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authormano-wii <germano.costa@ig.com.br>2018-10-30 08:07:51 +0300
committermano-wii <germano.costa@ig.com.br>2018-10-30 08:12:57 +0300
commitf9ea752640ddc5bd4074a52da84299cfa5ccb063 (patch)
treee2192704bc64f04c9d87944bc7d46cc5de147a81 /modules
parentb39a0d519871844f74be12cbeff31e4a6edb6e41 (diff)
Cleanup: remove unused module
Diffstat (limited to 'modules')
-rw-r--r--modules/snap_context/__init__.py322
-rw-r--r--modules/snap_context/mesh_drawing.py507
-rw-r--r--modules/snap_context/resources/3D_vert.glsl26
-rw-r--r--modules/snap_context/resources/primitive_id_frag.glsl22
-rw-r--r--modules/snap_context/utils_projection.py212
-rw-r--r--modules/snap_context/utils_shader.py85
6 files changed, 0 insertions, 1174 deletions
diff --git a/modules/snap_context/__init__.py b/modules/snap_context/__init__.py
deleted file mode 100644
index 77e84726..00000000
--- a/modules/snap_context/__init__.py
+++ /dev/null
@@ -1,322 +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 #####
-
-__all__ = (
- "SnapContext",
- )
-
-import bgl
-from mathutils import Vector
-
-VERT = 1
-EDGE = 2
-FACE = 4
-
-
-class _Internal:
- from .mesh_drawing import (
- gpu_Indices_enable_state,
- gpu_Indices_restore_state,
- gpu_Indices_use_clip_planes,
- gpu_Indices_set_ProjectionMatrix,
- )
-
- from .utils_projection import (
- region_2d_to_orig_and_view_vector,
- intersect_boundbox_threshold,
- intersect_ray_segment_fac,
- project_co_v3,
- )
-
- from mathutils.geometry import intersect_line_plane
-
-
-class _SnapObjectData():
- __slots__ = ('data', 'mat')
- def __init__(self, data, omat):
- self.data = data
- self.mat = omat
-
-
-class SnapContext():
- """
- Initializes the snap context with the region and space where the snap objects will be added.
-
- .. note::
- After the context has been created, add the objects with the `add_obj` method.
-
- :arg region: region of the 3D viewport, typically bpy.context.region.
- :type region: :class:`bpy.types.Region`
- :arg space: 3D region data, typically bpy.context.space_data.
- :type space: :class:`bpy.types.SpaceView3D`
- """
-
- def __init__(self, region, space):
- import gpu
- import ctypes
-
- self.freed = False
- self.snap_objects = []
- self.drawn_count = 0
- self._offset_cur = 1 # Starts with index 1
- self.region = region
- self.rv3d = space.region_3d
-
- if self.rv3d.is_perspective:
- self.depth_range = Vector((space.clip_start, space.clip_end))
- else:
- self.depth_range = Vector((-space.clip_end, space.clip_end))
-
- self.proj_mat = None
- self.mval = Vector((0, 0))
- self._snap_mode = VERT | EDGE | FACE
-
- self.set_pixel_dist(12)
-
- self._offscreen = gpu.offscreen.new(self.region.width, self.region.height)
-
- self._texture = self._offscreen.color_texture
- bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._texture)
-
- NULL = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int32 * 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)
- bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
- bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
-
- self.winsize = Vector((self._offscreen.width, self._offscreen.height))
-
- ## PRIVATE ##
-
- def _get_snap_obj_by_index(self, index):
- for snap_obj in self.snap_objects[:self.drawn_count]:
- data = snap_obj.data[1]
- if index < data.first_index + data.get_tot_elems():
- return snap_obj
- return None
-
- def _get_nearest_index(self):
- loc = [self._dist_px, self._dist_px]
- d = 1
- m = self.threshold
- max = 2 * m - 1
- offset = 1
- last_snap_obj = None
- r_value = 0
- while m < max:
- for i in range(2):
- while 2 * loc[i] * d < m:
- value = int(self._snap_buffer[loc[0]][loc[1]])
- loc[i] += d
- if value >= offset:
- r_value = value
- snap_obj = self._get_snap_obj_by_index(r_value)
-
- if self._snap_mode & FACE and self._snap_mode & (VERT | EDGE) and last_snap_obj != snap_obj:
- data = snap_obj.data[1]
- offset = data.first_index + data.num_tris
- last_snap_obj = snap_obj
- continue
- return snap_obj, r_value
- d = -d
