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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_view.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_view.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c77
1 files changed, 3 insertions, 74 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index e8deaabec7a..8230a0de6b9 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -1091,78 +1091,6 @@ void view3d_viewmatrix_set(Scene *scene, const View3D *v3d, RegionView3D *rv3d)
}
}
-static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar, bool use_obedit_skip)
-{
- short code = 1;
- char dt;
- short dtx;
-
- if (vc->obedit && vc->obedit->type == OB_MBALL) {
- draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR);
- }
- 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, DRAW_PICKING | DRAW_CONSTCOLOR);
- }
- }
- else {
- Base *base;
-
- v3d->xray = true; /* otherwise it postpones drawing */
- 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 (GPU_select_load_id(code)) {
- draw_object(scene, ar, v3d, base, DRAW_PICKING | DRAW_CONSTCOLOR);
-
- /* we draw duplicators for selection too */
- if ((base->object->transflag & OB_DUPLI)) {
- ListBase *lb;
- DupliObject *dob;
- Base tbase;
-
- tbase.flag = OB_FROMDUPLI;
- lb = object_duplilist(G.main->eval_ctx, scene, base->object);
-
- for (dob = lb->first; dob; dob = dob->next) {
- float omat[4][4];
-
- tbase.object = dob->ob;
- copy_m4_m4(omat, dob->ob->obmat);
- copy_m4_m4(dob->ob->obmat, dob->mat);
-
- /* extra service: draw the duplicator in drawtype of parent */
- /* MIN2 for the drawtype to allow bounding box objects in groups for lods */
- dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
- dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx;
-
- draw_object(scene, ar, v3d, &tbase, DRAW_PICKING | DRAW_CONSTCOLOR);
-
- tbase.object->dt = dt;
- tbase.object->dtx = dtx;
-
- copy_m4_m4(dob->ob->obmat, omat);
- }
- free_object_duplilist(lb);
- }
- }
- code++;
- }
- }
- }
- v3d->xray = false; /* restore */
- }
-}
-
/**
* Optionally cache data for multiple calls to #view3d_opengl_select
*
@@ -1200,6 +1128,7 @@ int view3d_opengl_select(
(is_pick_select == false) &&
(select_mode == VIEW3D_SELECT_PICK_NEAREST) &&
GPU_select_query_check_active());
+ const bool use_nearest = (is_pick_select && select_mode == VIEW3D_SELECT_PICK_NEAREST);
char gpu_select_mode;
@@ -1256,7 +1185,7 @@ int view3d_opengl_select(
GPU_select_begin(buffer, bufsize, &rect, gpu_select_mode, 0);
- view3d_select_loop(vc, scene, v3d, ar, use_obedit_skip);
+ ED_view3d_draw_select_loop(vc, scene, v3d, ar, use_obedit_skip, use_nearest);
hits = GPU_select_end();
@@ -1264,7 +1193,7 @@ int view3d_opengl_select(
if (do_passes) {
GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_NEAREST_SECOND_PASS, hits);
- view3d_select_loop(vc, scene, v3d, ar, use_obedit_skip);
+ ED_view3d_draw_select_loop(vc, scene, v3d, ar, use_obedit_skip, use_nearest);
GPU_select_end();
}