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### 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
from mathutils import Vector
class SnapDrawn():
def __init__(self, out_color, face_color,
edge_color, vert_color, center_color,
perpendicular_color, constrain_shift_color,
axis_x_color, axis_y_color, axis_z_color):
import gpu
self.out_color = out_color
self.face_color = face_color
self.edge_color = edge_color
self.vert_color = vert_color
self.center_color = center_color
self.perpendicular_color = perpendicular_color
self.constrain_shift_color = constrain_shift_color
self.axis_x_color = axis_x_color
self.axis_y_color = axis_y_color
self.axis_z_color = axis_z_color
self._format_pos = gpu.types.GPUVertFormat()
self._format_pos.attr_add(id="pos", comp_type='F32', len=3, fetch_mode='FLOAT')
self._format_pos_and_color = gpu.types.GPUVertFormat()
self._format_pos_and_color.attr_add(id="pos", comp_type='F32', len=3, fetch_mode='FLOAT')
self._format_pos_and_color.attr_add(id="color", comp_type='F32', len=4, fetch_mode='FLOAT')
self._program_unif_col = gpu.shader.from_builtin("3D_UNIFORM_COLOR")
self._program_smooth_col = gpu.shader.from_builtin("3D_SMOOTH_COLOR")
self._batch_point = None
def batch_line_strip_create(self, coords):
from gpu.types import (
GPUVertBuf,
GPUBatch,
)
vbo = GPUVertBuf(self._format_pos, len = len(coords))
vbo.attr_fill(0, data = coords)
batch_lines = GPUBatch(type = "LINE_STRIP", buf = vbo)
return batch_lines
def batch_lines_smooth_color_create(self, coords, colors):
from gpu.types import (
GPUVertBuf,
GPUBatch,
)
vbo = GPUVertBuf(self._format_pos_and_color, len = len(coords))
vbo.attr_fill(0, data = coords)
vbo.attr_fill(1, data = colors)
batch_lines = GPUBatch(type = "LINES", buf = vbo)
return batch_lines
def batch_triangles_create(self, coords):
from gpu.types import (
GPUVertBuf,
GPUBatch,
)
vbo = GPUVertBuf(self._format_pos, len = len(coords))
vbo.attr_fill(0, data = coords)
batch_tris = GPUBatch(type = "TRIS", buf = vbo)
return batch_tris
def batch_point_get(self):
if self._batch_point is None:
from gpu.types import (
GPUVertBuf,
GPUBatch,
)
vbo = GPUVertBuf(self._format_pos, len = 1)
vbo.attr_fill(0, ((0.0, 0.0, 0.0),))
self._batch_point = GPUBatch(type = "POINTS", buf = vbo)
return self._batch_point
def draw(self, type, location, list_verts_co, vector_constrain, prevloc):
import gpu
# draw 3d point OpenGL in the 3D View
bgl.glEnable(bgl.GL_BLEND)
gpu.matrix.push()
self._program_unif_col.bind()
if list_verts_co:
# draw 3d line OpenGL in the 3D View
bgl.glDepthRange(0, 0.9999)
bgl.glLineWidth(3.0)
batch = self.batch_line_strip_create([v.to_tuple() for v in list_verts_co] + [location.to_tuple()])
self._program_unif_col.uniform_float("color", (1.0, 0.8, 0.0, 0.5))
batch.draw(self._program_unif_col)
del batch
bgl.glDisable(bgl.GL_DEPTH_TEST)
point_batch = self.batch_point_get()
if vector_constrain:
if prevloc:
bgl.glPointSize(5)
gpu.matrix.translate(prevloc)
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)
if vector_constrain[2] == 'X':
Color4f = self.axis_x_color
elif vector_constrain[2] == 'Y':
Color4f = self.axis_y_color
elif vector_constrain[2] == 'Z':
Color4f = self.axis_z_color
else:
Color4f = self.constrain_shift_color
else:
if type == 'OUT':
Color4f = self.out_color
elif type == 'FACE':
Color4f = self.face_color
elif type == 'EDGE':
Color4f = self.edge_color
elif type == 'VERT':
Color4f = self.vert_color
elif type == 'CENTER':
Color4f = self.center_color
elif type == 'PERPENDICULAR':
Color4f = self.perpendicular_color
else: # type == None
Color4f = self.out_color
bgl.glPointSize(10)
gpu.matrix.translate(location)
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)
bgl.glDisable(bgl.GL_BLEND)
gpu.matrix.pop()
def draw_elem(self, snap_obj, bm, elem):
#TODO: Cache coords (because antialiasing)
import gpu
from bmesh.types import(
BMVert,
BMEdge,
BMFace,
)
# draw 3d point OpenGL in the 3D View
bgl.glEnable(bgl.GL_BLEND)
bgl.glDisable(bgl.GL_DEPTH_TEST)
with gpu.matrix.push_pop():
gpu.matrix.multiply_matrix(snap_obj.mat)
if isinstance(elem, BMVert):
if elem.link_edges:
import numpy as np
color = self.vert_color
edges = np.empty((len(elem.link_edges), 2), [("pos", "f4", 3), ("color", "f4", 4)])
edges["pos"][:, 0] = elem.co
edges["pos"][:, 1] = [e.other_vert(elem).co for e in elem.link_edges]
edges["color"][:, 0] = color
edges["color"][:, 1] = (color[0], color[1], color[2], 0.0)
edges.shape = -1
self._program_smooth_col.bind()
bgl.glLineWidth(3.0)
batch = self.batch_lines_smooth_color_create(edges["pos"], edges["color"])
batch.draw(self._program_smooth_col)
bgl.glLineWidth(1.0)
else:
self._program_unif_col.bind()
if isinstance(elem, BMEdge):
self._program_unif_col.uniform_float("color", self.edge_color)
bgl.glLineWidth(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)
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.uniform_float("color", face_color)
tris = snap_obj.data[1].get_loop_tri_co_by_bmface(bm, elem)
tris.shape = (-1, 3)
batch = self.batch_triangles_create(tris)
batch.draw(self._program_unif_col)
# restore opengl defaults
bgl.glEnable(bgl.GL_DEPTH_TEST)
bgl.glDisable(bgl.GL_BLEND)
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