- m += 4 * self._dist_px * d + 1
-
- return last_snap_obj, r_value
-
- def _get_loc(self, snap_obj, index):
- index -= snap_obj.data[1].first_index
- gpu_data = snap_obj.data[1]
-
- if gpu_data.draw_tris:
- if index < snap_obj.data[1].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)]
- nor = (tri_co[1] - tri_co[0]).cross(tri_co[2] - tri_co[0])
- return _Internal.intersect_line_plane(self.last_ray[1], self.last_ray[1] + self.last_ray[0], tri_co[0], nor), tri_verts
-
- index -= gpu_data.num_tris
-
- if gpu_data.draw_edges:
- if index < snap_obj.data[1].num_edges:
- edge_verts = gpu_data.get_edge_verts(index)
- edge_co = [snap_obj.mat * Vector(v) for v in gpu_data.get_edge_co(index)]
- fac = _Internal.intersect_ray_segment_fac(*edge_co, *self.last_ray)
-
- if (self._snap_mode) & VERT and (fac < 0.25 or fac > 0.75):
- co = edge_co[0] if fac < 0.5 else edge_co[1]
- proj_co = _Internal.project_co_v3(self, co)
- dist = self.mval - proj_co
- if abs(dist.x) < self._dist_px and abs(dist.y) < self._dist_px:
- return co, (edge_verts[0] if fac < 0.5 else edge_verts[1],)
-
- if fac <= 0.0:
- co = edge_co[0]
- elif fac >= 1.0:
- co = edge_co[1]
- else:
- co = edge_co[0] + fac * (edge_co[1] - edge_co[0])
-
- return co, edge_verts
-
- index -= gpu_data.num_edges
-
- if gpu_data.draw_verts:
- if index < snap_obj.data[1].num_verts:
- return snap_obj.mat * Vector(gpu_data.get_loosevert_co(index)), (gpu_data.get_loosevert_index(index),)
-
- return None, None
-
-
- def _get_snap_obj_by_obj(self, obj):
- for snap_obj in self.snap_objects:
- if obj == snap_obj.data[0]:
- return snap_obj
-
- def __del__(self):
- if not self.freed:
- self._offscreen.free()
- # Some objects may still be being referenced
- for snap_obj in self.snap_objects:
- del snap_obj.data
- del snap_obj.mat
- del snap_obj
- del self.snap_objects
-
- ## PUBLIC ##
-
- def update_all(self):
- self.drawn_count = 0
- self._offset_cur = 1
-
- bgl.glClearColor(0.0, 0.0, 0.0, 0.0)
- bgl.glClear(bgl.GL_COLOR_BUFFER_BIT | bgl.GL_DEPTH_BUFFER_BIT)
-
- def update_drawn_snap_object(self, snap_obj):
- if len(snap_obj.data) > 1:
- del snap_obj.data[1:]
- #self.update_all()
- # Update on next snap_get call #
- self.proj_mat = None
-
- def use_clip_planes(self, value):
- _Internal.gpu_Indices_use_clip_planes(self.rv3d, value)
-
- def set_pixel_dist(self, dist_px):
- 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_FLOAT, (self.threshold, self.threshold))
-
- def set_snap_mode(self, snap_to_vert, snap_to_edge, snap_to_face):
- snap_mode = 0
- if snap_to_vert:
- snap_mode |= VERT
- if snap_to_edge:
- snap_mode |= EDGE
- if snap_to_face:
- snap_mode |= FACE
-
- if snap_mode != self._snap_mode:
- self._snap_mode = snap_mode
- self.update_all()
-
- def add_obj(self, obj, matrix):
- matrix = matrix.copy()
- snap_obj = self._get_snap_obj_by_obj(obj)
- if not snap_obj:
- self.snap_objects.append(_SnapObjectData([obj], matrix))
- else:
- self.snap_objects.append(_SnapObjectData(snap_obj.data, matrix))
-
- return self.snap_objects[-1]
-
- def get_ray(self, mval):
- 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):
- ret = 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)
-
- 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_all()
-
- 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]
- bbmin = Vector(obj.bound_box[0])
- bbmax = Vector(obj.bound_box[6])
-
- if bbmin != bbmax:
- MVP = proj_mat * snap_obj.mat
- mat_inv = snap_obj.mat.inverted()
- 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
- snap_obj.data.append(GPU_Indices_Mesh(obj, snap_face, snap_edge, snap_vert))
- snap_obj.data[1].set_draw_mode(snap_face, snap_edge, snap_vert)
- snap_obj.data[1].set_ModelViewMatrix(snap_obj.mat)
- snap_obj.data[1].Draw(self._offset_cur)
- self._offset_cur += snap_obj.data[1].get_tot_elems()
-
- self.snap_objects[self.drawn_count], self.snap_objects[i] = self.snap_objects[i], self.snap_objects[self.drawn_count]
- self.drawn_count += 1
-
- bgl.glReadBuffer(bgl.GL_COLOR_ATTACHMENT0)
- bgl.glReadPixels(
