def crosshairs():
    """
    Show crosshais in Manipulation Mode
    Use the OpenGL-Wrapper to draw the image
    """

    imageHeight = windowHeight * 0.05
    imageWidth = imageHeight

    x = windowWidth * 0.5 - imageWidth / 2
    y = windowHeight * 0.5 - imageHeight / 2

    gl_position = [[x, y], [x + imageWidth, y],
                   [x + imageWidth, y + imageHeight], [x, y + imageHeight]]

    view_buf = bgl.Buffer(bgl.GL_INT, 4)
    bgl.glGetIntegerv(bgl.GL_VIEWPORT, view_buf)
    view = view_buf.to_list() if hasattr(view_buf,
                                         "to_list") else view_buf.list
    # Save the state
    bgl.glPushAttrib(bgl.GL_ALL_ATTRIB_BITS)
    # Disable depth test so we always draw over things
    bgl.glDisable(bgl.GL_DEPTH_TEST)
    # Disable lighting so everything is shadless
    bgl.glDisable(bgl.GL_LIGHTING)
    # Unbinding the texture prevents BGUI frames from somehow picking up on
    # color of the last used texture
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
    # Make sure we're using smooth shading instead of flat
    bgl.glShadeModel(bgl.GL_SMOOTH)
    # Setup the matrices
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, view[2], 0, view[3])
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()

    bgl.glEnable(bgl.GL_TEXTURE_2D)
    # Enable alpha blending
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
    # Bind the texture
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, crosshairs_id)
    # Draw the textured quad
    bgl.glColor4f(1, 1, 1, 1)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
    bgl.glPolygonOffset(1.0, 1.0)
    bgl.glBegin(bgl.GL_QUADS)
    for i in range(4):
        bgl.glTexCoord2f(texco[i][0], texco[i][1])
        bgl.glVertex2f(gl_position[i][0], gl_position[i][1])
    bgl.glEnd()
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

    bgl.glPopMatrix()
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPopMatrix()
    bgl.glPopAttrib()
示例#2
0
    def draw_callback(self, op, context):
        # Force Stop
        if self.is_handler_list_empty():
            self.unregister_handler()
            return

        bgl.glEnable(bgl.GL_BLEND)
        bgl.glEnable(bgl.GL_LINE_SMOOTH)
        bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
        bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)

        bgl.glEnable(bgl.GL_DEPTH_TEST)
        bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
        bgl.glPolygonOffset(1.0, 1.0)

        bgl.glColorMask(bgl.GL_FALSE, bgl.GL_FALSE, bgl.GL_FALSE, bgl.GL_FALSE)
        bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL)

        self.fill_batch.draw(self.fill_shader)

        bgl.glColorMask(bgl.GL_TRUE, bgl.GL_TRUE, bgl.GL_TRUE, bgl.GL_TRUE)
        bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)

        bgl.glDepthMask(bgl.GL_FALSE)
        bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_LINE)

        self.line_batch.draw(self.line_shader)

        bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL)
        bgl.glDepthMask(bgl.GL_TRUE)
        bgl.glDisable(bgl.GL_DEPTH_TEST)
示例#3
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 def restore_opengl(self):
     # Restore OpenGL to its default state.
     bgl.glColor4f(0, 0, 0, 1)
     bgl.glDepthRange(0, 1)
     bgl.glLineWidth(1)
     bgl.glPolygonOffset(0, 0)
     bgl.glDisable(bgl.GL_BLEND | bgl.GL_POLYGON_OFFSET_FILL)
示例#4
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 def restore_opengl(self):
     # Restore OpenGL to its default state.
     bgl.glColor4f(0, 0, 0, 1)
     bgl.glDepthRange(0, 1)
     bgl.glLineWidth(1)
     bgl.glPolygonOffset(0, 0)
     bgl.glDisable(bgl.GL_BLEND | bgl.GL_POLYGON_OFFSET_FILL)
示例#5
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def draw_callback(self, context):
    bgl.glPolygonOffset(0, -20)
    bgl.glEnable(bgl.GL_BLEND)
    if is_view_transparent(context.space_data):
        bgl.glDisable(bgl.GL_DEPTH_TEST)

    bgl.glPointSize(10)
    bgl.glColor4f(1.0, 0.0, 0.0, 0.5)
    bgl.glBegin(bgl.GL_POINTS)
    for point in self.points:
        bgl.glVertex3f(*point.co)
    bgl.glEnd()

    bgl.glPointSize(3)
    bgl.glColor4f(0.0, 1.0, 1.0,
                  0.5 if is_view_transparent(context.space_data) else 1.0)
    bgl.glBegin(bgl.GL_POINTS)
    for point in self.midpoints:
        bgl.glVertex3f(*point)
    bgl.glEnd()

    bgl.glPointSize(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
    bgl.glPolygonOffset(0, 0)
示例#6
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def crosshairs():
    """
    Show crosshais in Manipulation Mode
    Use the OpenGL-Wrapper to draw the image
    """
    
