Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/view3d_select.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/view3d_select.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c61
1 files changed, 34 insertions, 27 deletions
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
index f61f58c12db..46ea52054c5 100644
--- a/source/blender/editors/space_view3d/view3d_select.c
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -1194,15 +1194,32 @@ static short selectbuffer_ret_hits_5(unsigned int *buffer, const short hits15, c
/* we want a select buffer with bones, if there are... */
/* so check three selection levels and compare */
-static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buffer, const int mval[2])
+static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buffer, const int mval[2], bool *p_do_nearest, bool enumerate)
{
rcti rect;
int offs;
short hits15, hits9 = 0, hits5 = 0;
bool has_bones15 = false, has_bones9 = false, has_bones5 = false;
-
+ static int last_mval[2] = {-100, -100};
+ bool do_nearest = false;
+ View3D *v3d = vc->v3d;
+
+ /* define if we use solid nearest select or not */
+ if (v3d->drawtype > OB_WIRE) {
+ do_nearest = true;
+ if (len_manhattan_v2v2_int(mval, last_mval) < 3) {
+ do_nearest = false;
+ }
+ }
+ copy_v2_v2_int(last_mval, mval);
+
+ if (p_do_nearest)
+ *p_do_nearest = do_nearest;
+
+ do_nearest = do_nearest && !enumerate;
+
BLI_rcti_init(&rect, mval[0] - 14, mval[0] + 14, mval[1] - 14, mval[1] + 14);
- hits15 = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect);
+ hits15 = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, do_nearest);
if (hits15 == 1) {
return selectbuffer_ret_hits_15(buffer, hits15);
}
@@ -1211,7 +1228,7 @@ static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buff
offs = 4 * hits15;
BLI_rcti_init(&rect, mval[0] - 9, mval[0] + 9, mval[1] - 9, mval[1] + 9);
- hits9 = view3d_opengl_select(vc, buffer + offs, MAXPICKBUF - offs, &rect);
+ hits9 = view3d_opengl_select(vc, buffer + offs, MAXPICKBUF - offs, &rect, do_nearest);
if (hits9 == 1) {
return selectbuffer_ret_hits_9(buffer, hits15, hits9);
}
@@ -1220,7 +1237,7 @@ static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buff
offs += 4 * hits9;
BLI_rcti_init(&rect, mval[0] - 5, mval[0] + 5, mval[1] - 5, mval[1] + 5);
- hits5 = view3d_opengl_select(vc, buffer + offs, MAXPICKBUF - offs, &rect);
+ hits5 = view3d_opengl_select(vc, buffer + offs, MAXPICKBUF - offs, &rect, do_nearest);
if (hits5 == 1) {
return selectbuffer_ret_hits_5(buffer, hits15, hits9, hits5);
}
@@ -1242,25 +1259,13 @@ static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buff
}
/* returns basact */
-static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int hits, const int mval[2],
- Base *startbase, bool has_bones)
+static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int hits,
+ Base *startbase, bool has_bones, bool do_nearest)
{
Scene *scene = vc->scene;
View3D *v3d = vc->v3d;
Base *base, *basact = NULL;
- static int lastmval[2] = {-100, -100};
int a;
- bool do_nearest = false;
-
- /* define if we use solid nearest select or not */
- if (v3d->drawtype > OB_WIRE) {
- do_nearest = true;
- if (ABS(mval[0] - lastmval[0]) < 3 && ABS(mval[1] - lastmval[1]) < 3) {
- if (!has_bones) /* hrms, if theres bones we always do nearest */
- do_nearest = false;
- }
- }
- lastmval[0] = mval[0]; lastmval[1] = mval[1];
if (do_nearest) {
unsigned int min = 0xFFFFFFFF;
@@ -1343,16 +1348,17 @@ Base *ED_view3d_give_base_under_cursor(bContext *C, const int mval[2])
Base *basact = NULL;
unsigned int buffer[4 * MAXPICKBUF];
int hits;
+ bool do_nearest;
/* setup view context for argument to callbacks */
view3d_operator_needs_opengl(C);
view3d_set_viewcontext(C, &vc);
- hits = mixed_bones_object_selectbuffer(&vc, buffer, mval);
+ hits = mixed_bones_object_selectbuffer(&vc, buffer, mval, &do_nearest, false);
if (hits > 0) {
const bool has_bones = selectbuffer_has_bones(buffer, hits);
- basact = mouse_select_eval_buffer(&vc, buffer, hits, mval, vc.scene->base.first, has_bones);
+ basact = mouse_select_eval_buffer(&vc, buffer, hits, vc.scene->base.first, has_bones, do_nearest);
}
return basact;
@@ -1439,10 +1445,11 @@ static bool mouse_select(bContext *C, const int mval[2],
}
else {
unsigned int buffer[4 * MAXPICKBUF];
+ bool do_nearest;
/* if objects have posemode set, the bones are in the same selection buffer */
- hits = mixed_bones_object_selectbuffer(&vc, buffer, mval);
+ hits = mixed_bones_object_selectbuffer(&vc, buffer, mval, &do_nearest, enumerate);
if (hits > 0) {
/* note: bundles are handling in the same way as bones */
@@ -1453,7 +1460,7 @@ static bool mouse_select(bContext *C, const int mval[2],
basact = object_mouse_select_menu(C, &vc, buffer, hits, mval, toggle);
}
else {
- basact = mouse_select_eval_buffer(&vc, buffer, hits, mval, startbase, has_bones);
+ basact = mouse_select_eval_buffer(&vc, buffer, hits, startbase, has_bones, do_nearest);
}
if (has_bones && basact) {
@@ -1511,7 +1518,7 @@ static bool mouse_select(bContext *C, const int mval[2],
if (!changed) {
/* fallback to regular object selection if no new bundles were selected,
* allows to select object parented to reconstruction object */
- basact = mouse_select_eval_buffer(&vc, buffer, hits, mval, startbase, 0);
+ basact = mouse_select_eval_buffer(&vc, buffer, hits, startbase, 0, do_nearest);
}
}
}
@@ -1873,7 +1880,7 @@ static int do_meta_box_select(ViewContext *vc, rcti *rect, bool select, bool ext
unsigned int buffer[4 * MAXPICKBUF];
short hits;
- hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, rect);
+ hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, rect, false);
if (extend == false && select)
BKE_mball_deselect_all(mb);
@@ -1907,7 +1914,7 @@ static int do_armature_box_select(ViewContext *vc, rcti *rect, bool select, bool
unsigned int buffer[4 * MAXPICKBUF];
short hits;
- hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, rect);
+ hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, rect, false);
/* clear flag we use to detect point was affected */
for (ebone = arm->edbo->first; ebone; ebone = ebone->next)
@@ -2001,7 +2008,7 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, b
/* selection buffer now has bones potentially too, so we add MAXPICKBUF */
vbuffer = MEM_mallocN(4 * (totobj + MAXPICKBUF) * sizeof(unsigned int), "selection buffer");
- hits = view3d_opengl_select(vc, vbuffer, 4 * (totobj + MAXPICKBUF), rect);
+ hits = view3d_opengl_select(vc, vbuffer, 4 * (totobj + MAXPICKBUF), rect, false);
/*
* LOGIC NOTES (theeth):
* The buffer and ListBase have the same relative order, which makes the selection