diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2014-07-23 17:24:07 +0400 |
---|---|---|
committer | Antony Riakiotakis <kalast@gmail.com> | 2014-07-23 17:26:08 +0400 |
commit | 17021171f1b544aaa89d4776736255d8753e239c (patch) | |
tree | c5e61cf797b54ba77e65d05263503365a9acfc47 /source/blender/editors/transform/transform_manipulator.c | |
parent | cf9d5db75b4c8599b6669a49c40e40938ac6a34b (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/transform/transform_manipulator.c')
-rw-r--r-- | source/blender/editors/transform/transform_manipulator.c | 96 |
1 files changed, 58 insertions, 38 deletions
diff --git a/source/blender/editors/transform/transform_manipulator.c b/source/blender/editors/transform/transform_manipulator.c index 125975eb32b..2daaa102ea9 100644 --- a/source/blender/editors/transform/transform_manipulator.c +++ b/source/blender/editors/transform/transform_manipulator.c @@ -72,6 +72,8 @@ /* local module include */ #include "transform.h" +#include "GPU_select.h" + /* return codes for select, and drawing flags */ #define MAN_TRANS_X (1 << 0) @@ -858,8 +860,8 @@ static void draw_manipulator_axes_single(View3D *v3d, RegionView3D *rv3d, int co /* axes */ if (flagx) { if (is_picksel) { - if (flagx & MAN_SCALE_X) glLoadName(MAN_SCALE_X); - else if (flagx & MAN_TRANS_X) glLoadName(MAN_TRANS_X); + if (flagx & MAN_SCALE_X) GPU_select_load_id(MAN_SCALE_X); + else if (flagx & MAN_TRANS_X) GPU_select_load_id(MAN_TRANS_X); } else { manipulator_setcolor(v3d, 'X', colcode, axisBlendAngle(rv3d->tw_idot[0])); @@ -873,8 +875,8 @@ static void draw_manipulator_axes_single(View3D *v3d, RegionView3D *rv3d, int co case 1: if (flagy) { if (is_picksel) { - if (flagy & MAN_SCALE_Y) glLoadName(MAN_SCALE_Y); - else if (flagy & MAN_TRANS_Y) glLoadName(MAN_TRANS_Y); + if (flagy & MAN_SCALE_Y) GPU_select_load_id(MAN_SCALE_Y); + else if (flagy & MAN_TRANS_Y) GPU_select_load_id(MAN_TRANS_Y); } else { manipulator_setcolor(v3d, 'Y', colcode, axisBlendAngle(rv3d->tw_idot[1])); @@ -888,8 +890,8 @@ static void draw_manipulator_axes_single(View3D *v3d, RegionView3D *rv3d, int co case 2: if (flagz) { if (is_picksel) { - if (flagz & MAN_SCALE_Z) glLoadName(MAN_SCALE_Z); - else if (flagz & MAN_TRANS_Z) glLoadName(MAN_TRANS_Z); + if (flagz & MAN_SCALE_Z) GPU_select_load_id(MAN_SCALE_Z); + else if (flagz & MAN_TRANS_Z) GPU_select_load_id(MAN_TRANS_Z); } else { manipulator_setcolor(v3d, 'Z', colcode, axisBlendAngle(rv3d->tw_idot[2])); @@ -975,7 +977,7 @@ static void draw_manipulator_rotate( /* Screen aligned trackball rot circle */ if (drawflags & MAN_ROT_T) { - if (is_picksel) glLoadName(MAN_ROT_T); + if (is_picksel) GPU_select_load_id(MAN_ROT_T); else UI_ThemeColor(TH_TRANSFORM); drawcircball(GL_LINE_LOOP, unitmat[3], 0.2f * size, unitmat); @@ -983,7 +985,7 @@ static void draw_manipulator_rotate( /* Screen aligned view rot circle */ if (drawflags & MAN_ROT_V) { - if (is_picksel) glLoadName(MAN_ROT_V); + if (is_picksel) GPU_select_load_id(MAN_ROT_V); else UI_ThemeColor(TH_TRANSFORM); drawcircball(GL_LINE_LOOP, unitmat[3], 1.2f * size, unitmat); @@ -1062,7 +1064,7 @@ static void draw_manipulator_rotate( /* Z circle */ if (drawflags & MAN_ROT_Z) { preOrthoFront(ortho, matt, 2); - if (is_picksel) glLoadName(MAN_ROT_Z); + if (is_picksel) GPU_select_load_id(MAN_ROT_Z); else