- int(self.mval[0]) - self._dist_px, int(self.mval[1]) - self._dist_px,
- self.threshold, self.threshold, bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, self._snap_buffer)
- bgl.glReadBuffer(bgl.GL_BACK)
-
- snap_obj, index = self._get_nearest_index()
- #print(index)
- if snap_obj:
- ret = self._get_loc(snap_obj, index)
-
- self._offscreen.unbind()
- _Internal.gpu_Indices_restore_state()
-
- return snap_obj, ret[0], ret[1]
-
- def free(self):
- self.__del__()
- self.freed = True
diff --git a/modules/snap_context/mesh_drawing.py b/modules/snap_context/mesh_drawing.py
deleted file mode 100644
index 95660622..00000000
--- a/modules/snap_context/mesh_drawing.py
+++ /dev/null
@@ -1,507 +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 bmesh
-import numpy as np
-from mathutils import Matrix
-
-from .utils_shader import Shader
-
-
-def load_shader(shadername):
- from os import path
- 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)
- if tot_vco:
- verts_co = np.empty(len(me.vertices) * 3, 'f4')
- me.vertices.foreach_get("co", verts_co)
- verts_co.shape = (-1, 3)
- return verts_co
- return None
-
-
-def get_bmesh_vert_co_array(bm):
- tot_vco = len(bm.verts)
- if tot_vco:
- return np.array([v.co for v in bm.verts], 'f4')
- return None
-
-
-def get_mesh_tri_verts_array(me):
- me.calc_loop_triangles()
- tris = [tri.vertices[:] for tri in me.loop_triangles]
- if tris:
- return np.array(tris, 'i4')
- return None
-
-
-def get_bmesh_tri_verts_array(bm):
- ltris = bm.calc_loop_triangles()
- tris = [[ltri[0].vert.index, ltri[1].vert.index, ltri[2].vert.index] for ltri in ltris if not ltri[0].face.hide]
- if tris:
- return np.array(tris, 'i4')
- return None
-
-
-def get_mesh_edge_verts_array(me):
- tot_edges = len(me.edges)
- if tot_edges:
- edge_verts = np.empty(tot_edges * 2, 'i4')
- me.edges.foreach_get("vertices", edge_verts)
- edge_verts.shape = tot_edges, 2
- return edge_verts
- return None
-
-
-def get_bmesh_edge_verts_array(bm):
- bm.edges.ensure_lookup_table()
- edges = [[e.verts[0].index, e.verts[1].index] for e in bm.edges if not e.hide]
- if edges:
- return np.array(edges, 'i4')
- return None
-
-
-def get_mesh_loosevert_array(me, edges):
- verts = np.arange(len(me.vertices))
-
- mask = np.in1d(verts, edges, invert=True)
-
- verts = verts[mask]
- if len(verts):
- return verts
- return None
-
-
-def get_bmesh_loosevert_array(bm):
- looseverts = [v.index for v in bm.verts if not (v.link_edges or v.hide)]
- if looseverts:
- return np.array(looseverts, 'i4')
- return None
-
-
-class _Mesh_Arrays():
- def __init__(self, obj, create_tris, create_edges, create_looseverts):
- self.tri_verts = self.edge_verts = self.looseverts = None
- self.tris_co = self.edges_co = self.looseverts_co = None
- if obj.type == 'MESH':
- me = obj.data
- if me.is_editmode:
- bm = bmesh.from_edit_mesh(me)
- bm.verts.ensure_lookup_table()
-
- self.verts_co = get_bmesh_vert_co_array(bm)
-
- if create_tris:
- self.tri_verts = get_bmesh_tri_verts_array(bm)
- if create_edges:
- self.edge_verts = get_bmesh_edge_verts_array(bm)
- if create_looseverts:
- self.looseverts = get_bmesh_loosevert_array(bm)
- else:
- self.verts_co = get_mesh_vert_co_array(me)
-
- if create_tris:
- self.tri_verts = get_mesh_tri_verts_array(me)
- if create_edges:
- self.edge_verts = get_mesh_edge_verts_array(me)
- if create_looseverts:
- edge_verts = self.edge_verts
- if edge_verts is None:
- edge_verts = get_mesh_edge_verts_array(me)
- self.looseverts = get_mesh_loosevert_array(me, edge_verts)
- del edge_verts
-
- else: #TODO
- self.verts_co = np.zeros((1,3), 'f4')
- self.looseverts = np.zeros(1, 'i4')
-
- def __del__(self):
- del self.tri_verts, self.edge_verts, self.looseverts
- del self.verts_co
-
-
-class GPU_Indices_Mesh():
- shader = None
-
- @classmethod
- def end_opengl(cls):
- del cls.shader
- del cls._NULL
- del cls.P
- del cls.MV
- del cls.MVP
- del cls.vert_index
- del cls.tri_co
- del cls.edge_co
- del cls.vert_co
-
- del cls
-
- @classmethod
- def init_opengl(cls):
- # OpenGL was already initialized, nothing to do here.
