diff options
-rw-r--r-- | modules/snap_context/__init__.py | 322 | ||||
-rw-r--r-- | modules/snap_context/mesh_drawing.py | 507 | ||||
-rw-r--r-- | modules/snap_context/resources/3D_vert.glsl | 26 | ||||
-rw-r--r-- | modules/snap_context/resources/primitive_id_frag.glsl | 22 | ||||
-rw-r--r-- | modules/snap_context/utils_projection.py | 212 | ||||
-rw-r--r-- | modules/snap_context/utils_shader.py | 85 |
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') |