diff options
Diffstat (limited to 'mesh_snap_utilities_line/snap_context_l/__init__.py')
-rw-r--r-- | mesh_snap_utilities_line/snap_context_l/__init__.py | 376 |
1 files changed, 139 insertions, 237 deletions
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) |