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authorBastien Montagne <montagne29@wanadoo.fr>2014-08-10 18:58:22 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2014-08-10 18:58:22 +0400
commitf838e3632d6cdf5fcc11f4c3ed044afeafa6e23f (patch)
tree21dab2f7fee401a3212a622ed952b2decd737b1d /source/blender/gpu
parent002cb94cc68f150344f8ee213c9b02c0b47c3f65 (diff)
parent3cd2c6145ae12956757141a1ea1f58f5eddf0db1 (diff)
Merge branch 'master' into soc-2014-shapekey
Conflicts: source/blender/editors/object/object_shapekey.c
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/CMakeLists.txt2
-rw-r--r--source/blender/gpu/GPU_buffers.h1
-rw-r--r--source/blender/gpu/GPU_draw.h2
-rw-r--r--source/blender/gpu/GPU_select.h61
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c128
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c4
-rw-r--r--source/blender/gpu/intern/gpu_draw.c8
-rw-r--r--source/blender/gpu/intern/gpu_select.c246
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl5
9 files changed, 436 insertions, 21 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 739deffa519..13e46bc7de8 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -51,12 +51,14 @@ set(SRC
intern/gpu_extensions.c
intern/gpu_material.c
intern/gpu_simple_shader.c
+ intern/gpu_select.c
GPU_buffers.h
GPU_draw.h
GPU_extensions.h
GPU_material.h
GPU_simple_shader.h
+ GPU_select.h
intern/gpu_codegen.h
)
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index 096b2080b2b..461995e37b5 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -139,6 +139,7 @@ void GPU_drawobject_free(struct DerivedMesh *dm);
void GPU_vertex_setup(struct DerivedMesh *dm);
void GPU_normal_setup(struct DerivedMesh *dm);
void GPU_uv_setup(struct DerivedMesh *dm);
+void GPU_texpaint_uv_setup(struct DerivedMesh *dm);
/* colType is the cddata MCol type to use! */
void GPU_color_setup(struct DerivedMesh *dm, int colType);
void GPU_edge_setup(struct DerivedMesh *dm); /* does not mix with other data */
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index bdd70a49e7a..3ddec157c49 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -87,7 +87,7 @@ int GPU_get_material_alpha_blend(void);
* - passing NULL clears the state again */
int GPU_set_tpage(struct MTFace *tface, int mipmap, int transp);
-
+void GPU_clear_tpage(bool force);
/* Lights
* - returns how many lights were enabled
* - this affects fixed functions materials and texface, not glsl */
diff --git a/source/blender/gpu/GPU_select.h b/source/blender/gpu/GPU_select.h
new file mode 100644
index 00000000000..1a274e0ad9d
--- /dev/null
+++ b/source/blender/gpu/GPU_select.h
@@ -0,0 +1,61 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2014 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Antony Riakiotakis.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file GPU_select.h
+ * \ingroup gpu
+ */
+
+#ifndef __GPU_SELECT__
+#define __GPU_SELECT__
+
+#include "DNA_vec_types.h" /* rcft */
+#include "BLI_sys_types.h"
+
+/* flags for mode of operation */
+enum {
+ GPU_SELECT_ALL = 1,
+ GPU_SELECT_NEAREST_FIRST_PASS = 2,
+ GPU_SELECT_NEAREST_SECOND_PASS = 3,
+};
+
+/* initialize and provide buffer for results */
+void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, rctf *input, char mode, int oldhits);
+
+/* loads a new selection id and ends previous query, if any. In second pass of selection it also returns
+ * if id has been hit on the first pass already. Thus we can skip drawing un-hit objects IMPORTANT: We rely on the order of object rendering on passes to be
+ * the same for this to work */
+bool GPU_select_load_id(unsigned int id);
+
+/* cleanup and flush selection results to buffer. Return number of hits and hits in buffer.