- if cls.shader is not None:
- return
-
- import atexit
-
- # Make sure we only registered the callback once.
- atexit.unregister(cls.end_opengl)
- atexit.register(cls.end_opengl)
-
- cls.shader = Shader(
- load_shader('3D_vert.glsl'),
- None,
- load_shader('primitive_id_frag.glsl'),
- )
-
- cls.unif_use_clip_planes = bgl.glGetUniformLocation(cls.shader.program, 'use_clip_planes')
- cls.unif_clip_plane = bgl.glGetUniformLocation(cls.shader.program, 'clip_plane')
-
- cls._NULL = gl_buffer_void_as_long(0)
-
- cls.unif_MVP = bgl.glGetUniformLocation(cls.shader.program, 'MVP')
- cls.unif_MV = bgl.glGetUniformLocation(cls.shader.program, 'MV')
- cls.unif_offset = bgl.glGetUniformLocation(cls.shader.program, 'offset')
-
- cls.attr_pos = bgl.glGetAttribLocation(cls.shader.program, 'pos')
- cls.attr_primitive_id = bgl.glGetAttribLocation(cls.shader.program, 'primitive_id')
-
- cls.P = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
- cls.MV = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
- cls.MVP = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
-
- # returns of public API #
- cls.vert_index = bgl.Buffer(bgl.GL_INT, 1)
-
- cls.tri_co = bgl.Buffer(bgl.GL_FLOAT, (3, 3))
- cls.edge_co = bgl.Buffer(bgl.GL_FLOAT, (2, 3))
- cls.vert_co = bgl.Buffer(bgl.GL_FLOAT, 3)
-
- def __init__(self, obj, draw_tris, draw_edges, draw_verts):
- GPU_Indices_Mesh.init_opengl()
-
- self.obj = obj
- self.draw_tris = draw_tris
- self.draw_edges = draw_edges
- self.draw_verts = draw_verts
-
- self.vbo = None
- self.vbo_tris = None
- self.vbo_edges = None
- self.vbo_verts = None
-
- ## Create VAO ##
- self.vao = bgl.Buffer(bgl.GL_INT, 1)
- bgl.glGenVertexArrays(1, self.vao)
- bgl.glBindVertexArray(self.vao[0])
-
- ## Init Array ##
- mesh_arrays = _Mesh_Arrays(obj, draw_tris, draw_edges, draw_verts)
-
- ## Create VBO for vertices ##
- if mesh_arrays.verts_co is None:
- self.draw_tris = False
- self.draw_edges = False
- self.draw_verts = False
- return
-
- if False: # Blender 2.8
- self.vbo_len = len(mesh_arrays.verts_co)
-
- self.vbo = bgl.Buffer(bgl.GL_INT, 1)
- bgl.glGenBuffers(1, self.vbo)
- bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo[0])
- 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:
- self.tri_verts = mesh_arrays.tri_verts
- 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_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, tri_indices, bgl.GL_STATIC_DRAW)
- del tri_indices
-
- else:
- self.num_tris = 0
- self.draw_tris = False
-
- ## Create VBO for Edges ##
- if mesh_arrays.edge_verts is not None:
- self.edge_verts = mesh_arrays.edge_verts
- 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_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, edge_indices, bgl.GL_STATIC_DRAW)
- del edge_indices
- else:
- self.num_edges = 0
- self.draw_edges = False
-
- ## Create EBO for Loose Verts ##
- if mesh_arrays.looseverts is not None:
- self.looseverts = mesh_arrays.looseverts
- 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_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, looseverts_indices, bgl.GL_STATIC_DRAW)
- del looseverts_indices
- else:
- self.num_verts = 0
- self.draw_verts = False
-
- del mesh_arrays
-
- bgl.glBindVertexArray(0)
-
-
- def get_tot_elems(self):
- tot = 0
-
- if self.draw_tris:
- tot += self.num_tris
-
- if self.draw_edges:
- tot += self.num_edges
-
- if self.draw_verts:
- tot += self.num_verts
-
- return tot
