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Diffstat (limited to 'source/blender/gpu/GPU_select.h')
-rw-r--r-- | source/blender/gpu/GPU_select.h | 61 |
1 files changed, 61 insertions, 0 deletions
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 |