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Diffstat (limited to 'source/blender/gpu/GPU_select.h')
-rw-r--r--source/blender/gpu/GPU_select.h50
1 files changed, 26 insertions, 24 deletions
diff --git a/source/blender/gpu/GPU_select.h b/source/blender/gpu/GPU_select.h
index 6b81ce7b248..9fe1b413a3c 100644
--- a/source/blender/gpu/GPU_select.h
+++ b/source/blender/gpu/GPU_select.h
@@ -1,6 +1,3 @@
-#ifndef _GPU_SELECT_H_
-#define _GPU_SELECT_H_
-
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
@@ -18,12 +15,10 @@
* 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) 2013 Blender Foundation.
+ * The Original Code is Copyright (C) 2014 Blender Foundation.
* All rights reserved.
*
- * The Original Code is: all of this file.
- *
- * Contributor(s): Jason Wilkins.
+ * Contributor(s): Antony Riakiotakis.
*
* ***** END GPL LICENSE BLOCK *****
*/
@@ -32,30 +27,37 @@
* \ingroup gpu
*/
-#include "GPU_glew.h"
-
-
-
-#ifdef __cplusplus
-extern "C" {
-#endif
+#ifndef __GPU_SELECT__
+#define __GPU_SELECT__
+#include "GPU_glew.h"
+#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,
+};
-void GPU_select_buffer(GLsizei size, GLuint* buffer); /* replaces glSelectBuffer(size, buffer) */
+/* initialize and provide buffer for results */
+void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, rctf *input, char mode, int oldhits);
-void GPU_select_begin (void); /* replaces glRenderMode(GL_SELECT) */
-GLsizei GPU_select_end (void); /* replaces glRenderMode(GL_RENDER) */
+/* 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);
-void GPU_select_clear (void); /* replaces glInitNames() */
-void GPU_select_pop (void); /* replaces glPopName() */
-void GPU_select_push (GLuint name); /* replaces glPushName(name) */
-void GPU_select_load (GLuint name); /* replaces glLoadName(name) */
+/* 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);
-#ifdef __cplusplus
-}
#endif
-#endif /* _GPU_SELECT_H_ */