-
-
- def set_draw_mode(self, draw_tris, draw_edges, draw_verts):
- self.draw_tris = draw_tris and self.vbo_tris
- self.draw_edges = draw_edges and self.vbo_edges
- self.draw_verts = draw_verts and self.vbo_verts
-
-
- def set_ModelViewMatrix(self, MV):
- self.MV[:] = MV[:]
- self.MVP[:] = Matrix(self.P) * MV
-
-
- def Draw(self, index_offset):
- self.first_index = index_offset
- bgl.glUseProgram(self.shader.program)
- bgl.glBindVertexArray(self.vao[0])
-
- bgl.glUniformMatrix4fv(self.unif_MV, 1, bgl.GL_TRUE, self.MV)
- bgl.glUniformMatrix4fv(self.unif_MVP, 1, bgl.GL_TRUE, self.MVP)
-
- if self.draw_tris:
- bgl.glUniform1f(self.unif_offset, float(index_offset)) # bgl has no glUniform1ui :\
-
- 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)
-
- 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)
-
- bgl.glDrawArrays(bgl.GL_TRIANGLES, 0, self.num_tris * 3)
-
- index_offset += self.num_tris
- bgl.glDepthRange(-0.00005, 0.99995)
-
- if self.draw_edges:
- 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)
- 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)
- bgl.glEnableVertexAttribArray(self.attr_primitive_id)
-
- bgl.glDrawArrays(bgl.GL_LINES, 0, self.num_edges * 2)
-
- index_offset += self.num_edges
-
- if self.draw_verts:
- 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)
- 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)
- bgl.glEnableVertexAttribArray(self.attr_primitive_id)
-
- bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_verts)
-
- bgl.glDepthRange(0.0, 1.0)
-
-
- def get_tri_co(self, index):
- bgl.glBindVertexArray(self.vao[0])
- bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tris[0])
- bgl.glGetBufferSubData(bgl.GL_ARRAY_BUFFER, index * 36, 36, self.tri_co)
- bgl.glBindVertexArray(0)
- return self.tri_co
-
-
- def get_edge_co(self, index):
- bgl.glBindVertexArray(self.vao[0])
- bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edges[0])
- bgl.glGetBufferSubData(bgl.GL_ARRAY_BUFFER, index * 24, 24, self.edge_co)
- bgl.glBindVertexArray(0)
- return self.edge_co
-
-
- def get_loosevert_co(self, index):
- bgl.glBindVertexArray(self.vao[0])
- bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_verts[0])
- bgl.glGetBufferSubData(bgl.GL_ARRAY_BUFFER, index * 12, 12, self.vert_co)
- bgl.glBindVertexArray(0)
- return self.vert_co
-
-
- def get_tri_verts(self, index):
- return self.tri_verts[index]
-
-
- def get_edge_verts(self, index):
- return self.edge_verts[index]
-
-
- def get_loosevert_index(self, index):
- return self.looseverts[index]
-
-
- def __del__(self):
- if self.vbo_tris:
- bgl.glDeleteBuffers(1, self.vbo_tris)
- bgl.glDeleteBuffers(1, self.vbo_tri_indices)
- del self.tri_verts
-
- if self.vbo_edges:
- bgl.glDeleteBuffers(1, self.vbo_edges)
- bgl.glDeleteBuffers(1, self.vbo_edge_indices)
- del self.edge_verts
-
- if self.vbo_verts:
- bgl.glDeleteBuffers(1, self.vbo_verts)
- bgl.glDeleteBuffers(1, self.vbo_looseverts_indices)
- del self.looseverts
-
- bgl.glDeleteVertexArrays(1, self.vao)
- #print('mesh_del', self.obj.name)
-
-
-class PreviousGLState:
- buf = bgl.Buffer(bgl.GL_INT, (4, 1))
- cur_program = buf[0]
- cur_vao = buf[1]
- cur_vbo = buf[2]
- cur_ebo = buf[3]
-
-
-def _store_current_shader_state(cls):
- bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, cls.cur_program)
- bgl.glGetIntegerv(bgl.GL_VERTEX_ARRAY_BINDING, cls.cur_vao)
- bgl.glGetIntegerv(bgl.GL_ARRAY_BUFFER_BINDING, cls.cur_vbo)
