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blender_imgui.py
484 lines (392 loc) · 15.9 KB
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blender_imgui.py
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import bpy
from bpy.types import SpaceView3D
import bgl as gl
import gpu
from gpu_extras.batch import batch_for_shader
import numpy as np
import ctypes as C
from . import mc_rtc_blender as imgui
#import imgui
class BlenderImguiRenderer(object):
"""Integration of ImGui into Blender."""
VERTEX_SHADER_SRC = """
uniform mat4 ProjMtx;
in vec2 Position;
in vec2 UV;
in vec4 Color;
out vec2 Frag_UV;
out vec4 Frag_Color;
void main() {
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
}
"""
FRAGMENT_SHADER_SRC = """
uniform sampler2D Texture;
in vec2 Frag_UV;
in vec4 Frag_Color;
out vec4 Out_Color;
void main() {
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
}
"""
def __init__(self):
self._shader_handle = None
self._vert_handle = None
self._fragment_handle = None
self._attrib_location_tex = None
self._attrib_proj_mtx = None
self._attrib_location_position = None
self._attrib_location_uv = None
self._attrib_location_color = None
self._vbo_handle = None
self._elements_handle = None
self._vao_handle = None
if not imgui.get_current_context():
raise RuntimeError("No valid ImGui context. Use imgui.create_context() first")
self.io = imgui.get_io()
self._font_texture = None
self.io.delta_time = 1.0 / 60.0
self._create_device_objects()
self.refresh_font_texture()
def refresh_font_texture(self):
# save texture state
buf = gl.Buffer(gl.GL_INT, 1)
gl.glGetIntegerv(gl.GL_TEXTURE_BINDING_2D, buf)
last_texture = buf[0]
width, height, pixels = self.io.fonts.get_tex_data_as_rgba32()
if self._font_texture is not None:
gl.glDeleteTextures([self._font_texture])
gl.glGenTextures(1, buf)
self._font_texture = buf[0]
gl.glBindTexture(gl.GL_TEXTURE_2D, self._font_texture)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
pixel_buffer = gl.Buffer(gl.GL_BYTE, [4 * width * height])
pixel_buffer[:] = pixels
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, pixel_buffer)
self.io.fonts.texture_id = self._font_texture
gl.glBindTexture(gl.GL_TEXTURE_2D, last_texture)
self.io.fonts.clear_tex_data()
def _create_device_objects(self):
self._bl_shader = gpu.types.GPUShader(self.VERTEX_SHADER_SRC, self.FRAGMENT_SHADER_SRC)
def render(self, draw_data):
io = self.io
shader = self._bl_shader
display_width, display_height = io.display_size
fb_width = int(display_width * io.display_fb_scale[0])
fb_height = int(display_height * io.display_fb_scale[1])
if fb_width == 0 or fb_height == 0:
return
draw_data.scale_clip_rects(*io.display_fb_scale)
# backup GL state
(
last_program,
last_texture,
last_active_texture,
last_array_buffer,
last_element_array_buffer,
last_vertex_array,
last_blend_src,
last_blend_dst,
last_blend_equation_rgb,
last_blend_equation_alpha,
last_viewport,
last_scissor_box,
) = self._backup_integers(
gl.GL_CURRENT_PROGRAM, 1,
gl.GL_TEXTURE_BINDING_2D, 1,
gl.GL_ACTIVE_TEXTURE, 1,
gl.GL_ARRAY_BUFFER_BINDING, 1,
gl.GL_ELEMENT_ARRAY_BUFFER_BINDING, 1,
gl.GL_VERTEX_ARRAY_BINDING, 1,
gl.GL_BLEND_SRC, 1,
gl.GL_BLEND_DST, 1,
gl.GL_BLEND_EQUATION_RGB, 1,
gl.GL_BLEND_EQUATION_ALPHA, 1,
gl.GL_VIEWPORT, 4,
gl.GL_SCISSOR_BOX, 4,
)
last_enable_blend = gl.glIsEnabled(gl.GL_BLEND)
last_enable_cull_face = gl.glIsEnabled(gl.GL_CULL_FACE)
last_enable_depth_test = gl.glIsEnabled(gl.GL_DEPTH_TEST)
last_enable_scissor_test = gl.glIsEnabled(gl.GL_SCISSOR_TEST)
gl.glEnable(gl.GL_BLEND)
gl.glBlendEquation(gl.GL_FUNC_ADD)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glDisable(gl.GL_CULL_FACE)
gl.glDisable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_SCISSOR_TEST)
gl.glActiveTexture(gl.GL_TEXTURE0)
gl.glViewport(0, 0, int(fb_width), int(fb_height))
