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authorCampbell Barton <ideasman42@gmail.com>2017-03-09 19:15:58 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-03-09 21:00:49 +0300
commit62cc226101fab61b5ae2f18f8cbe8f1e5ac6ce82 (patch)
tree52a6a05b1c103c0601b2465892163bc36325241d /source/blender/editors/space_view3d/view3d_draw.c
parent9de9f25b2455808335b5373003695610599daab7 (diff)
3D View: x-ray support for depth picking
Selection loop would draw the selection ignoring xray. Now draw in a separate pass after clearing the depth buffer, as with regular drawing. Also disable depth sorting, caller can sort the hit-list by depth if needed.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c82
1 files changed, 82 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 0c5cf1bd936..3fb2761d40e 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -100,6 +100,7 @@
#include "GPU_material.h"
#include "GPU_compositing.h"
#include "GPU_extensions.h"
+#include "GPU_select.h"
#include "view3d_intern.h" /* own include */
@@ -2023,6 +2024,35 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const
glDepthMask(GL_TRUE);
}
+/* clears zbuffer and draws it over,
+ * note that in the select version we don't care about transparent flag as with regular drawing */
+static void view3d_draw_xray_select(Scene *scene, ARegion *ar, View3D *v3d, bool *clear)
+{
+ /* Not ideal, but we need to read from the previous depths before clearing
+ * otherwise we could have a function to load the depths after drawing.
+ *
+ * Clearing the depth buffer isn't all that common between drawing objects so accept this for now.
+ */
+ if (U.gpu_select_pick_deph) {
+ GPU_select_load_id(-1);
+ }
+
+ View3DAfter *v3da;
+ if (*clear && v3d->zbuf) {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ *clear = false;
+ }
+
+ v3d->xray = true;
+ while ((v3da = BLI_pophead(&v3d->afterdraw_xray))) {
+ if (GPU_select_load_id(v3da->base->selcol)) {
+ draw_object_select(scene, ar, v3d, v3da->base, v3da->dflag);
+ }
+ MEM_freeN(v3da);
+ }
+ v3d->xray = false;
+}
+
/* *********************** */
/*
@@ -2487,6 +2517,58 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover
U.obcenter_dia = obcenter_dia;
}
+void ED_view3d_draw_select_loop(
+ ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar,
+ bool use_obedit_skip, bool use_nearest)
+{
+ short code = 1;
+ const short dflag = DRAW_PICKING | DRAW_CONSTCOLOR;
+
+ if (vc->obedit && vc->obedit->type == OB_MBALL) {
+ draw_object(scene, ar, v3d, BASACT, dflag);
+ }
+ else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
+ /* if not drawing sketch, draw bones */
+ if (!BDR_drawSketchNames(vc)) {
+ draw_object(scene, ar, v3d, BASACT, dflag);
+ }
+ }
+ else {
+ Base *base;
+
+ for (base = scene->base.first; base; base = base->next) {
+ if (base->lay & v3d->lay) {
+
+ if ((base->object->restrictflag & OB_RESTRICT_SELECT) ||
+ (use_obedit_skip && (scene->obedit->data == base->object->data)))
+ {
+ base->selcol = 0;
+ }
+ else {
+ base->selcol = code;
+
+ if (use_nearest && (base->object->dtx & OB_DRAWXRAY)) {
+ ED_view3d_after_add(&v3d->afterdraw_xray, base, dflag);
+ }
+ else {
+ if (GPU_select_load_id(code)) {
+ draw_object_select(scene, ar, v3d, base, dflag);
+ }
+ }
+ code++;
+ }
+ }
+ }
+
+ if (use_nearest) {
+ bool xrayclear = true;
+ if (v3d->afterdraw_xray.first) {
+ view3d_draw_xray_select(scene, ar, v3d, &xrayclear);
+ }
+ }
+ }
+}
+
typedef struct View3DShadow {
struct View3DShadow *next, *prev;
GPULamp *lamp;