-
Notifications
You must be signed in to change notification settings - Fork 27
/
Copy pathclasses.py
499 lines (389 loc) · 16.5 KB
/
classes.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
import bpy
import gpu
import numpy as np
from gpu_extras.batch import batch_for_shader
from .functions_general import *
class ABNContainer:
def __init__(self, mat, alt_shader=False):
self.alt_shader = alt_shader
if alt_shader:
self.create_alt_shader()
else:
self.create_shader()
self.create_point_shader()
self.matrix = np.array(mat)
self.loop_scale = 1.0
self.normal_scale = 1.0
self.brightness = 1.0
self.size = 1.0
self.draw_tris = False
self.draw_only_selected = False
self.draw_weights = True
self.scale_selection = True
# NP ARRAYS
self.og_sharp = None
self.og_seam = None
self.po_coords = None
self.loop_coords = None
self.loop_tangents = None
self.loop_tri_coords = None
self.face_normals = None
self.og_norms = None
self.new_norms = None
self.cache_norms = None
self.hide_status = None
self.sel_status = None
self.act_status = None
self.filter_weights = None
self.filter_mask = None
self.vert_link_vs = None
self.vert_link_ls = None
self.face_link_vs = None
self.face_link_ls = None
self.face_link_eds = None
self.edge_link_vs = None
self.edge_link_fs = None
self.loop_faces = None
self.loop_verts = None
self.loop_edges = None
self.color_tri = (0.16, 0.55, 0.7, 0.2)
self.color_tri_sel = (0.16, 0.7, 0.9, 0.5)
self.color_tri_act = (0.0, 0.0, 1.0, 0.75)
self.color_po = (0.1, 0.4, 0.1, 1.0)
self.color_po_sel = (0.1, 0.7, 0.9, 1.0)
self.color_po_act = (0.0, 0.0, 1.0, 1.0)
self.color_po_zero_weight = (0.66, 1.0, 1.0, 1.0)
self.color_po_full_weight = (0.0, 1.0, 1.0, 1.0)
self.color_normal = (0.83, 0.3, 0.4, 1.0)
self.color_normal_sel = (0.83, 0.7, 0.9, 1.0)
self.color_normal_act = (0.0, 0.0, 0.9, 1.0)
self.update_color_render()
return
def create_alt_shader(self):
if bpy.app.version[0] >= 4:
shader_3d_str = 'FLAT_COLOR'
else:
shader_3d_str = '3D_FLAT_COLOR'
self.shader = gpu.shader.from_builtin(shader_3d_str)
return
def create_shader(self):
vertex_shader = '''
uniform mat4 viewProjectionMatrix;
in vec3 pos;
in vec4 color;
out vec4 rgba;
void main()
{
rgba = color;
gl_Position = viewProjectionMatrix * vec4(pos, 1.0f);
}
'''
fragment_shader = '''
uniform float brightness;
in vec4 rgba;
layout(location = 0) out vec4 diffuseColor;
void main()
{
diffuseColor = vec4(rgba.xyz * brightness, rgba.a);
}
'''
self.shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
return
def create_point_shader(self):
vertex_shader = '''
uniform mat4 viewProjectionMatrix;
in float size;
in vec3 pos;
in vec4 color;
out vec4 rgba;
void main()
{
rgba = color;
gl_PointSize = size;
gl_Position = viewProjectionMatrix * vec4(pos, 1.0f);
}
'''
fragment_shader = '''
uniform float brightness;
in vec4 rgba;
layout(location = 0) out vec4 diffuseColor;
void main()
{
diffuseColor = vec4(rgba.xyz * brightness, rgba.a);
}
'''
self.point_shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
return
def clear_batches(self):
if self.alt_shader:
self.batch_po = batch_for_shader(
self.shader, 'POINTS', {"pos": [], "color": []})
self.batch_po_sel = batch_for_shader(