    imageHeight = windowHeight * 0.05
    imageWidth = imageHeight

    x = windowWidth * 0.5 - imageWidth/2
    y = windowHeight * 0.5 - imageHeight/2
    
    gl_position = [[x, y],[x+imageWidth, y],[x+imageWidth, y+imageHeight],[x, y+imageHeight]]
    
    view_buf = bgl.Buffer(bgl.GL_INT, 4)
    bgl.glGetIntegerv(bgl.GL_VIEWPORT, view_buf)
    view = view_buf.to_list() if hasattr(view_buf, "to_list") else view_buf.list
    # Save the state
    bgl.glPushAttrib(bgl.GL_ALL_ATTRIB_BITS)      
    # Disable depth test so we always draw over things
    bgl.glDisable(bgl.GL_DEPTH_TEST)   
    # Disable lighting so everything is shadless
    bgl.glDisable(bgl.GL_LIGHTING)   
    # Unbinding the texture prevents BGUI frames from somehow picking up on
    # color of the last used texture
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)      
    # Make sure we're using smooth shading instead of flat
    bgl.glShadeModel(bgl.GL_SMOOTH)
    # Setup the matrices
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, view[2], 0, view[3])
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()
    
    bgl.glEnable(bgl.GL_TEXTURE_2D)
    # Enable alpha blending
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
    # Bind the texture
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, crosshairs_id)
    # Draw the textured quad
    bgl.glColor4f(1, 1, 1, 1)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
    bgl.glPolygonOffset(1.0, 1.0)
    bgl.glBegin(bgl.GL_QUADS)
    for i in range(4):
       bgl.glTexCoord2f(texco[i][0], texco[i][1])
       bgl.glVertex2f(gl_position[i][0], gl_position[i][1])
    bgl.glEnd()
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

    bgl.glPopMatrix()
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPopMatrix()
    bgl.glPopAttrib()
示例#7
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    def draw_callback(self, op, context):
        if not self.is_visible():
            return
        # Force Stop
        wireframe_image = find_bpy_image_by_name(Config.coloring_texture_name)
        if self.is_handler_list_empty() or \
                not self._check_coloring_image(wireframe_image):
            self.unregister_handler()
            return

        bgl.glEnable(bgl.GL_BLEND)
        bgl.glEnable(bgl.GL_LINE_SMOOTH)
        bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST)
        bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)

        bgl.glEnable(bgl.GL_DEPTH_TEST)
        bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
        bgl.glPolygonOffset(1.0, 1.0)

        bgl.glColorMask(bgl.GL_FALSE, bgl.GL_FALSE, bgl.GL_FALSE, bgl.GL_FALSE)
        bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL)

        self.fill_batch.draw(self.fill_shader)

        bgl.glColorMask(bgl.GL_TRUE, bgl.GL_TRUE, bgl.GL_TRUE, bgl.GL_TRUE)
        bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)

        bgl.glDepthMask(bgl.GL_FALSE)
        bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_LINE)
        bgl.glEnable(bgl.GL_DEPTH_TEST)

        if not self._use_simple_shader:
            # coloring_image.bindcode should not be zero
            # if we don't want to destroy video driver in Blender
            if not wireframe_image or wireframe_image.bindcode == 0:
                self.switch_to_simple_shader()
            else:
                bgl.glActiveTexture(bgl.GL_TEXTURE0)
                bgl.glBindTexture(bgl.GL_TEXTURE_2D, wireframe_image.bindcode)
                self.line_shader.bind()
                self.line_shader.uniform_int('image', 0)
                self.line_shader.uniform_float('opacity', self._opacity)
                self.line_batch.draw(self.line_shader)

        if self._use_simple_shader:
            self.simple_line_shader.bind()
            self.simple_line_shader.uniform_float(
                'color', ((*self._colors[0][:3], self._opacity)))
            self.simple_line_batch.draw(self.simple_line_shader)

        bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL)
        bgl.glDepthMask(bgl.GL_TRUE)
        bgl.glDisable(bgl.GL_DEPTH_TEST)
示例#8
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def draw_batch_face_triangles(batch, color=(1, 0, 0, 0.5)):
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glEnable(bgl.GL_DEPTH_TEST)
    bgl.glDepthMask(bgl.GL_FALSE)
    bgl.glDepthFunc(bgl.GL_LEQUAL)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_LINE)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
    bgl.glPolygonOffset(1.0, 1.0)

    shader3D.bind()
    shader3D.uniform_float("color", color)
    batch.draw(shader3D)
    bgl.glDisable(bgl.GL_BLEND)
def color_placing():
    """
    Draw the green rectangle via OpenGL-Wrapper
    """
    imageHeight = windowHeight * 0.05
    imageWidth = imageHeight

    x = windowWidth * 0.5 - imageWidth / 2
    y = windowHeight * 0.5 - imageHeight / 2

    gl_position = [[x, y], [x + imageWidth, y],
                   [x + imageWidth, y + imageHeight], [x, y + imageHeight]]

    view_buf = bgl.Buffer(bgl.GL_INT, 4)
    bgl.glGetIntegerv(bgl.GL_VIEWPORT, view_buf)
    view = view_buf.to_list() if hasattr(view_buf,
                                         "to_list") else view_buf.list
    # Save the state
    bgl.glPushAttrib(bgl.GL_ALL_ATTRIB_BITS)
    # Disable depth test so we always draw over things
    bgl.glDisable(bgl.GL_DEPTH_TEST)
    # Disable lighting so everything is shadless
    bgl.glDisable(bgl.GL_LIGHTING)
    # Make sure we're using smooth shading instead of flat
    bgl.glShadeModel(bgl.GL_SMOOTH)
    # Setup the matrices
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, view[2], 0, view[3])
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()