+ * if dopass is true, we will do a second pass with occlusion queries to get the closest hit */
+unsigned int GPU_select_end(void);
+
+/* does the GPU support occlusion queries? */
+bool GPU_select_query_check_support(void);
+
+/* is occlusion query supported and user activated? */
+bool GPU_select_query_check_active(void);
+
+#endif
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index f5256f18897..91eb2a43132 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -46,11 +46,13 @@
#include "BLI_ghash.h"
#include "BLI_threads.h"
+#include "DNA_material_types.h"
#include "DNA_meshdata_types.h"
#include "BKE_ccg.h"
#include "BKE_DerivedMesh.h"
#include "BKE_paint.h"
+#include "BKE_material.h"
#include "BKE_pbvh.h"
#include "DNA_userdef_types.h"
@@ -63,13 +65,16 @@
typedef enum {
GPU_BUFFER_VERTEX_STATE = 1,
GPU_BUFFER_NORMAL_STATE = 2,
- GPU_BUFFER_TEXCOORD_STATE = 4,
- GPU_BUFFER_COLOR_STATE = 8,
- GPU_BUFFER_ELEMENT_STATE = 16,
+ GPU_BUFFER_TEXCOORD_UNIT_0_STATE = 4,
+ GPU_BUFFER_TEXCOORD_UNIT_1_STATE = 8,
+ GPU_BUFFER_COLOR_STATE = 16,
+ GPU_BUFFER_ELEMENT_STATE = 32,
} GPUBufferState;
#define MAX_GPU_ATTRIB_DATA 32
+#define BUFFER_OFFSET(n) ((GLubyte *)NULL + (n))
+
/* -1 - undefined, 0 - vertex arrays, 1 - VBOs */
static int useVBOs = -1;
static GPUBufferState GLStates = 0;
@@ -611,7 +616,7 @@ static GPUBuffer *gpu_buffer_setup(DerivedMesh *dm, GPUDrawObject *object,
}
mat_orig_to_new = MEM_mallocN(sizeof(*mat_orig_to_new) * dm->totmat,
- "GPU_buffer_setup.mat_orig_to_new");
+ "GPU_buffer_setup.mat_orig_to_new");
cur_index_per_mat = MEM_mallocN(sizeof(int) * object->totmaterial,
"GPU_buffer_setup.cur_index_per_mat");
for (i = 0; i < object->totmaterial; i++) {
@@ -836,6 +841,61 @@ static void GPU_buffer_copy_uv(DerivedMesh *dm, float *varray, int *index, int *
}
}
+
+static void GPU_buffer_copy_uv_texpaint(DerivedMesh *dm, float *varray, int *index, int *mat_orig_to_new, void *UNUSED(user))
+{
+ int start;
+ int i, totface;
+
+ int totmaterial = dm->totmat;
+ MTFace **mtface_base;
+ MTFace *stencil_base;
+ int stencil;
+ MFace *mf;
+
+ /* should have been checked for before, reassert */
+ BLI_assert(DM_get_tessface_data_layer(dm, CD_MTFACE));
+ mf = dm->getTessFaceArray(dm);
+ mtface_base = MEM_mallocN(totmaterial * sizeof(*mtface_base), "texslots");
+
+ for (i = 0; i < totmaterial; i++) {
+ mtface_base[i] = DM_paint_uvlayer_active_get(dm, i);
+ }
+
+ stencil = CustomData_get_stencil_layer(&dm->faceData, CD_MTFACE);
+ stencil_base = CustomData_get_layer_n(&dm->faceData, CD_MTFACE, stencil);
+
+ totface = dm->getNumTessFaces(dm);
+
+ for (i = 0; i < totface; i++, mf++) {
+ int mat_i = mf->mat_nr;
+ start = index[mat_orig_to_new[mat_i]];
+
+ /* v1 v2 v3 */
+ copy_v2_v2(&varray[start], mtface_base[mat_i][i].uv[0]);
+ copy_v2_v2(&varray[start + 2], stencil_base[i].uv[0]);
+ copy_v2_v2(&varray[start + 4], mtface_base[mat_i][i].uv[1]);
+ copy_v2_v2(&varray[start + 6], stencil_base[i].uv[1]);
+ copy_v2_v2(&varray[start + 8], mtface_base[mat_i][i].uv[2]);
+ copy_v2_v2(&varray[start + 10], stencil_base[i].uv[2]);
+ index[mat_orig_to_new[mat_i]] += 12;
+
+ if (mf->v4) {
+ /* v3 v4 v1 */
+ copy_v2_v2(&varray[start + 12], mtface_base[mat_i][i].uv[2]);
+ copy_v2_v2(&varray[start + 14], stencil_base[i].uv[2]);
+ copy_v2_v2(&varray[start + 16], mtface_base[mat_i][i].uv[3]);
+ copy_v2_v2(&varray[start + 18], stencil_base[i].uv[3]);
+ copy_v2_v2(&varray[start + 20], mtface_base[mat_i][i].uv[0]);
+ copy_v2_v2(&varray[start + 22], stencil_base[i].uv[0]);