self.shader, 'POINTS', {"pos": [], "color": []})
self.batch_po_act = batch_for_shader(
self.shader, 'POINTS', {"pos": [], "color": []})
else:
self.batch_po = batch_for_shader(
self.point_shader, 'POINTS', {"pos": [], "size": [], "color": []})
self.batch_normal = batch_for_shader(
self.shader, 'LINES', {"pos": [], "color": []})
self.batch_tri = batch_for_shader(
self.shader, 'TRIS', {"pos": [], "color": []})
self.batch_active_normal = batch_for_shader(
self.shader, 'LINES', {"pos": [], "color": []})
return
def clear_active_batches(self):
self.batch_active_normal = batch_for_shader(
self.shader, 'LINES', {"pos": [], "color": []})
return
def update_active(self):
po_cos = self.loop_coords[self.sel_status]
po_norms = self.new_norms[self.sel_status]
act_status = self.act_status[self.sel_status]
filt_mask = self.filter_mask[self.sel_status]
weight_mask = self.filter_weights[self.sel_status][filt_mask]
if self.scale_selection:
world_norms = po_cos + \
(po_norms * 0.666 * self.normal_scale) @ self.matrix[:3, :3].T
world_norms[act_status] = po_cos[act_status] + \
(po_norms[act_status] *
self.normal_scale) @ self.matrix[:3, :3].T
else:
world_norms = po_cos + \
(po_norms * self.normal_scale) @ self.matrix[:3, :3].T
norm_lines = np.array(list(zip(po_cos, world_norms)))
norm_lines.shape = [po_cos.shape[0] * 2, 3]
#
cols = np.array([self.rcol_normal_sel] * po_cos.shape[0])
cols.shape = [po_cos.shape[0], 4]
cols[act_status] = self.rcol_normal_act
# Draw filter weights on norms
if self.draw_weights:
w_cols = np.zeros(filt_mask.nonzero()[0].size * 4,
dtype=np.float32).reshape(-1, 4)
f_cols = w_cols.copy()
w_cols[:] = self.color_po_zero_weight
f_cols[:] = self.color_po_full_weight
w_cols = w_cols * (1.0 - weight_mask.reshape(-1, 1)) + \
f_cols * weight_mask.reshape(-1, 1)
w_cols = hsv_to_rgb_array(w_cols)
cols[filt_mask] = w_cols
norm_colors = np.array(list(zip(cols, cols)))
norm_colors.shape = [po_cos.shape[0] * 2, 4]
if self.alt_shader:
norm_colors[:, [0, 1, 2]] *= self.brightness
#
self.batch_active_normal = batch_for_shader(
self.shader, 'LINES', {"pos": list(norm_lines), "color": list(norm_colors)})
return
def update_static(self, exclude_active=False):
# POINTS
# all points are static
sel_mask = self.sel_status[~self.hide_status]
act_mask = self.act_status[~self.hide_status]
filt_mask = self.filter_mask[~self.hide_status]
weight_mask = self.filter_weights[~self.hide_status][filt_mask]
points = self.loop_coords[~self.hide_status]
sizes = np.array([5*self.size]*points.shape[0])
sizes[sel_mask] = 8*self.size
sizes[act_mask] = 11*self.size
po_colors = np.array([self.rcol_po]*points.shape[0])
po_colors.shape = [points.shape[0], 4]
po_colors[sel_mask] = self.rcol_po_sel
po_colors[act_mask] = self.rcol_po_act
# Draw filter weights on points
if self.draw_weights:
w_cols = np.zeros(filt_mask.nonzero()[0].size * 4,
dtype=np.float32).reshape(-1, 4)
f_cols = w_cols.copy()
w_cols[:] = self.color_po_zero_weight
f_cols[:] = self.color_po_full_weight
w_cols = w_cols * (1.0 - weight_mask.reshape(-1, 1)) + \
f_cols * weight_mask.reshape(-1, 1)
w_cols = hsv_to_rgb_array(w_cols)
po_colors[filt_mask] = w_cols