manipulator_setcolor(v3d, 'Z', colcode, 255); drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat); postOrtho(ortho); @@ -1070,7 +1072,7 @@ static void draw_manipulator_rotate( /* X circle */ if (drawflags & MAN_ROT_X) { preOrthoFront(ortho, matt, 0); - if (is_picksel) glLoadName(MAN_ROT_X); + if (is_picksel) GPU_select_load_id(MAN_ROT_X); else manipulator_setcolor(v3d, 'X', colcode, 255); glRotatef(90.0, 0.0, 1.0, 0.0); drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat); @@ -1080,7 +1082,7 @@ static void draw_manipulator_rotate( /* Y circle */ if (drawflags & MAN_ROT_Y) { preOrthoFront(ortho, matt, 1); - if (is_picksel) glLoadName(MAN_ROT_Y); + if (is_picksel) GPU_select_load_id(MAN_ROT_Y); else manipulator_setcolor(v3d, 'Y', colcode, 255); glRotatef(-90.0, 1.0, 0.0, 0.0); drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat); @@ -1097,7 +1099,7 @@ static void draw_manipulator_rotate( /* Z circle */ if (drawflags & MAN_ROT_Z) { preOrthoFront(ortho, rv3d->twmat, 2); - if (is_picksel) glLoadName(MAN_ROT_Z); + if (is_picksel) GPU_select_load_id(MAN_ROT_Z); else manipulator_setcolor(v3d, 'Z', colcode, 255); partial_doughnut(cusize / 4.0f, 1.0f, 0, 48, 8, 48); postOrtho(ortho); @@ -1105,7 +1107,7 @@ static void draw_manipulator_rotate( /* X circle */ if (drawflags & MAN_ROT_X) { preOrthoFront(ortho, rv3d->twmat, 0); - if (is_picksel) glLoadName(MAN_ROT_X); + if (is_picksel) GPU_select_load_id(MAN_ROT_X); else manipulator_setcolor(v3d, 'X', colcode, 255); glRotatef(90.0, 0.0, 1.0, 0.0); partial_doughnut(cusize / 4.0f, 1.0f, 0, 48, 8, 48); @@ -1115,7 +1117,7 @@ static void draw_manipulator_rotate( /* Y circle */ if (drawflags & MAN_ROT_Y) { preOrthoFront(ortho, rv3d->twmat, 1); - if (is_picksel) glLoadName(MAN_ROT_Y); + if (is_picksel) GPU_select_load_id(MAN_ROT_Y); else manipulator_setcolor(v3d, 'Y', colcode, 255); glRotatef(-90.0, 1.0, 0.0, 0.0); partial_doughnut(cusize / 4.0f, 1.0f, 0, 48, 8, 48); @@ -1132,7 +1134,7 @@ static void draw_manipulator_rotate( if (drawflags & MAN_ROT_Z) { preOrthoFront(ortho, rv3d->twmat, 2); glPushMatrix(); - if (is_picksel) glLoadName(MAN_ROT_Z); + if (is_picksel) GPU_select_load_id(MAN_ROT_Z); else manipulator_setcolor(v3d, 'Z', colcode, 255); partial_doughnut(0.7f * cusize, 1.0f, 31, 33, 8, 64); @@ -1145,7 +1147,7 @@ static void draw_manipulator_rotate( if (drawflags & MAN_ROT_Y) { preOrthoFront(ortho, rv3d->twmat, 1); glPushMatrix(); - if (is_picksel) glLoadName(MAN_ROT_Y); + if (is_picksel) GPU_select_load_id(MAN_ROT_Y); else manipulator_setcolor(v3d, 'Y', colcode, 255); glRotatef(90.0, 1.0, 0.0, 0.0); @@ -1160,7 +1162,7 @@ static void draw_manipulator_rotate( if (drawflags & MAN_ROT_X) { preOrthoFront(ortho, rv3d->twmat, 0); glPushMatrix(); - if (is_picksel) glLoadName(MAN_ROT_X); + if (is_picksel) GPU_select_load_id(MAN_ROT_X); else manipulator_setcolor(v3d, 'X', colcode, 255); glRotatef(-90.0, 0.0, 1.0, 0.0); @@ -1263,7 +1265,7 @@ static void draw_manipulator_scale( int shift = 0; // XXX /* center circle, do not add to selection when shift is pressed (planar constraint) */ - if (is_picksel && shift == 0) glLoadName(MAN_SCALE_C); + if (is_picksel && shift == 0) GPU_select_load_id(MAN_SCALE_C); else manipulator_setcolor(v3d, 'C', colcode, 255); glPushMatrix(); @@ -1304,7 +1306,7 @@ static void draw_manipulator_scale( case 0: /* X cube */ if (drawflags & MAN_SCALE_X) { glTranslatef(dz, 0.0, 0.0); - if (is_picksel) glLoadName(MAN_SCALE_X); + if (is_picksel) GPU_select_load_id(MAN_SCALE_X); else manipulator_setcolor(v3d, 'X', colcode, axisBlendAngle(rv3d->tw_idot[0])); drawsolidcube(cusize); glTranslatef(-dz, 0.0, 0.0); @@ -1313,7 +1315,7 @@ static void draw_manipulator_scale( case 1: /* Y cube */ if (drawflags & MAN_SCALE_Y) { glTranslatef(0.0, dz, 0.0); - if (is_picksel) glLoadName(MAN_SCALE_Y); + if (is_picksel) GPU_select_load_id(MAN_SCALE_Y); else manipulator_setcolor(v3d, 'Y', colcode, axisBlendAngle(rv3d->tw_idot[1])); drawsolidcube(cusize); glTranslatef(0.0, -dz, 0.0); @@ -1322,7 +1324,7 @@ static void draw_manipulator_scale( case 2: /* Z cube */ if (drawflags & MAN_SCALE_Z) { glTranslatef(0.0, 0.0, dz); - if (is_picksel) glLoadName(MAN_SCALE_Z); + if (is_picksel) GPU_select_load_id(MAN_SCALE_Z); else manipulator_setcolor(v3d, 'Z', colcode, axisBlendAngle(rv3d->tw_idot[2])); drawsolidcube(cusize); glTranslatef(0.0, 0.0, -dz); @@ -1337,7 +1339,7 @@ static void draw_manipulator_scale( if (shift) { glTranslatef(0.0, -dz, 0.0); - glLoadName(MAN_SCALE_C); + GPU_select_load_id(MAN_SCALE_C); glBegin(GL_POINTS); glVertex3f(0.0, 0.0, 0.0); glEnd(); @@ -1399,7 +1401,7 @@ static void draw_manipulator_translate( glDisable(GL_DEPTH_TEST); /* center circle, do not add to selection when shift is pressed (planar constraint) */ - if (is_picksel && shift == 0) glLoadName(MAN_TRANS_C); + if (is_picksel && shift == 0) GPU_select_load_id(MAN_TRANS_C); else manipulator_setcolor(v3d, 'C', colcode, 255); glPushMatrix(); @@ -1412,7 +1414,7 @@ static void draw_manipulator_translate( glMultMatrixf(rv3d->twmat); /* axis */ - glLoadName(-1); + GPU_select_load_id(-1); // translate drawn as last, only axis when no combo with scale, or for ghosting if ((combo & V3D_MANIP_SCALE) == 0 || colcode == MAN_GHOST) { @@ -1435,7 +1437,7 @@ static void draw_manipulator_translate( case 0: /* Z Cone */ if (drawflags & MAN_TRANS_Z) { glTranslatef(0.0, 0.0, dz); - if (is_picksel) glLoadName(MAN_TRANS_Z); + if (is_picksel) GPU_select_load_id(MAN_TRANS_Z); else manipulator_setcolor(v3d, 'Z', colcode, axisBlendAngle(rv3d->tw_idot[2])); draw_cone(qobj, cylen, cywid); glTranslatef(0.0, 0.0, -dz); @@ -1444,7 +1446,7 @@ static void draw_manipulator_translate( case 1: /* X Cone */ if (drawflags & MAN_TRANS_X) { glTranslatef(dz, 0.0, 0.0); - if (is_picksel) glLoadName(MAN_TRANS_X); + if (is_picksel) GPU_select_load_id(MAN_TRANS_X); else manipulator_setcolor(v3d, 'X', colcode, axisBlendAngle(rv3d->tw_idot[0])); glRotatef(90.0, 0.0, 1.0, 0.0); draw_cone(qobj, cylen, cywid); @@ -1455,7 +1457,7 @@ static void draw_manipulator_translate( case 2: /* Y Cone */ if (drawflags & MAN_TRANS_Y) { glTranslatef(0.0, dz, 0.0); - if (is_picksel) glLoadName(MAN_TRANS_Y); + if (is_picksel) GPU_select_load_id(MAN_TRANS_Y); else manipulator_setcolor(v3d, 'Y', colcode, axisBlendAngle(rv3d->tw_idot[1])); glRotatef(-90.0, 1.0, 0.0, 0.0); draw_cone(qobj, cylen, cywid); @@ -1503,7 +1505,7 @@ static void draw_manipulator_rotate_cyl( unit_m4(unitmat); - if (is_picksel) glLoadName(MAN_ROT_V); + if (is_picksel) GPU_select_load_id(MAN_ROT_V); UI_ThemeColor(TH_TRANSFORM); drawcircball(GL_LINE_LOOP, unitmat[3], 