- bgl.glGetIntegerv(bgl.GL_ELEMENT_ARRAY_BUFFER_BINDING, cls.cur_ebo)
-
-
-def _restore_shader_state(cls):
- bgl.glUseProgram(cls.cur_program[0])
- bgl.glBindVertexArray(cls.cur_vao[0])
- bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, cls.cur_vbo[0])
- bgl.glBindBuffer(bgl.GL_ELEMENT_ARRAY_BUFFER, cls.cur_ebo[0])
-
-
-def gpu_Indices_enable_state():
- _store_current_shader_state(PreviousGLState)
-
- GPU_Indices_Mesh.init_opengl()
- bgl.glUseProgram(GPU_Indices_Mesh.shader.program)
- #bgl.glBindVertexArray(GPU_Indices_Mesh.vao[0])
-
-
-def gpu_Indices_restore_state():
- bgl.glBindVertexArray(0)
- _restore_shader_state(PreviousGLState)
-
-
-def gpu_Indices_use_clip_planes(rv3d, value):
- if rv3d.use_clip_planes:
- planes = bgl.Buffer(bgl.GL_FLOAT, (6, 4), rv3d.clip_planes)
-
- _store_current_shader_state(PreviousGLState)
- GPU_Indices_Mesh.init_opengl()
- bgl.glUseProgram(GPU_Indices_Mesh.shader.program)
- bgl.glUniform1i(GPU_Indices_Mesh.unif_use_clip_planes, value)
-
- bgl.glUniform4fv(GPU_Indices_Mesh.unif_clip_plane, 4, planes)
-
- _restore_shader_state(PreviousGLState)
-
-
-def gpu_Indices_set_ProjectionMatrix(P):
- GPU_Indices_Mesh.P[:] = P
diff --git a/modules/snap_context/resources/3D_vert.glsl b/modules/snap_context/resources/3D_vert.glsl
deleted file mode 100644
index c97df2bf..00000000
--- a/modules/snap_context/resources/3D_vert.glsl
+++ /dev/null
@@ -1,26 +0,0 @@
-#version 120
-
-uniform bool use_clip_planes;
-uniform vec4 clip_plane[4];
-varying vec4 clip_distance;
-
-uniform mat4 MV;
-uniform mat4 MVP;
-
-attribute vec3 pos;
-attribute float primitive_id;
-varying float primitive_id_var;
-
-void main()
-{
- if (use_clip_planes) {
- vec4 g_pos = MV * vec4(pos, 1.0);
-
- for (int i = 0; i != 4; i++) {
- clip_distance[i] = dot(clip_plane[i], g_pos);
- }
- }
-
- primitive_id_var = primitive_id;
- gl_Position = MVP * vec4(pos, 1.0);
-}
diff --git a/modules/snap_context/resources/primitive_id_frag.glsl b/modules/snap_context/resources/primitive_id_frag.glsl
deleted file mode 100644
index f3f7a124..00000000
--- a/modules/snap_context/resources/primitive_id_frag.glsl
+++ /dev/null
@@ -1,22 +0,0 @@
-#version 120
-
-uniform bool use_clip_planes;
-varying vec4 clip_distance;
-
-uniform float offset;
-
-varying float primitive_id_var;
-
-void main()
-{
- if (use_clip_planes &&
- ((clip_distance[0] < 0) ||
- (clip_distance[1] < 0) ||
- (clip_distance[2] < 0) ||
- (clip_distance[3] < 0)))
- {
- discard;
- }
-
- gl_FragColor = vec4(offset + primitive_id_var, 0, 0, 0);
-}
diff --git a/modules/snap_context/utils_projection.py b/modules/snap_context/utils_projection.py
deleted file mode 100644
index d3970b46..00000000
--- a/modules/snap_context/utils_projection.py
+++ /dev/null
@@ -1,212 +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 #####
-
-
-from mathutils import Vector
-from mathutils.geometry import intersect_point_line
-
-
-def depth_get(co, ray_start, ray_dir):
- dvec = co - ray_start
- return dvec.dot(ray_dir)
-
-
-def region_2d_to_orig_and_view_vector(region, rv3d, coord):
- viewinv = rv3d.view_matrix.inverted()
- persinv = rv3d.perspective_matrix.inverted()
-
- dx = (2.0 * coord[0] / region.width) - 1.0
- dy = (2.0 * coord[1] / region.height) - 1.0
-
- if rv3d.is_perspective:
- origin_start = viewinv.translation.copy()
-
- out = Vector((dx, dy, -0.5))
-
- w = out.dot(persinv[3].xyz) + persinv[3][3]
-
