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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 #####
__all__ = (
"SnapContext",
)
import bgl
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
@classmethod
def snap_context_free(cls):
if cls.global_snap_context != None:
cls.global_snap_context.free()
del cls
from .mesh_drawing import (
gpu_Indices_enable_state,
gpu_Indices_restore_state,
gpu_Indices_use_clip_planes,
gpu_Indices_set_ProjectionMatrix,
gpu_Indices_mesh_cache_clear,
)
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 _SnapOffscreen():
bound = None
def __init__(self, width, height):
self.freed = False
self.is_bound = False
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)
bgl.glDrawBuffers(1, bgl.Buffer(bgl.GL_INT, 1, [bgl.GL_COLOR_ATTACHMENT0]))
status = bgl.glCheckFramebufferStatus(bgl.GL_FRAMEBUFFER)
if status != bgl.GL_FRAMEBUFFER_COMPLETE:
print("Framebuffer Invalid", status)
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, 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)
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
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()
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()
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
def free(self):
self.__del__()
self.freed = True
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`
"""
__slots__ = (
'_dist_px',
'_dist_px_sq',
'_offscreen',
'_offset_cur',
'_snap_buffer',
'_snap_mode',
'depsgraph',
'depth_range',
'drawn_count',
'freed',
'last_ray',
'mval',
'proj_mat',
'region',
'rv3d',
'snap_objects',
'threshold',
'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
self._offset_cur = 1 # Starts with index 1
self.proj_mat = None
self.mval = Vector((0.0, 0.0))
self.last_ray = Vector((1.0, 0.0, 0.0))
self._snap_mode = VERT | EDGE | FACE
self.set_pixel_dist(12)
self.region = region
self.depsgraph = depsgraph
if not (depsgraph or region or space):
self.rv3d = None
self.depth_range = Vector((-1.0, 1.0))
self._offscreen = _SnapOffscreen(1, 1)
else:
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._offscreen = _SnapOffscreen(self.region.width, self.region.height)
self._offscreen.clear()
self.winsize = Vector((self._offscreen.width, self._offscreen.height))
## PRIVATE ##
def _get_snap_obj_by_index(self, index):
if 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):
r_snap_obj = None
r_value = 0
loc = [self._dist_px, self._dist_px]
d = 1
m = self.threshold
max_val = 2 * m - 1
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
if value != last_value:
r_value = value
if find_next_index:
last_value = value
r_snap_obj = self._get_snap_obj_by_index(value)
if r_snap_obj is not None:
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())):
r_snap_obj = self._get_snap_obj_by_index(value)
return r_snap_obj, r_value
d = -d
m += 4 * self._dist_px * d + 1
return r_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:
num_tris = len(snap_obj.data[1].tri_verts)
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)]
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, tri_co
index -= num_tris
if gpu_data.draw_edges:
num_edges = len(snap_obj.data[1].edge_verts)
if index < 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],), co
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, edge_co
index -= num_edges
if gpu_data.draw_verts:
if index < len(snap_obj.data[1].looseverts):
co = snap_obj.mat @ Vector(gpu_data.get_loosevert_co(index))
return co, (gpu_data.get_loosevert_index(index),), co
return None, 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:
if len(snap_obj.data) == 2:
snap_obj.data[1].free()
del snap_obj.data[1:]
del snap_obj.data
del snap_obj.mat
del snap_obj
del self.snap_objects
## PUBLIC ##
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:
return
self.depsgraph = depsgraph
self.region = region
self.rv3d = rv3d
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))
winsize = Vector((self.region.width, self.region.height))
if winsize != self.winsize:
self.winsize = winsize
self._offscreen.resize(*self.winsize)
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()
del snap_obj.data[1:]
self.update_drawing(clear_offscreen)
self.snap_objects.clear()
_Internal.gpu_Indices_mesh_cache_clear()
def update_all(self):
for snap_obj in self.snap_objects:
if len(snap_obj.data) == 2:
snap_obj.data[1].free()
del snap_obj.data[1:]
self.update_drawing()
def update_drawing(self, clear_offscreen = True):
self.drawn_count = 0
self._offset_cur = 1
if clear_offscreen:
self._offscreen.clear()
def tag_update_drawn_snap_object(self, snap_obj):
if len(snap_obj.data) > 1:
snap_obj.data[1].free()
del snap_obj.data[1:]
#self.update_drawing()
# Update on next snap_get call #
self.proj_mat = None
def update_drawn_snap_object(self, snap_obj):
_Internal.gpu_Indices_enable_state()
from .mesh_drawing import GPU_Indices_Mesh
snap_vert = self._snap_mode & VERT != 0
snap_edge = self._snap_mode & EDGE != 0
snap_face = self._snap_mode & FACE != 0
if len(snap_obj.data) > 1:
snap_obj.data[1].free()
del snap_obj.data[1:]
data = GPU_Indices_Mesh(self.depsgraph, snap_obj.data[0], snap_face, snap_edge, snap_vert)
snap_obj.data.append(data)
_Internal.gpu_Indices_restore_state()
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_INT, (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):
self.snap_objects.append(_SnapObjectData([obj], matrix.copy()))
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, 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)
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()
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)
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
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)
#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)
bgl.glDisable(bgl.GL_DEPTH_TEST)
self._offscreen.unbind()
_Internal.gpu_Indices_restore_state()
return (snap_obj, *ret)
def free(self):
self.__del__()
self.freed = True
def global_snap_context_get(depsgraph, region, space):
if _Internal.global_snap_context == None:
import atexit
_Internal.global_snap_context = SnapContext(depsgraph, region, space)
# Make sure we only registered the callback once.
atexit.unregister(_Internal.snap_context_free)
atexit.register(_Internal.snap_context_free)
elif (depsgraph and region and space):
_Internal.global_snap_context.update_viewport_context(depsgraph, region, space, True)
return _Internal.global_snap_context
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