1.2f * size, unitmat); @@ -1556,7 +1558,7 @@ static void draw_manipulator_rotate_cyl( case 0: /* X cylinder */ if (drawflags & MAN_ROT_X) { glTranslatef(1.0, 0.0, 0.0); - if (is_picksel) glLoadName(MAN_ROT_X); + if (is_picksel) GPU_select_load_id(MAN_ROT_X); glRotatef(90.0, 0.0, 1.0, 0.0); manipulator_setcolor(v3d, 'X', colcode, 255); draw_cylinder(qobj, cylen, cywid); @@ -1567,7 +1569,7 @@ static void draw_manipulator_rotate_cyl( case 1: /* Y cylinder */ if (drawflags & MAN_ROT_Y) { glTranslatef(0.0, 1.0, 0.0); - if (is_picksel) glLoadName(MAN_ROT_Y); + if (is_picksel) GPU_select_load_id(MAN_ROT_Y); glRotatef(-90.0, 1.0, 0.0, 0.0); manipulator_setcolor(v3d, 'Y', colcode, 255); draw_cylinder(qobj, cylen, cywid); @@ -1578,7 +1580,7 @@ static void draw_manipulator_rotate_cyl( case 2: /* Z cylinder */ if (drawflags & MAN_ROT_Z) { glTranslatef(0.0, 0.0, 1.0); - if (is_picksel) glLoadName(MAN_ROT_Z); + if (is_picksel) GPU_select_load_id(MAN_ROT_Z); manipulator_setcolor(v3d, 'Z', colcode, 255); draw_cylinder(qobj, cylen, cywid); glTranslatef(0.0, 0.0, -1.0); @@ -1690,10 +1692,11 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl { View3D *v3d = sa->spacedata.first; RegionView3D *rv3d = ar->regiondata; - rctf rect; + rctf rect, selrect; GLuint buffer[64]; // max 4 items per select, so large enuf short hits; const bool is_picksel = true; + const bool do_passes = GPU_select_query_check_active(); /* XXX check a bit later on this... (ton) */ extern void view3d_winmatrix_set(ARegion *ar, View3D *v3d, rctf *rect); @@ -1708,13 +1711,15 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl rect.ymin = mval[1] - hotspot; rect.ymax = mval[1] + hotspot; + selrect = rect; + view3d_winmatrix_set(ar, v3d, &rect); mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); - glSelectBuffer(64, buffer); - glRenderMode(GL_SELECT); - glInitNames(); /* these two calls whatfor? It doesn't work otherwise */ - glPushName(-2); + if (do_passes) + GPU_select_begin(buffer, 64, &selrect, GPU_SELECT_NEAREST_FIRST_PASS, 0); + else + GPU_select_begin(buffer, 64, &selrect, GPU_SELECT_ALL, 0); /* do the drawing */ if (v3d->twtype & V3D_MANIP_ROTATE) { @@ -1726,8 +1731,23 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl if (v3d->twtype & V3D_MANIP_TRANSLATE) draw_manipulator_translate(v3d, rv3d, MAN_TRANS_C & rv3d->twdrawflag, v3d->twtype, MAN_RGB, false, is_picksel); - glPopName(); - hits = glRenderMode(GL_RENDER); + hits = GPU_select_end(); + + if (do_passes) { + GPU_select_begin(buffer, 64, &selrect, GPU_SELECT_NEAREST_SECOND_PASS, hits); + + /* do the drawing */ + if (v3d->twtype & V3D_MANIP_ROTATE) { + if (G.debug_value == 3) draw_manipulator_rotate_cyl(v3d, rv3d, MAN_ROT_C & rv3d->twdrawflag, v3d->twtype, MAN_RGB, false, is_picksel); + else draw_manipulator_rotate(v3d, rv3d, MAN_ROT_C & rv3d->twdrawflag, v3d->twtype, false, is_picksel); + } + if (v3d->twtype & V3D_MANIP_SCALE) + draw_manipulator_scale(v3d, rv3d, MAN_SCALE_C & rv3d->twdrawflag, v3d->twtype, MAN_RGB, false, is_picksel); + if (v3d->twtype & V3D_MANIP_TRANSLATE) + draw_manipulator_translate(v3d, rv3d, MAN_TRANS_C & rv3d->twdrawflag, v3d->twtype, MAN_RGB, false, is_picksel); + + GPU_select_end(); + } view3d_winmatrix_set(ar, v3d, NULL); mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat); |