+ index[mat_orig_to_new[mat_i]] += 12;
+ }
+ }
+
+ MEM_freeN(mtface_base);
+}
+
+
static void copy_mcol_uc3(unsigned char *v, unsigned char *col)
{
v[0] = col[3];
@@ -925,6 +985,7 @@ typedef enum {
GPU_BUFFER_NORMAL,
GPU_BUFFER_COLOR,
GPU_BUFFER_UV,
+ GPU_BUFFER_UV_TEXPAINT,
GPU_BUFFER_EDGE,
GPU_BUFFER_UVEDGE,
} GPUBufferType;
@@ -940,6 +1001,7 @@ const GPUBufferTypeSettings gpu_buffer_type_settings[] = {
{GPU_buffer_copy_normal, GL_ARRAY_BUFFER_ARB, 3},
{GPU_buffer_copy_mcol, GL_ARRAY_BUFFER_ARB, 3},
{GPU_buffer_copy_uv, GL_ARRAY_BUFFER_ARB, 2},
+ {GPU_buffer_copy_uv_texpaint, GL_ARRAY_BUFFER_ARB, 4},
{GPU_buffer_copy_edge, GL_ELEMENT_ARRAY_BUFFER_ARB, 2},
{GPU_buffer_copy_uvedge, GL_ELEMENT_ARRAY_BUFFER_ARB, 4}
};
@@ -956,6 +1018,8 @@ static GPUBuffer **gpu_drawobject_buffer_from_type(GPUDrawObject *gdo, GPUBuffer
return &gdo->colors;
case GPU_BUFFER_UV:
return &gdo->uv;
+ case GPU_BUFFER_UV_TEXPAINT:
+ return &gdo->uv;
case GPU_BUFFER_EDGE:
return &gdo->edges;
case GPU_BUFFER_UVEDGE:
@@ -977,6 +1041,8 @@ static int gpu_buffer_size_from_type(DerivedMesh *dm, GPUBufferType type)
return sizeof(char) * 3 * dm->drawObject->tot_triangle_point;
case GPU_BUFFER_UV:
return sizeof(float) * 2 * dm->drawObject->tot_triangle_point;
+ case GPU_BUFFER_UV_TEXPAINT:
+ return sizeof(float) * 4 * dm->drawObject->tot_triangle_point;
case GPU_BUFFER_EDGE:
return sizeof(int) * 2 * dm->drawObject->totedge;
case GPU_BUFFER_UVEDGE:
@@ -1005,7 +1071,7 @@ static GPUBuffer *gpu_buffer_setup_type(DerivedMesh *dm, GPUBufferType type)
if (!(user_data = DM_get_tessface_data_layer(dm, dm->drawObject->colType)))
return NULL;
}
- else if (type == GPU_BUFFER_UV) {
+ else if (ELEM(type, GPU_BUFFER_UV, GPU_BUFFER_UV_TEXPAINT)) {
if (!DM_get_tessface_data_layer(dm, CD_MTFACE))
return NULL;
}
@@ -1081,9 +1147,35 @@ void GPU_uv_setup(DerivedMesh *dm)
glTexCoordPointer(2, GL_FLOAT, 0, dm->drawObject->uv->pointer);
}
- GLStates |= GPU_BUFFER_TEXCOORD_STATE;
+ GLStates |= GPU_BUFFER_TEXCOORD_UNIT_0_STATE;
}
+void GPU_texpaint_uv_setup(DerivedMesh *dm)
+{
+ if (!gpu_buffer_setup_common(dm, GPU_BUFFER_UV_TEXPAINT))
+ return;
+
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ if (useVBOs) {
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->uv->id);
+ glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), 0);
+ glClientActiveTexture(GL_TEXTURE1);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), BUFFER_OFFSET(2 * sizeof(float)));
+ glClientActiveTexture(GL_TEXTURE0);
+ }
+ else {
+ glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), dm->drawObject->uv->pointer);
+ glClientActiveTexture(GL_TEXTURE1);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), (char *)dm->drawObject->uv->pointer + 2 * sizeof(float));
+ glClientActiveTexture(GL_TEXTURE0);
+ }
+
+ GLStates |= GPU_BUFFER_TEXCOORD_UNIT_0_STATE | GPU_BUFFER_TEXCOORD_UNIT_1_STATE;
+}
+
+
void GPU_color_setup(DerivedMesh *dm, int colType)
{
if (!dm->drawObject) {
@@ -1241,8 +1333,13 @@ void GPU_buffer_unbind(void)
glDisableClientState(GL_VERTEX_ARRAY);
if (GLStates & GPU_BUFFER_NORMAL_STATE)
glDisableClientState(GL_NORMAL_ARRAY);
- if (GLStates & GPU_BUFFER_TEXCOORD_STATE)
+ if (GLStates & GPU_BUFFER_TEXCOORD_UNIT_0_STATE)
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ if (GLStates & GPU_BUFFER_TEXCOORD_UNIT_1_STATE) {
+ glClientActiveTexture(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glClientActiveTexture(GL_TEXTURE0);
+ }
if (GLStates & GPU_BUFFER_COLOR_STATE)
glDisableClientState(GL_COLOR_ARRAY);