    # Enable alpha blending
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
    # Draw the colored quad
    bgl.glColor4f(0, 1, 0, 0.25)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
    bgl.glPolygonOffset(1.0, 1.0)
    bgl.glBegin(bgl.GL_QUADS)
    for i in range(4):
        bgl.glTexCoord2f(texco[i][0], texco[i][1])
        bgl.glVertex2f(gl_position[i][0], gl_position[i][1])
    bgl.glEnd()

    bgl.glPopMatrix()
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPopMatrix()
    bgl.glPopAttrib()
示例#10
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def color_placing():
    """
    Draw the green rectangle via OpenGL-Wrapper
    """
    imageHeight = windowHeight * 0.05
    imageWidth = imageHeight

    x = windowWidth * 0.5 - imageWidth/2
    y = windowHeight * 0.5 - imageHeight/2
    
    gl_position = [[x, y],[x+imageWidth, y],[x+imageWidth, y+imageHeight],[x, y+imageHeight]]
    
    view_buf = bgl.Buffer(bgl.GL_INT, 4)
    bgl.glGetIntegerv(bgl.GL_VIEWPORT, view_buf)
    view = view_buf.to_list() if hasattr(view_buf, "to_list") else view_buf.list
    # Save the state
    bgl.glPushAttrib(bgl.GL_ALL_ATTRIB_BITS)      
    # Disable depth test so we always draw over things
    bgl.glDisable(bgl.GL_DEPTH_TEST)   
    # Disable lighting so everything is shadless
    bgl.glDisable(bgl.GL_LIGHTING)   
    # Make sure we're using smooth shading instead of flat
    bgl.glShadeModel(bgl.GL_SMOOTH)
    # Setup the matrices
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, view[2], 0, view[3])
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()
    
    
    # Enable alpha blending
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
    # Draw the colored quad
    bgl.glColor4f(0, 1, 0, 0.25)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
    bgl.glPolygonOffset(1.0, 1.0)
    bgl.glBegin(bgl.GL_QUADS)
    for i in range(4):
       bgl.glTexCoord2f(texco[i][0], texco[i][1])
       bgl.glVertex2f(gl_position[i][0], gl_position[i][1])
    bgl.glEnd()

    bgl.glPopMatrix()
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPopMatrix()
    bgl.glPopAttrib()
示例#11
0
def draw_pivots3D(poss, radius, color=(1, 1, 1, 1)):
    bgl.glDisable(bgl.GL_LINE_SMOOTH)
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glPointSize(radius * dpm() * 2)
    bgl.glDisable(bgl.GL_DEPTH_TEST)
    bgl.glDepthMask(bgl.GL_FALSE)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_POINT)
    bgl.glPolygonOffset(1.0, 1.0)

    shader3D.bind()
    shader3D.uniform_float("color", color)
    batch_draw(shader3D, 'POINTS', {"pos": poss})

    bgl.glPointSize(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glDisable(bgl.GL_POLYGON_OFFSET_POINT)
示例#12
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def draw_faces(context, args):
    geom, config = args

    if config.draw_gl_polygonoffset:
        bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)

    if config.display_edges:
        draw_lines_uniform(context, config, geom.verts, geom.edges,
                           config.line4f, config.line_width)

    if config.display_faces:

        if config.draw_gl_wireframe:
            bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_LINE)

        if config.draw_gl_polygonoffset:
            bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
            bgl.glPolygonOffset(1.0, 1.0)

        if config.shade == "flat":
            draw_uniform('TRIS', geom.verts, geom.faces, config.face4f)
        elif config.shade == "facet":
            draw_smooth(geom.facet_verts, geom.facet_verts_vcols)
        elif config.shade == "smooth":
            draw_smooth(geom.verts, geom.smooth_vcols, indices=geom.faces)
        elif config.shade == 'fragment':
            if config.draw_fragment_function:
                config.draw_fragment_function(context, args)
            else:
                draw_fragment(context, args)

        if config.draw_gl_wireframe:
            bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL)

    if config.display_verts:
        draw_uniform('POINTS', geom.verts, None, config.vcol,
                     config.point_size)

