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drawing_utilities.py 10.1 KiB
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  • # SPDX-License-Identifier: GPL-2.0-or-later
    
    from mathutils import Vector, Matrix
    
    
    
    class SnapDrawn():
    
        __slots__ = (
    
            'out_color',
            'face_color',
            'edge_color',
            'vert_color',
            'center_color',
            'perpendicular_color',
            'constrain_shift_color',
            'axis_x_color',
            'axis_y_color',
            'axis_z_color',
    
            '_format_pos',
            '_format_pos_and_color',
            '_program_unif_col',
            '_program_smooth_col',
    
        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, rv3d, ui_scale):
    
    
            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._point_size = 5 * ui_scale
            self._line_width = 3 * ui_scale
    
    
            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._batch_point = None
    
    
        def _gl_state_push(self, ob_mat=None):
    
            clip_planes = self.rv3d.clip_planes if self.rv3d.use_clip_planes else None
    
            config = 'CLIPPED' if clip_planes else 'DEFAULT'
    
            self._program_unif_col = gpu.shader.from_builtin(
                "3D_UNIFORM_COLOR", config=config)
            self._program_smooth_col = gpu.shader.from_builtin(
                "3D_SMOOTH_COLOR", config=config)
    
            gpu.state.program_point_size_set(False)
            gpu.state.blend_set('ALPHA')
    
            gpu.matrix.push()
            if ob_mat:
                gpu.matrix.multiply_matrix(ob_mat)
    
            if clip_planes:
                gpu.state.clip_distances_set(4)
    
                if self._UBO is None:
                    import ctypes
    
                    class _GPUClipPlanes(ctypes.Structure):
                        _pack_ = 16
                        _fields_ = [
                            ("ModelMatrix", (ctypes.c_float * 4) * 4),
                            ("world", (ctypes.c_float * 4) * 6),
                        ]
    
                    mat = ob_mat.transposed() if ob_mat else Matrix.Identity(4)
    
                    UBO_data = _GPUClipPlanes()
                    UBO_data.ModelMatrix[0] = mat[0][:]
                    UBO_data.ModelMatrix[1] = mat[1][:]
                    UBO_data.ModelMatrix[2] = mat[2][:]
                    UBO_data.ModelMatrix[3] = mat[3][:]
    
                    UBO_data.world[0] = clip_planes[0][:]
                    UBO_data.world[1] = clip_planes[1][:]
                    UBO_data.world[2] = clip_planes[2][:]
                    UBO_data.world[3] = clip_planes[3][:]
    
                    self._UBO = gpu.types.GPUUniformBuf(UBO_data)
    
    
                self._program_unif_col.bind()
    
                self._program_unif_col.uniform_block("clipPlanes", self._UBO)
    
    
                self._program_smooth_col.bind()
    
                self._program_smooth_col.uniform_block("clipPlanes", self._UBO)
    
            if self._UBO:
                # del self._UBO
                self._UBO = None
    
                gpu.state.clip_distances_set(0)
    
        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
    
    
            self._gl_state_push()
    
            self._program_unif_col.bind()
    
            if list_verts_co:
                # draw 3d line OpenGL in the 3D View
    
                winmat = gpu.matrix.get_projection_matrix()
                winmat[3][2] -= 0.0001
                gpu.matrix.push_projection()
                gpu.matrix.load_projection_matrix(winmat)
    
                gpu.state.line_width_set(self._line_width)
    
                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)
    
    
            point_batch = self.batch_point_get()
            if vector_constrain:
                if prevloc:
    
                    gpu.state.point_size_set(self._point_size)
    
                    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
    
    
            gpu.state.point_size_set(2 * self._point_size)
    
    
            gpu.matrix.translate(location)
    
            self._program_unif_col.uniform_float("color", Color4f)
            point_batch.draw(self._program_unif_col)
    
            # restore opengl defaults
    
            gpu.state.point_size_set(1.0)
            gpu.state.line_width_set(1.0)
            gpu.state.depth_test_set('LESS_EQUAL')
    
            self._gl_state_restore()
    
    
        def draw_elem(self, snap_obj, bm, elem):
    
            # TODO: Cache coords (because antialiasing)
    
            import gpu
    
            from bmesh.types import (
    
                BMVert,
                BMEdge,
                BMFace,
            )
    
    
            self._gl_state_push(snap_obj.mat)
            gpu.state.depth_test_set('NONE')
    
            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()
    
                    gpu.state.line_width_set(self._line_width)
    
                    batch = self.batch_lines_smooth_color_create(
                        edges["pos"], edges["color"])
    
                    batch.draw(self._program_smooth_col)
                    gpu.state.line_width_set(1.0)
            else:
                if isinstance(elem, BMEdge):
    
                    self._program_unif_col.bind()
    
                    self._program_unif_col.uniform_float("color", self.edge_color)
    
                    gpu.state.line_width_set(self._line_width)
    
                    batch = self.batch_line_strip_create(
                        [v.co for v in elem.verts])
    
                    batch.draw(self._program_unif_col)
                    gpu.state.line_width_set(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
            gpu.state.depth_test_set('LESS_EQUAL')
    
    
            self._gl_state_restore()