ortho_projection = (
2.0/display_width, 0.0, 0.0, 0.0,
0.0, 2.0/-display_height, 0.0, 0.0,
0.0, 0.0, -1.0, 0.0,
-1.0, 1.0, 0.0, 1.0
)
shader.bind()
shader.uniform_float("ProjMtx", ortho_projection)
shader.uniform_int("Texture", 0)
for commands in draw_data.commands_lists:
size = commands.idx_buffer_size * imgui.INDEX_SIZE // 4
address = commands.idx_buffer_data
ptr = C.cast(address, C.POINTER(C.c_int))
idx_buffer_np = np.ctypeslib.as_array(ptr, shape=(size,))
size = commands.vtx_buffer_size * imgui.VERTEX_SIZE // 4
address = commands.vtx_buffer_data
ptr = C.cast(address, C.POINTER(C.c_float))
vtx_buffer_np = np.ctypeslib.as_array(ptr, shape=(size,))
vtx_buffer_shaped = vtx_buffer_np.reshape(-1, imgui.VERTEX_SIZE // 4)
idx_buffer_offset = 0
for command in commands.commands:
x, y, z, w = command.clip_rect
gl.glScissor(int(x), int(fb_height - w), int(z - x), int(w - y))
vertices = vtx_buffer_shaped[:,:2]
uvs = vtx_buffer_shaped[:,2:4]
colors = vtx_buffer_shaped.view(np.uint8)[:,4*4:]
colors = colors.astype('f') / 255.0
indices = idx_buffer_np[idx_buffer_offset:idx_buffer_offset+command.elem_count]
gl.glBindTexture(gl.GL_TEXTURE_2D, command.texture_id)
batch = batch_for_shader(shader, 'TRIS', {
"Position": vertices,
"UV": uvs,
"Color": colors,
}, indices=indices)
batch.draw(shader)
idx_buffer_offset += command.elem_count
# restore modified GL state
gl.glUseProgram(last_program)
gl.glActiveTexture(last_active_texture)
gl.glBindTexture(gl.GL_TEXTURE_2D, last_texture)
gl.glBindVertexArray(last_vertex_array)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, last_array_buffer)
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer)
gl.glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha)
gl.glBlendFunc(last_blend_src, last_blend_dst)
if last_enable_blend:
gl.glEnable(gl.GL_BLEND)
else:
gl.glDisable(gl.GL_BLEND)
if last_enable_cull_face:
gl.glEnable(gl.GL_CULL_FACE)
else:
gl.glDisable(gl.GL_CULL_FACE)
if last_enable_depth_test:
gl.glEnable(gl.GL_DEPTH_TEST)
else:
gl.glDisable(gl.GL_DEPTH_TEST)
if last_enable_scissor_test:
gl.glEnable(gl.GL_SCISSOR_TEST)
else:
gl.glDisable(gl.GL_SCISSOR_TEST)
gl.glViewport(last_viewport[0], last_viewport[1], last_viewport[2], last_viewport[3])
gl.glScissor(last_scissor_box[0], last_scissor_box[1], last_scissor_box[2], last_scissor_box[3])
def _invalidate_device_objects(self):
if self._font_texture > -1:
gl.glDeleteTextures([self._font_texture])
self.io.fonts.texture_id = 0
self._font_texture = 0
def _backup_integers(self, *keys_and_lengths):
"""Helper to back up opengl state"""
keys = keys_and_lengths[::2]
lengths = keys_and_lengths[1::2]
buf = gl.Buffer(gl.GL_INT, max(lengths))
values = []
for k, n in zip(keys, lengths):
gl.glGetIntegerv(k, buf)
values.append(buf[0] if n == 1 else buf[:n])
return values
# -------------------------------------------------------------------
class GlobalImgui:
# Simple Singleton pattern, use GlobalImgui.get() rather
# than creating your own instances of this calss
_instance = None
@classmethod
def get(cls):
if cls._instance is None:
cls._instance = GlobalImgui()
return cls._instance
def __init__(self):
self.imgui_ctx = None
def init_imgui(self):
self.imgui_ctx = imgui.create_context()
self.imgui_backend = BlenderImguiRenderer()
self.setup_key_map()
self.draw_handlers = {}
self.callbacks = {}
self.next_callback_id = 0
def shutdown_imgui(self):
for SpaceType, draw_handler in self.draw_handlers.items():
SpaceType.draw_handler_remove(self.draw_handler, 'WINDOW')
imgui.destroy_context(self.imgui_ctx)
self.imgui_ctx = None
def handler_add(self, callback, SpaceType):
"""
@param callback The draw function to add
@param SpaceType Can be any class deriving from bpy.types.Space
@return An identifing handle that must be provided to handler_remove in
order to remove this callback.