    if config.draw_gl_polygonoffset:
        # or restore to the state found when entering this function. TODO!
        bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)
示例#13
0
def draw_Poly3D(context, verts, color=(1, 1, 1, 1), hide_alpha=0.5):
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glEnable(bgl.GL_DEPTH_TEST)
    bgl.glDepthFunc(bgl.GL_LEQUAL)
    bgl.glDepthMask(bgl.GL_FALSE)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
    bgl.glPolygonOffset(1.0, 1.0)

    polys = mathutils.geometry.tessellate_polygon((verts, ))
    shader3D.bind()
    shader3D.uniform_float("color", color)
    batch = batch_draw(shader3D, 'TRIS', {"pos": verts}, indices=polys)

    if hide_alpha > 0.0:
        bgl.glDepthFunc(bgl.GL_GREATER)
        shader3D.uniform_float(
            "color", (color[0], color[1], color[2], color[3] * hide_alpha))
        batch.draw(shader3D)

    bgl.glDisable(bgl.GL_BLEND)
    bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)
示例#14
0
    def draw_faces_uniform(context, args):
        geom, config = args
        # print(geom.f_faces, config.shade)
        if config.draw_gl_wireframe:
            bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_LINE)

        if config.draw_gl_polygonoffset:
            bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
            bgl.glPolygonOffset(1.0, 1.0)

        if config.shade == "flat":
            draw_uniform('TRIS', geom.f_verts, geom.f_faces, config.face4f)
        elif config.shade == "facet":
            draw_smooth(geom.facet_verts, geom.facet_verts_vcols)
        elif config.shade == "smooth":
            draw_smooth(geom.f_verts, geom.smooth_vcols, indices=geom.f_faces)
        elif config.shade == 'normals':
            draw_smooth(geom.f_verts, geom.smooth_vnorms, indices=geom.f_faces)

        if config.draw_gl_wireframe:
            bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL)
示例#15
0
def draw_lines3D(context,
                 verts,
                 color=(1, 1, 1, 1),
                 width: float = 1.0,
                 hide_alpha: float = 1.0,
                 primitiveType='LINE_STRIP'):
    bgl.glEnable(bgl.GL_LINE_SMOOTH)
    bgl.glLineWidth(width)
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glEnable(bgl.GL_DEPTH_TEST)
    bgl.glDepthMask(bgl.GL_FALSE)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_LINE)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
    bgl.glPolygonOffset(1.0, 1.0)

    if hide_alpha < 0.99:
        bgl.glDepthFunc(bgl.GL_LESS)
    else:
        bgl.glDepthFunc(bgl.GL_ALWAYS)


#   shader3D.uniform_float("modelMatrix", Matrix.Identity(4) )
    shader3D.bind()
    matrix = context.region_data.perspective_matrix
    #   shader3D.uniform_float("viewProjectionMatrix", matrix)
    shader3D.uniform_float("color", color)

    batch = batch_draw(shader3D, primitiveType, {"pos": verts})

    if hide_alpha < 0.99:
        bgl.glDepthFunc(bgl.GL_GREATER)
        shader3D.uniform_float(
            "color", (color[0], color[1], color[2], color[3] * hide_alpha))
        batch.draw(shader3D)

    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_LINE_SMOOTH)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glDisable(bgl.GL_POLYGON_OFFSET_LINE)
    bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)
示例#16
0
def draw_callback(self, context):
    bgl.glPolygonOffset(0, -20)
    bgl.glEnable(bgl.GL_BLEND)

    bgl.glPointSize(10)
    bgl.glColor4f(1.0, 0.0, 0.0, 0.5)
    bgl.glBegin(bgl.GL_POINTS)
    for point in self.points:
        bgl.glVertex3f(*point.co)
    bgl.glEnd()

    bgl.glPointSize(3)
    bgl.glColor4f(0.0, 1.0, 1.0, 1.0)
    bgl.glBegin(bgl.GL_POINTS)
    for point in self.midpoints:
        bgl.glVertex3f(*point)
    bgl.glEnd()

    bgl.glPointSize(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
    bgl.glPolygonOffset(0, 0)
示例#17
0
def draw_callback(self, context):
    bgl.glPolygonOffset(0, -20)
    bgl.glEnable(bgl.GL_BLEND)
    
    bgl.glPointSize(10)
    bgl.glColor4f(1.0, 0.0, 0.0, 0.5)
    bgl.glBegin(bgl.GL_POINTS)
    for point in self.points:
        bgl.glVertex3f(*point.co)
    bgl.glEnd()
        
    bgl.glPointSize(3)
    bgl.glColor4f(0.0, 1.0, 1.0, 1.0)
    bgl.glBegin(bgl.GL_POINTS)
    for point in self.midpoints:
        bgl.glVertex3f(*point)
    bgl.glEnd()

    bgl.glPointSize(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
    bgl.glPolygonOffset(0, 0)
示例#18
0
 def _set(self, instance, value):
     glPolygonOffset(float(value[0]), float(value[1]))
示例#19
0
def view_3d_geom(context, args):
    """
    draws the batches
    """

    geom, config = args

    bgl.glEnable(bgl.GL_BLEND)

