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authorAntony Riakiotakis <kalast@gmail.com>2014-07-23 17:24:07 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-07-23 17:26:08 +0400
commit17021171f1b544aaa89d4776736255d8753e239c (patch)
treec5e61cf797b54ba77e65d05263503365a9acfc47 /source/blender/editors/space_view3d/drawarmature.c
parentcf9d5db75b4c8599b6669a49c40e40938ac6a34b (diff)
Occlusion Query based selection.
This patch creates an interface for selection mechanisms in opengl. This makes it possible to switch between occlusion query based or select rendermode based selection transparently. This is really useful on graphics drivers that do not accelerate the select rendermode path (some ATI cards are notorious for this, and the new path is used by default there), since occlusion queries are always hardware accelerated due to their use in games. The option can be found under system - selection. Auto just enables occlusion queries for ATI users while the rest of the options enforce one of the two methods always. There is just one known change, previous code enforced nearest bone to always get selected, even when mouse selecting near the same position, I couldn't replicate the behaviour though. patch by me with edits and review by Campbell. Thanks!
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c53
1 files changed, 27 insertions, 26 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 34634fc1807..4a6215df7f3 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -67,6 +67,7 @@
#include "view3d_intern.h"
+#include "GPU_select.h"
/* *************** Armature Drawing - Coloring API ***************************** */
@@ -551,7 +552,7 @@ static void draw_bone_points(const short dt, int armflag, unsigned int boneflag,
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
- glLoadName(id | BONESEL_ROOT);
+ GPU_select_load_id(id | BONESEL_ROOT);
if (dt <= OB_WIRE) {
if (armflag & ARM_EDITMODE) {
@@ -574,7 +575,7 @@ static void draw_bone_points(const short dt, int armflag, unsigned int boneflag,
/* Draw tip point */
if (id != -1)
- glLoadName(id | BONESEL_TIP);
+ GPU_select_load_id(id | BONESEL_TIP);
if (dt <= OB_WIRE) {
if (armflag & ARM_EDITMODE) {
@@ -787,7 +788,7 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
- glLoadName(id | BONESEL_ROOT);
+ GPU_select_load_id(id | BONESEL_ROOT);
drawcircball(GL_LINE_LOOP, headvec, head, imat);
}
@@ -799,7 +800,7 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
}
if (id != -1)
- glLoadName(id | BONESEL_TIP);
+ GPU_select_load_id(id | BONESEL_TIP);
drawcircball(GL_LINE_LOOP, tailvec, tail, imat);
@@ -830,7 +831,7 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
cross_v3_v3v3(norvect, vec, imat[2]);
if (id != -1)
- glLoadName(id | BONESEL_BONE);
+ GPU_select_load_id(id | BONESEL_BONE);
glBegin(GL_LINES);
@@ -907,7 +908,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
- glLoadName(id | BONESEL_ROOT);
+ GPU_select_load_id(id | BONESEL_ROOT);
gluSphere(qobj, head, 16, 10);
}
@@ -918,7 +919,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
}
if (id != -1)
- glLoadName(id | BONESEL_TIP);
+ GPU_select_load_id(id | BONESEL_TIP);
glTranslatef(0.0f, 0.0f, length);
gluSphere(qobj, tail, 16, 10);
@@ -939,7 +940,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
if (length > (head + tail)) {
if (id != -1)
- glLoadName(id | BONESEL_BONE);
+ GPU_select_load_id(id | BONESEL_BONE);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
@@ -1009,7 +1010,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (G.f & G_PICKSEL) { /* no bitmap in selection mode, crashes 3d cards... */
- glLoadName(id | BONESEL_ROOT);
+ GPU_select_load_id(id | BONESEL_ROOT);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
@@ -1021,7 +1022,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
}
if (id != -1)
- glLoadName((GLuint) id | BONESEL_BONE);
+ GPU_select_load_id((GLuint) id | BONESEL_BONE);
glBegin(GL_LINES);
glVertex3f(0.0f, 0.0f, 0.0f);
@@ -1031,7 +1032,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
/* tip */
if (G.f & G_PICKSEL) {
/* no bitmap in selection mode, crashes 3d cards... */
- glLoadName(id | BONESEL_TIP);
+ GPU_select_load_id(id | BONESEL_TIP);
