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🧹 Remove dead shader code and consolidate duplicates
- Remove unused shader functions: dashed_uniform_color_3d, uniform_color_3d, point_color_3d, polyline_color_3d, uniform_color_line_2d - Consolidate duplicate ID shaders (id_line_3d and id_shader_3d were identical) - Remove unused shader infrastructure and base shader strings - Remove orphaned imports and commented-out functions - Update GPU manager to use consolidated shader for both points and lines All changes maintain 100% backward compatibility and functionality.
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4 files changed

+5
-199
lines changed

4 files changed

+5
-199
lines changed

‎model/base_entity.py‎

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -302,7 +302,6 @@ def draw_id(self, context):
302302
if not self.is_point():
303303
# viewport = [context.area.width, context.area.height]
304304
# shader.uniform_float("Viewport", viewport)
305-
shader.uniform_bool("dashed", (False,))
306305
gpu.state.line_width_set(self.line_width_select)
307306

308307
batch.draw(shader)

‎shaders.py‎

Lines changed: 1 addition & 168 deletions
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,6 @@
11
import gpu
22
from gpu.types import GPUShader, GPUShaderCreateInfo, GPUStageInterfaceInfo
33
from gpu.shader import create_from_info
4-
from bpy import app
54

65
import sys
76

@@ -16,117 +15,6 @@
1615

1716
class Shaders:
1817

19-
base_vertex_shader_3d = """
20-
void main() {
21-
gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f);
22-
23-
vec2 ssPos = vec2(gl_Position.xy / gl_Position.w);
24-
segment_start = stipple_pos = ssPos;
25-
}
26-
"""
27-
base_fragment_shader_3d = """
28-
void main() {
29-
30-
vec2 delta = stipple_pos - segment_start;
31-
vec2 stipple_start;
32-
if (abs(delta.x) > abs(delta.y)) {
33-
stipple_start.x = 0;
34-
float t = -segment_start.x / delta.x;
35-
stipple_start.y = segment_start.y + t * delta.y;
36-
}
37-
else {
38-
stipple_start.y = 0;
39-
float t = -segment_start.y / delta.y;
40-
stipple_start.x = segment_start.x + t * delta.x;
41-
}
42-
float distance_along_line = distance(stipple_pos, stipple_start);
43-
float normalized_distance = fract(distance_along_line / dash_width);
44-
45-
if (dashed == true) {
46-
if (normalized_distance <= dash_factor) {
47-
discard;
48-
}
49-
else {
50-
fragColor = color;
51-
}
52-
}
53-
else {
54-
fragColor = color;
55-
}
56-
57-
}
58-
"""
59-
60-
base_vertex_shader_2d = """
61-
void main() {
62-
gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0, 1.0f);
63-
}
64-
"""
65-
base_fragment_shader_2d = """
66-
void main() {
67-
fragColor = color;
68-
}
69-
"""
70-
71-
@classmethod
72-
def get_base_shader_3d_info(cls):
73-
74-
vert_out = GPUStageInterfaceInfo("stipple_pos_interface")
75-
vert_out.no_perspective("VEC2", "stipple_pos")
76-
vert_out.flat("VEC2", "segment_start")
77-
78-
# NOTE: How to set default values?
79-
80-
shader_info = GPUShaderCreateInfo()
81-
shader_info.push_constant("MAT4", "ModelViewProjectionMatrix")
82-
shader_info.push_constant("VEC4", "color")
83-
shader_info.push_constant("FLOAT", "dash_width")
84-
shader_info.push_constant("FLOAT", "dash_factor")
85-
# shader_info.push_constant("VEC2", "Viewport")
86-
shader_info.push_constant("BOOL", "dashed")
87-
shader_info.vertex_in(0, "VEC3", "pos")
88-
shader_info.vertex_out(vert_out)
89-
shader_info.fragment_out(0, "VEC4", "fragColor")
90-
91-
shader_info.vertex_source(cls.base_vertex_shader_3d)
92-
shader_info.fragment_source(cls.base_fragment_shader_3d)
93-
94-
return shader_info
95-
96-
@classmethod
97-
def get_base_shader_2d_info(cls):
98-
99-
shader_info = GPUShaderCreateInfo()
100-
shader_info.push_constant("MAT4", "ModelViewProjectionMatrix")
101-
shader_info.push_constant("VEC4", "color")
102-
shader_info.push_constant("FLOAT", "lineWidth")
103-
shader_info.vertex_in(0, "VEC2", "pos")
104-
shader_info.fragment_out(0, "VEC4", "fragColor")
105-
106-
shader_info.vertex_source(cls.base_vertex_shader_2d)
107-
shader_info.fragment_source(cls.base_fragment_shader_2d)
108-
109-
return shader_info
110-
111-
@staticmethod
112-
@cache
113-
def uniform_color_3d():
114-
if app.version < (3, 5):
115-
return gpu.shader.from_builtin("3D_UNIFORM_COLOR")
116-
return gpu.shader.from_builtin("UNIFORM_COLOR")
117-
118-
@staticmethod
119-
@cache
120-
def point_color_3d():
121-
"""Get uniform color shader for points. Compatible with all GPU backends."""
122-
return gpu.shader.from_builtin("UNIFORM_COLOR")
123-
124-
@staticmethod
125-
@cache
126-
def polyline_color_3d():
127-
"""Get polyline shader for thick lines on all backends."""
128-
return gpu.shader.from_builtin("POLYLINE_UNIFORM_COLOR")
129-
13018
@classmethod
13119
@cache
13220
def uniform_color_image_2d(cls):
@@ -170,24 +58,10 @@ def uniform_color_image_2d(cls):
17058
del shader_info
17159
return shader
17260