    if config.draw_polys:
        if config.draw_gl_wireframe:
            bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_LINE)
        if config.draw_gl_polygonoffset:
            bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
            bgl.glPolygonOffset(1.0, 1.0)

        if config.shade_mode == 'fragment':
            p_batch = batch_for_shader(config.p_shader,
                                       'TRIS', {"position": geom.p_vertices},
                                       indices=geom.p_indices)
            config.p_shader.bind()
            matrix = context.region_data.perspective_matrix
            config.p_shader.uniform_float("viewProjectionMatrix", matrix)
            config.p_shader.uniform_float("brightness", 0.5)
        else:
            p_batch = batch_for_shader(config.p_shader,
                                       'TRIS', {
                                           "pos": geom.p_vertices,
                                           "color": geom.p_vertex_colors
                                       },
                                       indices=geom.p_indices)
            config.p_shader.bind()

        p_batch.draw(config.p_shader)

        if config.draw_gl_polygonoffset:
            bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)
        if config.draw_gl_wireframe:
            bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL)

    if config.draw_edges:
        bgl.glLineWidth(config.line_width)

        if config.draw_dashed:
            shader = config.dashed_shader
            batch = batch_for_shader(shader,
                                     'LINES', {"inPos": geom.e_vertices},
                                     indices=geom.e_indices)
            shader.bind()
            matrix = context.region_data.perspective_matrix
            shader.uniform_float("u_mvp", matrix)
            shader.uniform_float("u_resolution", config.u_resolution)
            shader.uniform_float("u_dashSize", config.u_dash_size)
            shader.uniform_float("u_gapSize", config.u_gap_size)
            shader.uniform_float("m_color", geom.e_vertex_colors[0])
            batch.draw(shader)
        else:
            e_batch = batch_for_shader(config.e_shader,
                                       'LINES', {
                                           "pos": geom.e_vertices,
                                           "color": geom.e_vertex_colors
                                       },
                                       indices=geom.e_indices)
            config.e_shader.bind()
            e_batch.draw(config.e_shader)

        bgl.glLineWidth(1)

    if config.draw_verts:
        bgl.glPointSize(config.point_size)
        v_batch = batch_for_shader(config.v_shader, 'POINTS', {
            "pos": geom.v_vertices,
            "color": geom.points_color
        })
        config.v_shader.bind()

        v_batch.draw(config.v_shader)
        bgl.glPointSize(1)

    bgl.glEnable(bgl.GL_BLEND)
示例#20
0
 def _set(self, instance, value):
     bgl.glPolygonOffset(value[0], value[1])
示例#21
0
def status_image():
    """
    Show the corrensponding Image for the status
    """
    imageHeight = windowHeight * 0.075
    imageWidth = imageHeight

    x = windowWidth * 0.35 - imageWidth/2
    y = windowHeight * 0.45 - imageHeight/2
    
    gl_position = [[x, y],[x+imageWidth, y],[x+imageWidth, y+imageHeight],[x, y+imageHeight]]

    cam = logic.getCurrentScene().active_camera

    # get the suffix of the human to reference the right objects
    suffix = cam.name[-4:] if cam.name[-4] == "." else ""

    hand = objects['Hand_Grab.R' + suffix]

    # select the right Image
    if hand["selected"]:
        tex_id = closed_id
    else:
        tex_id = open_id

    
    view_buf = bgl.Buffer(bgl.GL_INT, 4)
    bgl.glGetIntegerv(bgl.GL_VIEWPORT, view_buf)
    view = view_buf.to_list() if hasattr(view_buf, "to_list") else view_buf.list
    # Save the state
    bgl.glPushAttrib(bgl.GL_ALL_ATTRIB_BITS)      
    # Disable depth test so we always draw over things
    bgl.glDisable(bgl.GL_DEPTH_TEST)   
    # Disable lighting so everything is shadless
    bgl.glDisable(bgl.GL_LIGHTING)   
    # Unbinding the texture prevents BGUI frames from somehow picking up on
    # color of the last used texture
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)      
    # Make sure we're using smooth shading instead of flat
    bgl.glShadeModel(bgl.GL_SMOOTH)
    # Setup the matrices
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, view[2], 0, view[3])
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()
    
    
    bgl.glEnable(bgl.GL_TEXTURE_2D)
    # Enable alpha blending
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
    # Bind the texture
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, tex_id)
    # Draw the textured quad
    bgl.glColor4f(1, 1, 1, 1)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
    bgl.glPolygonOffset(1.0, 1.0)
    bgl.glBegin(bgl.GL_QUADS)
    for i in range(4):
       bgl.glTexCoord2f(texco[i][0], texco[i][1])
       bgl.glVertex2f(gl_position[i][0], gl_position[i][1])
    bgl.glEnd()
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

    bgl.glPopMatrix()
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPopMatrix()
    bgl.glPopAttrib()
示例#22
0
 def _set(self, instance, value):
     glPolygonOffset(value[0], value[1])
示例#23
0
def draw_stuff():
    # print("draw_stuff")
    # FIXME this should use glPushAttrib
    from bgl import glColor3f, glVertex3f, glBegin, glEnd, GL_POLYGON, GL_LINES
    global draw_stuff_dirty, draw_stuff_objects
    ctx = bpy.context
    if not len(ctx.selected_objects) and not ctx.object:
        return
    if not bpy.context.window_manager.thug_show_face_collision_colors:
        return