if self.alt_shader:
po_colors[:, [0, 1, 2]] *= self.brightness
self.batch_po = batch_for_shader(
self.shader, 'POINTS', {"pos": list(points[~sel_mask]), "color": list(po_colors[~sel_mask])})
self.batch_po_sel = batch_for_shader(
self.shader, 'POINTS', {"pos": list(points[sel_mask]), "color": list(po_colors[sel_mask])})
self.batch_po_act = batch_for_shader(
self.shader, 'POINTS', {"pos": list(points[act_mask]), "color": list(po_colors[act_mask])})
else:
self.batch_po = batch_for_shader(
self.point_shader, 'POINTS', {"pos": list(points), "size": list(sizes), "color": list(po_colors)})
#
#
#
# LOOP TRIS
# all loop tris are static if used
tris = []
tri_colors = []
if self.draw_tris:
tris = self.loop_tri_coords[~self.hide_status]
tris[:, 1] = (tris[:, 1]-tris[:, 0]) * self.loop_scale + tris[:, 0]
tris[:, 2] = (tris[:, 2]-tris[:, 0]) * self.loop_scale + tris[:, 0]
t_colors = np.array([self.rcol_tri]*tris.shape[0])
t_colors.shape = [tris.shape[0], 4]
t_colors[sel_mask] = self.rcol_tri_sel
t_colors[act_mask] = self.rcol_tri_act
# Draw filter weights on loop tris
if self.draw_weights:
t_colors[filt_mask] = w_cols
tri_colors = np.array(list(zip(t_colors, t_colors, t_colors)))
tri_colors.shape = [tris.shape[0]*3, 4]
tris.shape = [tris.shape[0]*3, 3]
if self.alt_shader:
tri_colors[:, [0, 1, 2]] *= self.brightness
self.batch_tri = batch_for_shader(
self.shader, 'TRIS', {"pos": list(tris), "color": list(tri_colors)})
#
#
#
# NORMALS
# only non selected loop normals are static if exclude_active is true otherwise all loop normals are static
if exclude_active:
non_sel_status = np.ones(self.loop_coords.shape[0], dtype=bool)
non_sel_status[self.sel_status] = False
non_sel_status = non_sel_status[~self.hide_status]
w_cols = w_cols[non_sel_status[filt_mask]]
filt_mask = filt_mask[non_sel_status]
po_cos = self.loop_coords[~self.hide_status][non_sel_status]
po_norms = self.new_norms[~self.hide_status][non_sel_status]
sel_mask = []
act_mask = []
else:
po_cos = self.loop_coords[~self.hide_status]
po_norms = self.new_norms[~self.hide_status]
#
if self.scale_selection:
world_norms = po_cos + \
(po_norms * 0.333 * self.normal_scale) @ self.matrix[:3, :3].T
if exclude_active == False:
world_norms[sel_mask] = po_cos[sel_mask] + \
(po_norms[sel_mask] * 0.666 *
self.normal_scale) @ self.matrix[:3, :3].T
world_norms[act_mask] = po_cos[act_mask] + \
(po_norms[act_mask] *
self.normal_scale) @ self.matrix[:3, :3].T
else:
world_norms = po_cos + \
(po_norms * self.normal_scale) @ self.matrix[:3, :3].T
n_colors = np.array([self.rcol_normal]*po_cos.shape[0])
n_colors.shape = [po_cos.shape[0], 4]
n_colors[sel_mask] = self.rcol_normal_sel
n_colors[act_mask] = self.rcol_normal_act
# Draw filter weights on normals
if self.draw_weights:
n_colors[filt_mask] = w_cols
if self.draw_only_selected:
po_cos = po_cos[sel_mask]
world_norms = world_norms[sel_mask]
n_colors = n_colors[sel_mask]
norms = np.array(list(zip(po_cos, world_norms)))
norms.shape = [po_cos.shape[0] * 2, 3]
norm_colors = np.array(list(zip(n_colors, n_colors)))
norm_colors.shape = [n_colors.shape[0] * 2, 4]
if self.alt_shader:
norm_colors[:, [0, 1, 2]] *= self.brightness