if (GLStates & GPU_BUFFER_ELEMENT_STATE) {
@@ -1251,8 +1348,8 @@ void GPU_buffer_unbind(void)
}
}
GLStates &= ~(GPU_BUFFER_VERTEX_STATE | GPU_BUFFER_NORMAL_STATE |
- GPU_BUFFER_TEXCOORD_STATE | GPU_BUFFER_COLOR_STATE |
- GPU_BUFFER_ELEMENT_STATE);
+ GPU_BUFFER_TEXCOORD_UNIT_0_STATE | GPU_BUFFER_TEXCOORD_UNIT_1_STATE |
+ GPU_BUFFER_COLOR_STATE | GPU_BUFFER_ELEMENT_STATE);
for (i = 0; i < MAX_GPU_ATTRIB_DATA; i++) {
if (attribData[i].index != -1) {
@@ -2577,11 +2674,14 @@ bool GPU_pbvh_buffers_diffuse_changed(GPU_PBVH_Buffers *buffers, GSet *bm_faces,
}
else if (buffers->use_bmesh) {
/* due to dynamc nature of dyntopo, only get first material */
- GSetIterator gs_iter;
- BMFace *f;
- BLI_gsetIterator_init(&gs_iter, bm_faces);
- f = BLI_gsetIterator_getKey(&gs_iter);
- GPU_material_diffuse_get(f->mat_nr + 1, diffuse_color);
+ if (BLI_gset_size(bm_faces) > 0) {
+ GSetIterator gs_iter;
+ BMFace *f;
+
+ BLI_gsetIterator_init(&gs_iter, bm_faces);
+ f = BLI_gsetIterator_getKey(&gs_iter);
+ GPU_material_diffuse_get(f->mat_nr + 1, diffuse_color);
+ }
}
else {
const DMFlagMat *flags = &buffers->grid_flag_mats[buffers->grid_indices[0]];
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index b3155f0ad50..d60525dd34a 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -97,7 +97,7 @@ static char *gpu_str_skip_token(char *str, char *token, int max)
/* skip a variable/function name */
while (*str) {
- if (ELEM7(*str, ' ', '(', ')', ',', '\t', '\n', '\r'))
+ if (ELEM(*str, ' ', '(', ')', ',', '\t', '\n', '\r'))
break;
else {
if (token && len < max-1) {
@@ -115,7 +115,7 @@ static char *gpu_str_skip_token(char *str, char *token, int max)
/* skip the next special characters:
* note the missing ')' */
while (*str) {
- if (ELEM6(*str, ' ', '(', ',', '\t', '\n', '\r'))
+ if (ELEM(*str, ' ', '(', ',', '\t', '\n', '\r'))
str++;
else
break;
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 68b8492926b..fa9bc73dcbe 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -370,9 +370,9 @@ static void gpu_make_repbind(Image *ima)
BKE_image_release_ibuf(ima, ibuf, NULL);
}
-static void gpu_clear_tpage(void)
+void GPU_clear_tpage(bool force)
{
- if (GTS.lasttface==NULL)
+ if (GTS.lasttface==NULL && !force)
return;
GTS.lasttface= NULL;
@@ -866,7 +866,7 @@ int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend)
/* check if we need to clear the state */
if (tface==NULL) {
- gpu_clear_tpage();
+ GPU_clear_tpage(false);
return 0;
}
@@ -1548,7 +1548,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
/* setting 'do_alpha_after = true' indicates this object needs to be
* drawn in a second alpha pass for improved blending */
if (do_alpha_after && !GMS.is_alpha_pass)
- if (ELEM3(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
+ if (ELEM(alphablend, GPU_BLEND_ALPHA, GPU_BLEND_ADD, GPU_BLEND_ALPHA_SORT))
*do_alpha_after = true;
GMS.alphablend[a]= alphablend;
diff --git a/source/blender/gpu/intern/gpu_select.c b/source/blender/gpu/intern/gpu_select.c
new file mode 100644
index 00000000000..2df9e603903
--- /dev/null
+++ b/source/blender/gpu/intern/gpu_select.c
@@ -0,0 +1,246 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2014 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Antony Riakiotakis.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/gpu/intern/gpu_select.c
+ * \ingroup gpu
+ *
+ * Interface for accessing gpu-related methods for selection. The semantics will be
+ * similar to glRenderMode(GL_SELECT) since the goal is to maintain compatibility.