    VERT_FLAG = FACE_FLAGS["mFD_VERT"]
    WALLRIDABLE_FLAG = FACE_FLAGS["mFD_WALL_RIDABLE"]
    TRIGGER_FLAG = FACE_FLAGS["mFD_TRIGGER"]
    NON_COLLIDABLE_FLAG = FACE_FLAGS["mFD_NON_COLLIDABLE"]

    bgl.glPushAttrib(bgl.GL_ALL_ATTRIB_BITS)
    try:
        _tmp_buf = bgl.Buffer(bgl.GL_FLOAT, 1)
        bgl.glGetFloatv(bgl.GL_POLYGON_OFFSET_FACTOR, _tmp_buf)
        old_offset_factor = _tmp_buf[0]
        bgl.glGetFloatv(bgl.GL_POLYGON_OFFSET_UNITS, _tmp_buf)
        old_offset_units = _tmp_buf[0]
        del _tmp_buf

        objects = set([ob.name for ob in ctx.selected_objects] if ctx.mode == "OBJECT" else [ctx.object.name])
        if draw_stuff_objects != objects:
            draw_stuff_dirty = True
        # print("draw_stuff2")

        if not draw_stuff_dirty:
            bgl.glCallList(draw_stuff_display_list_id)
            bgl.glPolygonOffset(old_offset_factor, old_offset_units)
            bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)
            bgl.glDisable(bgl.GL_CULL_FACE)
            return

        bm = None
        bgl.glNewList(draw_stuff_display_list_id, bgl.GL_COMPILE_AND_EXECUTE)
        try:
            bgl.glCullFace(bgl.GL_BACK)
            bgl.glEnable(bgl.GL_CULL_FACE)
            bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
            #bgl.glEnable(bgl.GL_POLYGON_OFFSET_LINE)
            bgl.glPolygonOffset(-2, -2)

            bgl.glEnable(bgl.GL_BLEND)
            bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA);

            prefs = ctx.user_preferences.addons[ADDON_NAME].preferences

            bgl.glLineWidth(prefs.line_width)

            draw_stuff_objects = objects
            bdobs = {ob.name: ob for ob in bpy.data.objects}
            for ob in objects:
                ob = bdobs[ob]
                if not bm: bm = bmesh.new()
                if (ob and
                        ob.type == "CURVE" and
                        ob.data.splines and
                        ob.data.splines[-1].points and
                        ob.thug_path_type == "Rail" and
                        ob.thug_rail_connects_to):
                    connects_to = bdobs[ob.thug_rail_connects_to]
                    if (connects_to and
                            connects_to.type == "CURVE" and
                            connects_to.data.splines and
                            connects_to.data.splines[0].points):
                        glBegin(GL_LINES)
                        bgl.glColor4f(*prefs.rail_end_connection_color)
                        v = ob.matrix_world * ob.data.splines[-1].points[-1].co.to_3d()
                        glVertex3f(v[0], v[1], v[2])
                        v = connects_to.matrix_world * connects_to.data.splines[0].points[0].co.to_3d()
                        glVertex3f(v[0], v[1], v[2])
                        glEnd()

                # Draw previews for area lights - tube/sphere lights and area lights
                if (ob and ob.type == 'LAMP'):
                    if ob.data.thug_light_props.light_type == 'TUBE':
                        if ob.data.thug_light_props.light_end_pos != (0, 0, 0):
                            glBegin(GL_LINES)
                            bgl.glColor4f(1.0, 0.75, 0.25, 1.0)
                            glVertex3f(ob.location[0], ob.location[1], ob.location[2])
                            glVertex3f(ob.location[0] + ob.data.thug_light_props.light_end_pos[0], ob.location[1] + ob.data.thug_light_props.light_end_pos[1], ob.location[2] + ob.data.thug_light_props.light_end_pos[2])
                            glEnd()
                        continue
                    elif ob.data.thug_light_props.light_type == 'SPHERE':
                        continue
                    elif ob.data.thug_light_props.light_type == 'AREA':
                        continue
                    else:
                        continue
                elif (ob and ob.type == 'EMPTY'):
                    if ob.thug_empty_props.empty_type == 'LightVolume' or ob.thug_empty_props.empty_type == 'CubemapProbe':
                        # Draw light volume bbox!
                        bbox, bbox_min, bbox_max, bbox_mid = get_bbox_from_node(ob)
                        
                        # 50% alpha, 2 pixel width line
                        bgl.glEnable(bgl.GL_BLEND)
                        bgl.glColor4f(1.0, 0.0, 0.0, 0.5)
                        bgl.glLineWidth(4)
                        