- view_vector = ((persinv * out) / w) - origin_start
- else:
- view_vector = -viewinv.col[2].xyz
-
- origin_start = ((persinv.col[0].xyz * dx) +
- (persinv.col[1].xyz * dy) +
- viewinv.translation)
-
- view_vector.normalize()
- return view_vector, origin_start
-
-
-def project_co_v3(sctx, co):
- proj_co = sctx.proj_mat * co.to_4d()
- proj_co.xy /= proj_co.w
-
- win_half = sctx.winsize * 0.5
- proj_co[0] = (proj_co[0] + 1.0) * win_half[0]
- proj_co[1] = (proj_co[1] + 1.0) * win_half[1]
-
- return proj_co.xy
-
-
-
-def intersect_boundbox_threshold(sctx, MVP, ray_origin_local, ray_direction_local, bbmin, bbmax):
- local_bvmin = Vector()
- local_bvmax = Vector()
- tmin = Vector()
- tmax = Vector()
-
- if (ray_direction_local[0] < 0.0):
- local_bvmin[0] = bbmax[0]
- local_bvmax[0] = bbmin[0]
- else:
- local_bvmin[0] = bbmin[0]
- local_bvmax[0] = bbmax[0]
-
- if (ray_direction_local[1] < 0.0):
- local_bvmin[1] = bbmax[1]
- local_bvmax[1] = bbmin[1]
- else:
- local_bvmin[1] = bbmin[1]
- local_bvmax[1] = bbmax[1]
-
- if (ray_direction_local[2] < 0.0):
- local_bvmin[2] = bbmax[2]
- local_bvmax[2] = bbmin[2]
- else:
- local_bvmin[2] = bbmin[2]
- local_bvmax[2] = bbmax[2]
-
- if (ray_direction_local[0]):
- tmin[0] = (local_bvmin[0] - ray_origin_local[0]) / ray_direction_local[0]
- tmax[0] = (local_bvmax[0] - ray_origin_local[0]) / ray_direction_local[0]
- else:
- tmin[0] = tmax[0] = sctx.depth_range[1]
-
- if (ray_direction_local[1]):
- tmin[1] = (local_bvmin[1] - ray_origin_local[1]) / ray_direction_local[1]
- tmax[1] = (local_bvmax[1] - ray_origin_local[1]) / ray_direction_local[1]
- else:
- tmin[1] = tmax[1] = sctx.depth_range[1]
-
- if (ray_direction_local[2]):
- tmin[2] = (local_bvmin[2] - ray_origin_local[2]) / ray_direction_local[2]
- tmax[2] = (local_bvmax[2] - ray_origin_local[2]) / ray_direction_local[2]
- else:
- tmin[2] = tmax[2] = sctx.depth_range[1]
-
- # `va` and `vb` are the coordinates of the AABB edge closest to the ray #
- va = Vector()
- vb = Vector()
- # `rtmin` and `rtmax` are the minimum and maximum distances of the ray hits on the AABB #
-
- if ((tmax[0] <= tmax[1]) and (tmax[0] <= tmax[2])):
- rtmax = tmax[0]
- va[0] = vb[0] = local_bvmax[0]
- main_axis = 3
- elif ((tmax[1] <= tmax[0]) and (tmax[1] <= tmax[2])):
- rtmax = tmax[1]
- va[1] = vb[1] = local_bvmax[1]
- main_axis = 2
- else:
- rtmax = tmax[2]
- va[2] = vb[2] = local_bvmax[2]
- main_axis = 1
-
- if ((tmin[0] >= tmin[1]) and (tmin[0] >= tmin[2])):
- rtmin = tmin[0]
- va[0] = vb[0] = local_bvmin[0]
- main_axis -= 3
-
- elif ((tmin[1] >= tmin[0]) and (tmin[1] >= tmin[2])):
- rtmin = tmin[1]
- va[1] = vb[1] = local_bvmin[1]
- main_axis -= 1
-
- else:
- rtmin = tmin[2]
- va[2] = vb[2] = local_bvmin[2]
- main_axis -= 2
-
- if (main_axis < 0):
- main_axis += 3
-
-#ifdef IGNORE_BEHIND_RAY
- depth_max = depth_get(local_bvmax, ray_origin_local, ray_direction_local)
- if (depth_max < sctx.depth_range[0]):
- return False
-#endif
-
- if (rtmin <= rtmax):
- # if rtmin < rtmax, ray intersect `AABB` #
- return True
-
- if (ray_direction_local[main_axis] < 0.0):
- va[main_axis] = local_bvmax[main_axis]
- vb[main_axis] = local_bvmin[main_axis]
-
- else:
- va[main_axis] = local_bvmin[main_axis]
- vb[main_axis] = local_bvmax[main_axis]
-
- win_half = sctx.winsize * 0.5
-
- scale = abs(local_bvmax[main_axis] - local_bvmin[main_axis])
-
- va2d = Vector((
- (MVP[0].xyz.dot(va) + MVP[0][3]),
- (MVP[1].xyz.dot(va) + MVP[1][3]),