"""
if self.imgui_ctx is None:
self.init_imgui()
if SpaceType not in self.draw_handlers:
self.draw_handlers[SpaceType] = SpaceType.draw_handler_add(self.draw, (SpaceType,), 'WINDOW', 'POST_PIXEL')
handle = self.next_callback_id
self.next_callback_id += 1
self.callbacks[handle] = (callback, SpaceType)
return handle
def handler_remove(self, handle):
if handle not in self.callbacks:
print(f"Error: invalid imgui callback handle: {handle}")
return
del self.callbacks[handle]
if not self.callbacks:
self.shutdown_imgui()
def draw(self, CurrentSpaceType):
context = bpy.context
region = context.region
io = imgui.get_io()
io.display_size = region.width, region.height
io.font_global_scale = context.preferences.system.ui_scale * context.preferences.view.ui_scale
imgui.new_frame()
for cb, SpaceType in self.callbacks.values():
if SpaceType == CurrentSpaceType:
cb(context)
imgui.end_frame()
imgui.render()
self.imgui_backend.render(imgui.get_draw_data())
def setup_key_map(self):
io = imgui.get_io()
keys = (
imgui.KEY_TAB,
imgui.KEY_LEFT_ARROW,
imgui.KEY_RIGHT_ARROW,
imgui.KEY_UP_ARROW,
imgui.KEY_DOWN_ARROW,
imgui.KEY_HOME,
imgui.KEY_END,
imgui.KEY_INSERT,
imgui.KEY_DELETE,
imgui.KEY_BACKSPACE,
imgui.KEY_ENTER,
imgui.KEY_ESCAPE,
imgui.KEY_PAGE_UP,
imgui.KEY_PAGE_DOWN,
imgui.KEY_A,
imgui.KEY_C,
imgui.KEY_V,
imgui.KEY_X,
imgui.KEY_Y,
imgui.KEY_Z,
)
for k in keys:
# We don't directly bind Blender's event type identifiers
# because imgui requires the key_map to contain integers only
io.key_map[int(k)] = k
# -------------------------------------------------------------------
def imgui_handler_add(callback, SpaceType):
return GlobalImgui.get().handler_add(callback, SpaceType)
def imgui_handler_remove(handle):
GlobalImgui.get().handler_remove(handle)
# -------------------------------------------------------------------
class ImguiBasedOperator:
"""Base class to derive from when writing an imgui-based operator"""
key_map = {
'TAB': imgui.KEY_TAB,
'LEFT_ARROW': imgui.KEY_LEFT_ARROW,
'RIGHT_ARROW': imgui.KEY_RIGHT_ARROW,
'UP_ARROW': imgui.KEY_UP_ARROW,
'DOWN_ARROW': imgui.KEY_DOWN_ARROW,
'HOME': imgui.KEY_HOME,
'END': imgui.KEY_END,
'INSERT': imgui.KEY_INSERT,
'DEL': imgui.KEY_DELETE,
'BACK_SPACE': imgui.KEY_BACKSPACE,
'RET': imgui.KEY_ENTER,
'ESC': imgui.KEY_ESCAPE,
'PAGE_UP': imgui.KEY_PAGE_UP,
'PAGE_DOWN': imgui.KEY_PAGE_DOWN,
'A': imgui.KEY_A,
'C': imgui.KEY_C,
'V': imgui.KEY_V,
'X': imgui.KEY_X,
'Y': imgui.KEY_Y,
'Z': imgui.KEY_Z,
'LEFT_CTRL': 128 + 1,
'RIGHT_CTRL': 128 + 2,
'LEFT_ALT': 128 + 3,
'RIGHT_ALT': 128 + 4,
'LEFT_SHIFT': 128 + 5,
'RIGHT_SHIFT': 128 + 6,
'OSKEY': 128 + 7,
}
def init_imgui(self, context):