+ */
+#include "GPU_select.h"
+#include "GPU_extensions.h"
+
+#include "BLI_utildefines.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_userdef_types.h"
+
+#include <GL/glew.h>
+
+/* Ad hoc number of queries to allocate to skip doing many glGenQueries */
+#define ALLOC_QUERIES 200
+
+typedef struct GPUQueryState {
+ /* To ignore selection id calls when not initialized */
+ bool select_is_active;
+ /* Tracks whether a query has been issued so that gpu_load_id can end the previous one */
+ bool query_issued;
+ /* array holding the OpenGL query identifiers */
+ unsigned int *queries;
+ /* array holding the id corresponding to each query */
+ unsigned int *id;
+ /* number of queries in *queries and *id */
+ unsigned int num_of_queries;
+ /* index to the next query to start */
+ unsigned int active_query;
+ /* flag to cache user preference for occlusion based selection */
+ bool use_gpu_select;
+ /* cache on initialization */
+ unsigned int *buffer;
+ unsigned int bufsize;
+ /* mode of operation */
+ char mode;
+ unsigned int index;
+ int oldhits;
+} GPUQueryState;
+
+static GPUQueryState g_query_state = {0};
+
+void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, rctf *input, char mode, int oldhits)
+{
+ g_query_state.select_is_active = true;
+ g_query_state.query_issued = false;
+ g_query_state.active_query = 0;
+ g_query_state.use_gpu_select = GPU_select_query_check_active();
+ g_query_state.num_of_queries = 0;
+ g_query_state.bufsize = bufsize;
+ g_query_state.buffer = buffer;
+ g_query_state.mode = mode;
+ g_query_state.index = 0;
+ g_query_state.oldhits = oldhits;
+
+ if (!g_query_state.use_gpu_select) {
+ glSelectBuffer( bufsize, (GLuint *)buffer);
+ glRenderMode(GL_SELECT);
+ glInitNames();
+ glPushName(-1);
+ }
+ else {
+ float viewport[4];
+
+ g_query_state.num_of_queries = ALLOC_QUERIES;
+
+ g_query_state.queries = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.queries) , "gpu selection queries");
+ g_query_state.id = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.id) , "gpu selection ids");
+ glGenQueriesARB(g_query_state.num_of_queries, g_query_state.queries);
+
+ glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_VIEWPORT_BIT);
+ /* disable writing to the framebuffer */
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ /* In order to save some fill rate we minimize the viewport using rect.