- ))
-
- vb2d = Vector((
- (va2d[0] + MVP[0][main_axis] * scale),
- (va2d[1] + MVP[1][main_axis] * scale),
- ))
-
- depth_a = MVP[3].xyz.dot(va) + MVP[3][3]
- depth_b = depth_a + MVP[3][main_axis] * scale
-
- va2d /= depth_a
- vb2d /= depth_b
-
- va2d[0] = (va2d[0] + 1.0) * win_half[0]
- va2d[1] = (va2d[1] + 1.0) * win_half[1]
- vb2d[0] = (vb2d[0] + 1.0) * win_half[0]
- vb2d[1] = (vb2d[1] + 1.0) * win_half[1]
-
- p, fac = intersect_point_line(sctx.mval, va2d, vb2d)
- if fac < 0.0:
- return (sctx.mval - va2d).length_squared < sctx._dist_px_sq
- elif fac > 1.0:
- return (sctx.mval - vb2d).length_squared < sctx._dist_px_sq
- else:
- return (sctx.mval - p).length_squared < sctx._dist_px_sq
-
-
-def intersect_ray_segment_fac(v0, v1, ray_direction, ray_origin):
- a = v1 - v0
- t = v0 - ray_origin
- n = a.cross(ray_direction)
- nlen = n.length_squared
-
- # if (nlen == 0.0f) the lines are parallel, has no nearest point, only distance squared.*/
- if nlen == 0.0:
- # Calculate the distance to the nearest point to origin then #
- return a.dot(ray_direction) < 0
- else:
- c = n - t
- cray = c.cross(ray_direction)
- return cray.dot(n) / nlen
diff --git a/modules/snap_context/utils_shader.py b/modules/snap_context/utils_shader.py
deleted file mode 100644
index 1758585a..00000000
--- a/modules/snap_context/utils_shader.py
+++ /dev/null
@@ -1,85 +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
-
-def check_shaderError(shader, flag, isProgram, errorMessage):
- success = bgl.Buffer(bgl.GL_INT, 1)
-
- if isProgram:
- bgl.glGetProgramiv(shader, flag, success)
- else:
- bgl.glGetShaderiv(shader, flag, success)
-
- if success[0] == bgl.GL_FALSE:
- import numpy as np
- import ctypes
-
- offset = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int32 * 1).from_address(0))
- error = bgl.Buffer(bgl.GL_BYTE, 1024)
- if isProgram:
- bgl.glGetProgramInfoLog(shader, 1024, offset, error)
- print(errorMessage, np.bytes_(error).decode("utf-8"))
- else:
- bgl.glGetShaderInfoLog(shader, 1024, offset, error)
- print(errorMessage, np.bytes_(error).decode("utf-8"))
-
- del offset
- raise #RuntimeError(errorMessage, bgl.glGetShaderInfoLog(shader))
-
-
-def create_shader(source, shaderType):
- shader = bgl.glCreateShader(shaderType)
-
- if shader == 0:
- raise RuntimeError("Error: Shader creation failed!")
-
- bgl.glShaderSource(shader, source)
- bgl.glCompileShader(shader)
-
- check_shaderError(shader, bgl.GL_COMPILE_STATUS, False, "Error: Shader compilation failed:")
-
- return shader
-
-
-class Shader():
- def __init__(self, vertexcode, geomcode, fragcode):
- self.program = bgl.glCreateProgram()
- self.shaders = []
-
- if vertexcode:
- self.shaders.append(create_shader(vertexcode, bgl.GL_VERTEX_SHADER))
- if geomcode:
- self.shaders.append(create_shader(geomcode, bgl.GL_GEOMETRY_SHADER))
- if fragcode:
- self.shaders.append(create_shader(fragcode, bgl.GL_FRAGMENT_SHADER))
-
- for shad in self.shaders:
- bgl.glAttachShader(self.program, shad)
-
- bgl.glLinkProgram(self.program)
- check_shaderError(self.program, bgl.GL_LINK_STATUS, True, "Error: Program linking failed:")
- bgl.glValidateProgram(self.program)
- check_shaderError(self.program, bgl.GL_VALIDATE_STATUS, True, "Error: Program is invalid:")
-
- def __del__(self):
- for shad in self.shaders:
- bgl.glDetachShader(self.program, shad)
- bgl.glDeleteShader(shad)
- bgl.glDeleteProgram(self.program)
- #print('shader_del')