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Diffstat (limited to 'source/blender/gpu/GPU_select.h')
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+/*
+ * ***** 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