                        glBegin(bgl.GL_LINE_STRIP)
                        bgl.glVertex3f(*bbox[0])
                        bgl.glVertex3f(*bbox[1])
                        bgl.glVertex3f(*bbox[2])
                        bgl.glVertex3f(*bbox[3])
                        bgl.glVertex3f(*bbox[0])
                        bgl.glVertex3f(*bbox[4])
                        bgl.glVertex3f(*bbox[5])
                        bgl.glVertex3f(*bbox[6])
                        bgl.glVertex3f(*bbox[7])
                        bgl.glVertex3f(*bbox[4])
                        bgl.glEnd()

                        bgl.glBegin(bgl.GL_LINES)
                        bgl.glVertex3f(*bbox[1])
                        bgl.glVertex3f(*bbox[5])
                        bgl.glVertex3f(*bbox[2])
                        bgl.glVertex3f(*bbox[6])
                        bgl.glVertex3f(*bbox[3])
                        bgl.glVertex3f(*bbox[7])
                        glEnd()
                        
                if not ob or ob.type != "MESH":
                    continue

                if ob.mode == "EDIT":
                    bm.free()
                    bm = bmesh.from_edit_mesh(ob.data).copy()
                else:
                    bm.clear()
                    if ob.modifiers:
                        final_mesh = ob.to_mesh(bpy.context.scene, True, "PREVIEW")
                        try:
                            bm.from_mesh(final_mesh)
                        finally:
                            bpy.data.meshes.remove(final_mesh)
                    else:
                        bm.from_mesh(ob.data)

                arl = bm.edges.layers.int.get("thug_autorail")
                if arl:
                    bgl.glColor4f(*prefs.autorail_edge_color)
                    glBegin(GL_LINES)
                    for edge in bm.edges:
                        if edge[arl] == AUTORAIL_NONE:
                            continue

                        for vert in edge.verts:
                            v = ob.matrix_world * vert.co
                            glVertex3f(v[0], v[1], v[2])
                    glEnd()

                cfl = bm.faces.layers.int.get("collision_flags")
                flag_stuff = ((VERT_FLAG, prefs.vert_face_color),
                              (WALLRIDABLE_FLAG, prefs.wallridable_face_color),
                              (TRIGGER_FLAG, prefs.trigger_face_color),
                              (NON_COLLIDABLE_FLAG, prefs.non_collidable_face_color))
                if cfl:
                    bmesh.ops.triangulate(bm, faces=bm.faces)

                    for face in bm.faces:
                        drawn_face = False
                        if prefs.show_bad_face_colors:
                            if (face[cfl] & (VERT_FLAG | WALLRIDABLE_FLAG | NON_COLLIDABLE_FLAG) not in
                                (VERT_FLAG, WALLRIDABLE_FLAG, NON_COLLIDABLE_FLAG, 0)):
                                bgl.glColor4f(*prefs.bad_face_color)
                                glBegin(GL_POLYGON)
                                for vert in face.verts:
                                    v = ob.matrix_world * vert.co
                                    glVertex3f(v[0], v[1], v[2])
                                glEnd()
                                continue

                        for face_flag, face_color in flag_stuff:
                            if face[cfl] & face_flag and (not drawn_face or prefs.mix_face_colors):
                                bgl.glColor4f(*face_color)
                                drawn_face = True

                                glBegin(GL_POLYGON)
                                for vert in face.verts:
                                    v = ob.matrix_world * vert.co
                                    glVertex3f(v[0], v[1], v[2])
                                glEnd()
        finally:
            draw_stuff_dirty = False
            bgl.glEndList()
            if bm: bm.free()
            bgl.glPolygonOffset(old_offset_factor, old_offset_units)
            bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)
    finally:
        bgl.glPopAttrib()
def status_image():
    """
    Show the corrensponding Image for the status
    """
    imageHeight = windowHeight * 0.075
    imageWidth = imageHeight

    x = windowWidth * 0.35 - imageWidth / 2
    y = windowHeight * 0.45 - imageHeight / 2

    gl_position = [[x, y], [x + imageWidth, y],
                   [x + imageWidth, y + imageHeight], [x, y + imageHeight]]

    cam = blenderapi.scene().active_camera

    # get the suffix of the human to reference the right objects
    suffix = cam.name[-4:] if cam.name[-4] == "." else ""

    hand = objects['Hand_Grab.R' + suffix]

    # select the right Image
    if hand["selected"]:
        tex_id = closed_id
    else:
        tex_id = open_id

    view_buf = bgl.Buffer(bgl.GL_INT, 4)
    bgl.glGetIntegerv(bgl.GL_VIEWPORT, view_buf)
    view = view_buf.to_list() if hasattr(view_buf,
                                         "to_list") else view_buf.list
    # Save the state
    bgl.glPushAttrib(bgl.GL_ALL_ATTRIB_BITS)
    # Disable depth test so we always draw over things
    bgl.glDisable(bgl.GL_DEPTH_TEST)
    # Disable lighting so everything is shadless
    bgl.glDisable(bgl.GL_LIGHTING)
    # Unbinding the texture prevents BGUI frames from somehow picking up on
    # color of the last used texture
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
    # Make sure we're using smooth shading instead of flat
    bgl.glShadeModel(bgl.GL_SMOOTH)
    # Setup the matrices
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, view[2], 0, view[3])
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glPushMatrix()
    bgl.glLoadIdentity()