glBegin(GL_POINTS);
glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
@@ -1043,7 +1044,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
/* further we send no names */
if (id != -1)
- glLoadName(id & 0xFFFF); /* object tag, for bordersel optim */
+ GPU_select_load_id(id & 0xFFFF); /* object tag, for bordersel optim */
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_LINEBONE, boneflag, constflag);
@@ -1161,7 +1162,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
}
if (id != -1) {
- glLoadName((GLuint) id | BONESEL_BONE);
+ GPU_select_load_id((GLuint) id | BONESEL_BONE);
}
/* set up solid drawing */
@@ -1266,13 +1267,13 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
/* this chunk not in object mode */
if (armflag & (ARM_EDITMODE | ARM_POSEMODE)) {
if (id != -1)
- glLoadName((GLuint) id | BONESEL_BONE);
+ GPU_select_load_id((GLuint) id | BONESEL_BONE);
draw_wire_bone_segments(pchan, bbones, length, segments);
/* further we send no names */
if (id != -1)
- glLoadName(id & 0xFFFF); /* object tag, for bordersel optim */
+ GPU_select_load_id(id & 0xFFFF); /* object tag, for bordersel optim */
}
/* colors for modes */
@@ -1315,7 +1316,7 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
/* now draw the bone itself */
if (id != -1) {
- glLoadName((GLuint) id | BONESEL_BONE);
+ GPU_select_load_id((GLuint) id | BONESEL_BONE);
}
/* wire? */
@@ -1370,7 +1371,7 @@ static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Obje
}
if (id != -1) {
- glLoadName((GLuint) id | BONESEL_BONE);
+ GPU_select_load_id((GLuint) id | BONESEL_BONE);
}
draw_object_instance(scene, v3d, rv3d, ob, dt, armflag & ARM_POSEMODE);
@@ -1812,12 +1813,12 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
index += 0x10000; /* pose bones count in higher 2 bytes only */
}
- /* very very confusing... but in object mode, solid draw, we cannot do glLoadName yet,
+ /* very very confusing... but in object mode, solid draw, we cannot do GPU_select_load_id yet,
* stick bones and/or wire custom-shapes are drawn in next loop
*/
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && (draw_wire == false) && index != -1) {
/* object tag, for bordersel optim */
- glLoadName(index & 0xFFFF);
+ GPU_select_load_id(index & 0xFFFF);
index = -1;
}
}
@@ -1883,7 +1884,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* stick or wire bones have not been drawn yet so don't clear object selection in this case */
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && draw_wire && index != -1) {
/* object tag, for bordersel optim */
- glLoadName(index & 0xFFFF);
+ GPU_select_load_id(index & 0xFFFF);
index = -1;
}
}
@@ -1926,7 +1927,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
*/
if ((do_dashed & 2) && ((bone->flag & BONE_CONNECTED) == 0)) {
if (arm->flag & ARM_POSEMODE) {
- glLoadName(index & 0xFFFF); /* object tag, for bordersel optim */
+ GPU_select_load_id(index & 0xFFFF); /* object tag, for bordersel optim */
UI_ThemeColor(TH_WIRE);
}
setlinestyle(3);
@@ -1946,7 +1947,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
else glColor3ub(200, 200, 50); /* add theme! */
- glLoadName(index & 0xFFFF);
+ GPU_select_load_id(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
}
}
@@ -1954,7 +1955,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (bone->flag & BONE_SELECTED) {
glColor3ub(150, 200, 50); /* add theme! */
- glLoadName(index & 0xFFFF);
+ GPU_select_load_id(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
}
}
@@ -2174,7 +2175,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* if wire over solid, set offset */
index = -1;
- glLoadName(-1);
+ GPU_select_load_id(-1);
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
if (G.f & G_PICKSEL)
index = 0;
@@ -2223,7 +2224,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* offset to parent */
if (eBone->parent) {
UI_ThemeColor(TH_WIRE_EDIT);
- glLoadName(-1); /* -1 here is OK! */
+ GPU_select_load_id(-1); /* -1 here is OK! */
setlinestyle(3);
glBegin(GL_LINES);
@@ -2240,7 +2241,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* restore */
if (index != -1) {
- glLoadName(-1);
+ GPU_select_load_id(-1);
}
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {