/op_line.py
index 685ebca4..f63eb219 100644
--- a/mesh_snap_utilities_line/op_line.py
+++ b/mesh_snap_utilities_line/op_line.py
@@ -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
diff --git a/mesh_snap_utilities_line/snap_context_l/__init__.py b/mesh_snap_utilities_line/snap_context_l/__init__.py
index 3c09e537..74c85499 100644
--- a/mesh_snap_utilities_line/snap_context_l/__init__.py
+++ b/mesh_snap_utilities_line/snap_context_l/__init__.py
@@ -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.cur_fbo = bgl.Buffer(bgl.GL_INT, 1)
- self.cur_viewport = bgl.Buffer(bgl.GL_INT, 4)
-
- bgl.glGenRenderbuffers(1, self.buf_depth)
- bgl.glGenTextures(1, self.buf_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)
+ self._framebuffer_config()
- bgl.glDrawBuffers(1, bgl.Buffer(bgl.GL_INT, 1, [bgl.GL_COLOR_ATTACHMENT0]))
+ def _framebuffer_config(self):
+ self._framebuffer_free()
- status = bgl.glCheckFramebufferStatus(bgl.GL_FRAMEBUFFER)
- if status != bgl.GL_FRAMEBUFFER_COMPLETE:
- print("Framebuffer Invalid", status)
+ 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)
- 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
-
- if xmin < 0:
- #size_x += xmin
- xmin = 0
-
- if ymin < 0:
- #size_y += ymin
- ymin = 0
+ def _read_buffer(self):
+ self._snap_buffer = self._offscreen._tex_color.read()
- 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
+
+ # 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
- d = -d
- m += 4 * self._dist_px * d + 1
+ 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()
-
- #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)
-
- is_point_size_enabled = bgl.glIsEnabled(bgl.GL_PROGRAM_POINT_SIZE)
- if is_point_size_enabled:
- bgl.glDisable(bgl.GL_PROGRAM_POINT_SIZE)
-
- 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)
+ _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)
+
+ 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
+
+ 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:
- snap_obj.data[1].Draw(self._offset_cur)
- self._offset_cur += snap_obj.data[1].get_tot_elems()
-
- tmp = self.snap_objects[self.drawn_count]
- self.snap_objects[self.drawn_count] = self.snap_objects[i]
- self.snap_objects[i] = tmp
-
- self.drawn_count += 1
-
- self._read_buffer(mval)
- #import numpy as np
- #a = np.array(self._snap_buffer)
- #print(a)
-
- snap_obj, index = self._get_nearest_index()
- #print("index:", index)
- if snap_obj:
- ret = self._get_loc(snap_obj, index)
-
- if is_point_size_enabled:
- bgl.glEnable(bgl.GL_PROGRAM_POINT_SIZE)
-
- bgl.glDisable(bgl.GL_DEPTH_TEST)
+ 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)
+
+ 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()
+
+ tmp = self.snap_objects[self.drawn_count]
+ self.snap_objects[self.drawn_count] = self.snap_objects[i]
+ self.snap_objects[i] = tmp
+
+ self.drawn_count += 1
+ update_buffer = True
+
+ 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)
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 a7509df6..219d7311 100644
--- a/mesh_snap_utilities_line/snap_context_l/mesh_drawing.py
+++ b/mesh_snap_utilities_line/snap_context_l/mesh_drawing.py
@@ -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()