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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
import bmesh
import numpy as np
from mathutils import Matrix
from .bgl_ext import VoidBufValue, np_array_as_bgl_Buffer
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 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_tessface()
len_tessfaces = len(me.tessfaces)
if len_tessfaces:
tessfaces = np.empty(len_tessfaces * 4, 'i4')
me.tessfaces.foreach_get("vertices_raw", tessfaces)
tessfaces.shape = (-1, 4)
quad_indices = tessfaces[:, 3].nonzero()[0]
tris = np.empty(((len_tessfaces + len(quad_indices)), 3), 'i4')
tris[:len_tessfaces] = tessfaces[:, :3]
tris[len_tessfaces:] = tessfaces[quad_indices][:, (0, 2, 3)]
del tessfaces
return tris
return None
def get_bmesh_tri_verts_array(bm):
ltris = bm.calc_tessface()
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 = Shader(
load_shader('3D_vert.glsl'),
None,
load_shader('primitive_id_frag.glsl'),
)
unif_use_clip_planes = bgl.glGetUniformLocation(shader.program, 'use_clip_planes')
unif_clip_plane = bgl.glGetUniformLocation(shader.program, 'clip_plane')
unif_MVP = bgl.glGetUniformLocation(shader.program, 'MVP')
unif_MV = bgl.glGetUniformLocation(shader.program, 'MV')
unif_offset = bgl.glGetUniformLocation(shader.program, 'offset')
attr_pos = bgl.glGetAttribLocation(shader.program, 'pos')
attr_primitive_id = bgl.glGetAttribLocation(shader.program, 'primitive_id')
P = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
MV = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
# returns of public API #
vert_index = bgl.Buffer(bgl.GL_INT, 1)
tri_co = bgl.Buffer(bgl.GL_FLOAT, (3, 3))
edge_co = bgl.Buffer(bgl.GL_FLOAT, (2, 3))
vert_co = bgl.Buffer(bgl.GL_FLOAT, 3)
def __init__(self, obj, draw_tris, draw_edges, draw_verts):
self._NULL = VoidBufValue(0)
self.MVP = bgl.Buffer(bgl.GL_FLOAT, (4, 4))
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])
bgl.glBufferData(bgl.GL_ARRAY_BUFFER, self.vbo_len * 12, np_array_as_bgl_Buffer(mesh_arrays.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]
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_array_as_bgl_Buffer(np_tris_co), bgl.GL_STATIC_DRAW)
del np_tris_co
tri_indices = np.repeat(np.arange(self.num_tris, dtype = 'f4'), 3)
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, np_array_as_bgl_Buffer(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]
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_array_as_bgl_Buffer(np_edges_co), bgl.GL_STATIC_DRAW)
del np_edges_co
edge_indices = np.repeat(np.arange(self.num_edges, dtype = 'f4'), 2)
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, np_array_as_bgl_Buffer(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]
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_array_as_bgl_Buffer(np_lverts_co), bgl.GL_STATIC_DRAW)
del np_lverts_co
looseverts_indices = np.arange(self.num_verts, dtype = 'f4')
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, np_array_as_bgl_Buffer(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.buf)
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.buf)
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.buf)
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.buf)
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.buf)
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.buf)
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):
del self._NULL
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)
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)
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
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