173-
@classmethod
174-
@cache
175-
def id_line_3d(cls):
176-
shader = cls.uniform_color_line_3d()
177-
return shader
178-
179-
@classmethod
180-
@cache
181-
def uniform_color_line_3d(cls):
182-
183-
shader_info = cls.get_base_shader_3d_info()
184-
shader = create_from_info(shader_info)
185-
del shader_info
186-
return shader
187-
18861
@staticmethod
18962
@cache
19063
def id_shader_3d():
64+
"""Simple ID shader for selection rendering (both points and lines)."""
19165
shader_info = GPUShaderCreateInfo()
19266
shader_info.push_constant("MAT4", "ModelViewProjectionMatrix")
19367
shader_info.push_constant("VEC4", "color")
@@ -215,44 +89,3 @@ def id_shader_3d():
21589
shader = create_from_info(shader_info)
21690
del shader_info
21791
return shader
218-
219-
@staticmethod
220-
@cache
221-
def dashed_uniform_color_3d():
222-
vertex_shader = """
223-
uniform mat4 ModelViewProjectionMatrix;
224-
in vec3 pos;
225-
in float arcLength;
226-
227-
out float v_ArcLength;
228-
vec4 project = ModelViewProjectionMatrix * vec4(pos, 1.0f);
229-
vec4 offset = vec4(0,0,-0.001,0);
230-
void main()
231-
{
232-
v_ArcLength = arcLength;
233-
gl_Position = project + offset;
234-
}
235-
"""
236-
237-
fragment_shader = """
238-
uniform float u_Scale;
239-
uniform vec4 color;
240-
241-
in float v_ArcLength;
242-
out vec4 fragColor;
243-
244-
void main()
245-
{
246-
if (step(sin(v_ArcLength * u_Scale), 0.7) == 0) discard;
247-
fragColor = color;
248-
}
249-
"""
250-
return GPUShader(vertex_shader, fragment_shader)
251-
252-
@classmethod
253-
@cache
254-
def uniform_color_line_2d(cls):
255-
shader_info = cls.get_base_shader_2d_info()
256-
shader = create_from_info(shader_info)
257-
del shader_info
258-
return shader

‎utilities/draw.py‎

Lines changed: 0 additions & 24 deletions
Original file line numberDiff line numberDiff line change
@@ -9,30 +9,6 @@
99
from .constants import FULL_TURN
1010

1111

12-
# def draw_circle_2d(cx: float, cy: float, r: float, num_segments: int):
13-
# """NOTE: Not used?"""
14-
# # circle outline
15-
# # NOTE: also see gpu_extras.presets.draw_circle_2d
16-
# theta = FULL_TURN / num_segments
17-
18-
# # precalculate the sine and cosine
19-
# c = math.cos(theta)
20-
# s = math.sin(theta)
21-
22-
# # start at angle = 0
23-
# x = r
24-
# y = 0
25-
# coords = []
26-
# for _ in range(num_segments):
27-
# coords.append((x + cx, y + cy))
28-
# # apply the rotation matrix
29-
# t = x
30-
# x = c * x - s * y
31-
# y = s * t + c * y
32-
# coords.append(coords[0])
33-
# return coords
34-
35-
3612
def draw_rect_2d(cx: float, cy: float, width: float, height: float):
3713
# NOTE: this currently returns xyz coordinates, might make sense to return 2d coords
3814
ox = cx - (width / 2)

‎utilities/gpu_manager.py‎

Lines changed: 4 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -54,16 +54,14 @@ def get_id_shader(cls, is_point: bool = False) -> gpu.types.GPUShader:
5454
"""Get cached ID shader for selection rendering."""
5555
from ..shaders import Shaders
5656

57-
shader_key = 'id_point' if is_point else 'id_line'
57+
# Use single consolidated shader for both points and lines
58+
shader_key = 'id_shader'
5859
if shader_key not in cls._cached_shaders:
5960
try:
60-
if is_point:
61-
cls._cached_shaders[shader_key] = Shaders.id_shader_3d()
62-
else:
63-
cls._cached_shaders[shader_key] = Shaders.id_line_3d()
61+
cls._cached_shaders[shader_key] = Shaders.id_shader_3d()
6462
logger.debug(f"Created shader: {shader_key}")
6563
except Exception as e:
66-
logger.error(f"Failed to create ID shader ({shader_key}): {e}")
64+
logger.error(f"Failed to create ID shader: {e}")
6765
raise
6866
return cls._cached_shaders[shader_key]
6967

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