decorator for hidden close #1178

This commit is contained in:
QwiglyDee
2020-12-21 20:22:23 +07:00
parent babbd51e70
commit a14c0f70a6
@@ -82,6 +82,9 @@ class BaseDecorator():
#define ARROW_ANGLE PI / 12.0
#define ARROW_SIZE 16.0
#define CIRCLE_SIZE 8.0
#define DASH_SIZE 16.0
#define DASH_RATIO 0.5
#define DASH_GAP 4.0
"""
# class var for single handler
@@ -162,7 +165,9 @@ class BaseDecorator():
- indices: 2-tuples of each segment verices' indices
- styles: 0=internal, 1=beginning, 2=ending
"""
pass
vertices = [obj.matrix_world @ v.co for v in obj.data.vertices]
indices = [e.vertices for e in obj.data.edges]
return vertices, indices, None
def decorate(self, object):
"""perform actuall drawing stuff"""
@@ -495,6 +500,72 @@ class HiddenDecorator(BaseDecorator):
basename = "IfcAnnotation/Hidden"
installed = None
GEOM_GLSL = """
uniform vec2 winsize;
layout(lines) in;
layout(line_strip, max_vertices=MAX_POINTS) out;
out float dist;
void main() {
vec4 p0 = gl_in[0].gl_Position, p1 = gl_in[1].gl_Position;
mat4 windowMatrix = mat4(winsize.x/2, 0, 0, 0, 0, winsize.y/2, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
mat4 unwindowMatrix = inverse(windowMatrix);
vec2 p0w = (windowMatrix * (p0 / p0.w)).xy, p1w = (windowMatrix * (p1 / p1.w)).xy;
vec2 segm = p1w - p0w;
vec2 gap = normalize(segm) * DASH_GAP;
vec4 gap_ndc = unwindowMatrix * vec4(gap, 0, 0);
dist = 0;
gl_Position = p0 + gap_ndc * p0.w;
EmitVertex();
dist = length(segm);
gl_Position = p1 - gap_ndc * p1.w;
EmitVertex();
EndPrimitive();
}
"""
FRAG_GLSL = """
in vec2 gl_FragCoord;
in float dist;
out vec4 fragColor;
void main() {
float t = fract(dist / DASH_SIZE);
// fragColor = vec4(1.0, 1.0, 1.0, 1.0) * t;
if (t > DASH_RATIO) {
discard;
} else {
fragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
}
"""
def decorate(self, obj):
geom = self.get_mesh_geom(obj)
self.draw_lines(obj, geom)
def draw_lines(self, obj, geom):
region = self.context.region
region3d = self.context.region_data
vertices, indices, styles = geom
fmt = GPUVertFormat()
fmt.attr_add(id="pos", comp_type='F32', len=3, fetch_mode='FLOAT')
vbo = GPUVertBuf(len=len(vertices), format=fmt)
vbo.attr_fill(id="pos", data=vertices)
ibo = GPUIndexBuf(type='LINES', seq=indices)
batch = GPUBatch(type='LINES', buf=vbo, elem=ibo)
self.shader.bind()
self.shader.uniform_float
self.shader.uniform_float("viewMatrix", region3d.perspective_matrix)
self.shader.uniform_float("winsize", (region.width, region.height))
batch.draw(self.shader)