self.batch_normal = batch_for_shader(
self.shader, 'LINES', {"pos": list(norms), "color": list(norm_colors)})
return
def update_color_render(self):
self.rcol_tri = hsv_to_rgb_list(self.color_tri)
self.rcol_tri_sel = hsv_to_rgb_list(self.color_tri_sel)
self.rcol_tri_act = hsv_to_rgb_list(self.color_tri_act)
self.rcol_po = hsv_to_rgb_list(self.color_po)
self.rcol_po_sel = hsv_to_rgb_list(self.color_po_sel)
self.rcol_po_act = hsv_to_rgb_list(self.color_po_act)
self.rcol_normal = hsv_to_rgb_list(self.color_normal)
self.rcol_normal_sel = hsv_to_rgb_list(self.color_normal_sel)
self.rcol_normal_act = hsv_to_rgb_list(self.color_normal_act)
return
def draw(self):
matrix = bpy.context.region_data.perspective_matrix
if self.alt_shader:
if self.draw_tris:
# Static Tris
self.shader.bind()
self.batch_tri.draw(self.shader)
gpu.state.point_size_set(5*self.size)
# Static Non Sel Points
self.shader.bind()
self.batch_po.draw(self.shader)
# Static Sel Points
gpu.state.point_size_set(8*self.size)
self.shader.bind()
self.batch_po_sel.draw(self.shader)
# Static Act Points
gpu.state.point_size_set(11*self.size)
self.shader.bind()
self.batch_po_act.draw(self.shader)
# Static Normals
self.shader.bind()
self.batch_normal.draw(self.shader)
# Active Normals
self.shader.bind()
self.batch_active_normal.draw(self.shader)
else:
if self.draw_tris:
# Static Tris
self.shader.bind()
self.shader.uniform_float("viewProjectionMatrix", matrix)
self.shader.uniform_float("brightness", self.brightness)
# self.shader.uniform_float("opacity", self.opacity)
# self.shader.uniform_float("color", tri_color)
self.batch_tri.draw(self.shader)
# Static Points
self.point_shader.bind()
self.point_shader.uniform_float("viewProjectionMatrix", matrix)
self.point_shader.uniform_float("brightness", self.brightness)
# self.point_shader.uniform_float("opacity", self.opacity)
# self.point_shader.uniform_float("color", po_color)
self.batch_po.draw(self.point_shader)
# Static Normals
self.shader.bind()
self.shader.uniform_float("viewProjectionMatrix", matrix)
self.shader.uniform_float("brightness", self.brightness)
# self.shader.uniform_float("opacity", self.opacity)
# self.shader.uniform_float("color", line_color)
self.batch_normal.draw(self.shader)
# Active Normals
self.shader.bind()
self.shader.uniform_float("viewProjectionMatrix", matrix)
self.shader.uniform_float("brightness", self.brightness)
# self.shader.uniform_float("opacity", self.opacity)
# self.shader.uniform_float("color", line_color)
self.batch_active_normal.draw(self.shader)
return
#
#
def set_scale_selection(self, status):
self.scale_selection = status
return
def set_brightess(self, value):
self.brightness = value
return
def set_normal_scale(self, scale):
self.normal_scale = scale
return
def set_loop_scale(self, scale):
self.loop_scale = scale
return
def set_point_size(self, size):
self.size = size
return
def set_draw_only_selected(self, status):
self.draw_only_selected = status
return
def set_draw_weights(self, status):
self.draw_weights = status
return
def set_draw_tris(self, status):
self.draw_tris = status
return
#
#
def __str__(self):
return 'Object Vertex Points'