self.imgui_handle = imgui_handler_add(self.draw, SpaceView3D)
def shutdown_imgui(self):
imgui_handler_remove(self.imgui_handle)
def draw(self, context):
# This is where you can use any code from pyimgui's doc
# see https://pyimgui.readthedocs.io/en/latest/
pass
def modal_imgui(self, region, event):
io = imgui.get_io()
# We need to do this because of https://developer.blender.org/T77419
# In that case, after we loose the correct context, event.mouse_region_x|y is -1|-1
mouse_x = event.mouse_x - region.x
mouse_y = event.mouse_y - region.y
io.mouse_pos = (mouse_x, region.height - 1 - mouse_y)
if event.type == 'LEFTMOUSE':
io.mouse_down[0] = event.value == 'PRESS'
io.mouse_down[1] = event.type == 'RIGHTMOUSE' and event.value == 'PRESS'
io.mouse_down[2] = event.type == 'MIDDLEMOUSE' and event.value == 'PRESS'
if event.type == 'WHEELUPMOUSE':
io.mouse_wheel += 1
elif event.type == 'WHEELDOWNMOUSE':
io.mouse_wheel -= 1
#print(f"ImGui event type={event.type}, unicode={event.unicode} value={event.value}")
#print(f"io.mouse_pos: {io.mouse_pos}")
#print(f"io.want_capture_mouse: {io.want_capture_mouse}")
if event.type in self.key_map:
if event.value == 'PRESS':
io.keys_down[self.key_map[event.type]] = True
elif event.value == 'RELEASE':
io.keys_down[self.key_map[event.type]] = False
io.key_ctrl = (
io.keys_down[self.key_map['LEFT_CTRL']] or
io.keys_down[self.key_map['RIGHT_CTRL']]
)
io.key_alt = (
io.keys_down[self.key_map['LEFT_ALT']] or
io.keys_down[self.key_map['RIGHT_ALT']]
)
io.key_shift = (
io.keys_down[self.key_map['LEFT_SHIFT']] or
io.keys_down[self.key_map['RIGHT_SHIFT']]
)
io.key_super = io.keys_down[self.key_map['OSKEY']]
if event.unicode:
char = ord(event.unicode)
if 0 < char < 0x10000:
io.add_input_character(char)
return io.want_capture_mouse or io.want_capture_keyboard
# -------------------------------------------------------------------
class BlenderImguiOverlay:
# Make sure this does not conflict with other addons
bl_idname = "OVERRIDE ME!"
def draw(self, context):
# This is where you can use any code from pyimgui's doc
# see https://pyimgui.readthedocs.io/en/latest/
pass
# -------------------------------------------------------------------
def register_overlay(cls):
# Use the driver_namespace to store and retrieve the handle, a bit
# hacky but reliable.
handle = imgui_handler_add(cls().draw, SpaceView3D)
bpy.app.driver_namespace["_imgui_" + cls.bl_idname] = handle
def unregister_overlay(cls):
handle = bpy.app.driver_namespace.get("_imgui_" + cls.bl_idname)
if handle is not None:
imgui_handler_remove(handle)
# -------------------------------------------------------------------