    bgl.glEnable(bgl.GL_TEXTURE_2D)
    # Enable alpha blending
    bgl.glEnable(bgl.GL_BLEND)
    bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
    # Bind the texture
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, tex_id)
    # Draw the textured quad
    bgl.glColor4f(1, 1, 1, 1)
    bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
    bgl.glPolygonOffset(1.0, 1.0)
    bgl.glBegin(bgl.GL_QUADS)
    for i in range(4):
        bgl.glTexCoord2f(texco[i][0], texco[i][1])
        bgl.glVertex2f(gl_position[i][0], gl_position[i][1])
    bgl.glEnd()
    bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

    bgl.glPopMatrix()
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glPopMatrix()
    bgl.glPopAttrib()
示例#25
0
 def draw_pre_view_callback(self):
     bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
     bgl.glPolygonOffset(2, 0)
示例#26
0
def draw_callback_view3D():
    if not main.isEditingUVs():
        return

    settings = bpy.context.scene.uv_highlight
    if not settings.show_in_viewport:
        return

    prefs = bpy.context.user_preferences.addons[__package__].preferences

    t1 = time.perf_counter()
    # if not update():
    #    return
    t2 = time.perf_counter()

    obj = bpy.context.active_object
    mode = bpy.context.scene.tool_settings.uv_select_mode
    matrix = obj.matrix_world

    # draw selected
    # bgl.glColor4f(*prefs.view3d_selection_color_verts_edges)

    #bgl.glMatrixMode(bgl.GL_MODELVIEW)
    #bgl.glPushMatrix()
    #bgl.glLoadIdentity()
    #print((len(matrix)))
    #m = bgl.Buffer(bgl.GL_FLOAT, 16, [entry for collumn in matrix for entry in collumn] )
    #bgl.glLoadMatrixf(m)

    if mode == "VERTEX":
        bgl.glPointSize(6.0)
        draw_vertex_array("selected_verts", bgl.GL_POINTS, 3, prefs.view3d_selection_color_verts_edges)
    elif mode == "EDGE":
        bgl.glLineWidth(3.0)
        bgl.glEnable(bgl.GL_POLYGON_OFFSET_LINE)
        bgl.glPolygonOffset(settings.offset_factor, settings.offset_units)
        draw_vertex_array("selected_edges", bgl.GL_LINES, 3, prefs.view3d_selection_color_verts_edges)
        bgl.glDisable(bgl.GL_POLYGON_OFFSET_LINE)
    else:
        bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA);
        bgl.glPolygonOffset(settings.offset_factor, settings.offset_units)
        draw_vertex_array("selected_faces", bgl.GL_TRIANGLES, 3, prefs.view3d_selection_color_faces)
        bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)

    bgl.glPopMatrix()

    # PRE HIGHLIGHT
    if settings.show_preselection and main.UV_MOUSE:
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)

        bgl.glColor4f(*prefs.view3d_preselection_color_verts_edges)

        if mode == 'VERTEX' and main.closest_vert and main.closest_vert[0]:
            bgl.glPointSize(7.0)
            bgl.glEnable(bgl.GL_POLYGON_OFFSET_POINT)
            bgl.glPolygonOffset(settings.offset_factor, settings.offset_units)

            bgl.glPolygonOffset(settings.offset_factor, settings.offset_units)

            bgl.glBegin(bgl.GL_POINTS)
            co, normal = main.closest_vert[0]
            bgl.glVertex3f(*(matrix * co))
            bgl.glEnd()
            bgl.glDisable(bgl.GL_POLYGON_OFFSET_POINT)

        elif mode == 'EDGE' and main.closest_edge and main.closest_edge[0]:
            bgl.glLineWidth(7.0)
            bgl.glEnable(bgl.GL_POLYGON_OFFSET_LINE)
            bgl.glPolygonOffset(settings.offset_factor, settings.offset_units)

            bgl.glBegin(bgl.GL_LINE_STRIP)
            for co, normal in main.closest_edge[0]:
                bgl.glVertex3f(*(matrix * co))
            bgl.glEnd()
            bgl.glDisable(bgl.GL_POLYGON_OFFSET_LINE)

        # draw FACE and ISLAND
        elif main.closest_face and main.closest_face[0]:
            bgl.glEnable(bgl.GL_CULL_FACE)
            bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
            bgl.glPolygonOffset(settings.offset_factor, settings.offset_units)
            bgl.glEnable(bgl.GL_BLEND)
            bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE)
            draw_vertex_array("closest_faces", bgl.GL_TRIANGLES, 3, prefs.view3d_preselection_color_faces)
            bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)

    bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)
    restore_opengl_defaults()

    t3 = time.perf_counter()
示例#27
0
 def draw_pre_view_callback(self): 
     bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
     bgl.glPolygonOffset(2, 0)