+ * We need to get the region of the scissor so that our geometry doesn't
+ * get rejected before the depth test. Should probably cull rect against
+ * scissor for viewport but this is a rare case I think */
+ glGetFloatv(GL_SCISSOR_BOX, viewport);
+ if (!input || input->xmin == input->xmax) {
+ glViewport(viewport[0], viewport[1], 24, 24);
+ }
+ else {
+ glViewport(viewport[0], viewport[1], (int)(input->xmax - input->xmin), (int)(input->ymax - input->ymin));
+ }
+
+ /* occlusion queries operates on fragments that pass tests and since we are interested on all
+ * objects in the view frustum independently of their order, we need to disable the depth test */
+ if (mode == GPU_SELECT_ALL) {
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ }
+ else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+ glDepthFunc(GL_LEQUAL);
+ }
+ else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+ glDepthFunc(GL_EQUAL);
+ }
+ }
+}
+
+bool GPU_select_load_id(unsigned int id)
+{
+ /* if no selection mode active, ignore */
+ if(!g_query_state.select_is_active)
+ return true;
+
+ if (!g_query_state.use_gpu_select) {
+ glLoadName(id);
+ }
+ else {
+ if (g_query_state.query_issued) {
+ glEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ }
+ /* if required, allocate extra queries */
+ if (g_query_state.active_query == g_query_state.num_of_queries) {
+ g_query_state.num_of_queries += ALLOC_QUERIES;
+ g_query_state.queries = MEM_reallocN(g_query_state.queries, g_query_state.num_of_queries * sizeof(*g_query_state.queries));
+ g_query_state.id = MEM_reallocN(g_query_state.id, g_query_state.num_of_queries * sizeof(*g_query_state.id));
+ glGenQueriesARB(ALLOC_QUERIES, &g_query_state.queries[g_query_state.active_query]);
+ }
+
+ glBeginQueryARB(GL_SAMPLES_PASSED_ARB, g_query_state.queries[g_query_state.active_query]);
+ g_query_state.id[g_query_state.active_query] = id;
+ g_query_state.active_query++;
+ g_query_state.query_issued = true;
+
+ if (g_query_state.mode == GPU_SELECT_NEAREST_SECOND_PASS) {
+ if (g_query_state.buffer[g_query_state.index * 4 + 3] == id) {
+ g_query_state.index++;
+ return true;
+ }
+ else {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+unsigned int GPU_select_end(void)
+{
+ unsigned int hits = 0;
+ if (!g_query_state.use_gpu_select) {
+ glPopName();
+ hits = glRenderMode(GL_RENDER);
+ }
+ else {
+ int i;
+
+ if (g_query_state.query_issued) {
+ glEndQueryARB(GL_SAMPLES_PASSED_ARB);
+ }
+
+ for (i = 0; i < g_query_state.active_query; i++) {
+ unsigned int result;
+ glGetQueryObjectuivARB(g_query_state.queries[i], GL_QUERY_RESULT_ARB, &result);
+ if (result > 0) {
+ if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) {
+ if(hits < g_query_state.bufsize) {
+ g_query_state.buffer[hits * 4] = 1;
+ g_query_state.buffer[hits * 4 + 1] = 0xFFFF;
+ g_query_state.buffer[hits * 4 + 2] = 0xFFFF;
+ g_query_state.buffer[hits * 4 + 3] = g_query_state.id[i];
+
+ hits++;
+ }
+ else {
+ hits = -1;
+ break;
+ }
+ }
+ else {
+ int j;
+ /* search in buffer and make selected object first */
+ for (j = 0; j < g_query_state.oldhits; j++) {
+ if (g_query_state.buffer[j * 4 + 3] == g_query_state.id[i]) {
+ g_query_state.buffer[j * 4 + 1] = 0;
+ g_query_state.buffer[j * 4 + 2] = 0;
+ }
+ }
+ break;
+ }
+ }
+ }
+
+ glDeleteQueriesARB(g_query_state.num_of_queries, g_query_state.queries);
+ MEM_freeN(g_query_state.queries);
+ MEM_freeN(g_query_state.id);
+ glPopAttrib();
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ }
+
+ g_query_state.select_is_active = false;
+
+ return hits;
+}
+
+
+bool GPU_select_query_check_support(void)
+{
+ return GLEW_ARB_occlusion_query;
+}
+
+
+bool GPU_select_query_check_active(void)
+{
+ return GLEW_ARB_occlusion_query &&
+ ((U.gpu_select_method == USER_SELECT_USE_OCCLUSION_QUERY) ||
+ ((U.gpu_select_method == USER_SELECT_AUTO) && GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)));
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index d5d0c7ef454..fb364018282 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2257,6 +2257,11 @@ void node_attribute(vec3 attr_uv, out vec4 outcol, out vec3 outvec, out float ou
outf = (attr_uv.x + attr_uv.y + attr_uv.z)/3.0;
}
+void node_uvmap(vec3 attr_uv, out vec3 outvec)
+{
+ outvec = attr_uv;
+}
+
void node_geometry(vec3 I, vec3 N, mat4 toworld,
out vec3 position, out vec3 normal, out vec3 tangent,
out vec3 true_normal, out vec3 incoming, out vec3 parametric,