diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_select_sample_query.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_select_sample_query.c | 209 |
1 files changed, 209 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c new file mode 100644 index 00000000000..5576367edd9 --- /dev/null +++ b/source/blender/gpu/intern/gpu_select_sample_query.c @@ -0,0 +1,209 @@ +/* + * ***** 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 <stdlib.h> + +#include "GPU_select.h" +#include "GPU_extensions.h" +#include "GPU_glew.h" + +#include "MEM_guardedalloc.h" + +#include "BLI_rect.h" + +#include "BLI_utildefines.h" + +#include "gpu_select_private.h" + + +/* Ad hoc number of queries to allocate to skip doing many glGenQueries */ +#define ALLOC_QUERIES 200 + +typedef struct GPUQueryState { + /* 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; + /* cache on initialization */ + unsigned int (*buffer)[4]; + /* buffer size (stores number of integers, for actual size multiply by sizeof integer)*/ + unsigned int bufsize; + /* mode of operation */ + char mode; + unsigned int index; + int oldhits; +} GPUQueryState; + +static GPUQueryState g_query_state = {0}; + + +void gpu_select_query_begin( + unsigned int (*buffer)[4], unsigned int bufsize, + const rcti *input, char mode, + int oldhits) +{ + float viewport[4]; + + g_query_state.query_issued = false; + g_query_state.active_query = 0; + 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; + + 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"); + glGenQueries(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); + glViewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input)); + + /* 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_FALSE); + glDepthFunc(GL_EQUAL); + } +} + +bool gpu_select_query_load_id(unsigned int id) +{ + if (g_query_state.query_issued) { + glEndQuery(GL_SAMPLES_PASSED); + } + /* 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)); + glGenQueries(ALLOC_QUERIES, &g_query_state.queries[g_query_state.active_query]); + } + + glBeginQuery(GL_SAMPLES_PASSED, 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 && g_query_state.index < g_query_state.oldhits) { + if (g_query_state.buffer[g_query_state.index][3] == id) { + g_query_state.index++; + return true; + } + else { + return false; + } + } + + return true; +} + +unsigned int gpu_select_query_end(void) +{ + int i; + + unsigned int hits = 0; + const unsigned int maxhits = g_query_state.bufsize; + + if (g_query_state.query_issued) { + glEndQuery(GL_SAMPLES_PASSED); + } + + for (i = 0; i < g_query_state.active_query; i++) { + unsigned int result; + glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT, &result); + if (result > 0) { + if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) { + + if (hits < maxhits) { + g_query_state.buffer[hits][0] = 1; + g_query_state.buffer[hits][1] = 0xFFFF; + g_query_state.buffer[hits][2] = 0xFFFF; + g_query_state.buffer[hits][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][3] == g_query_state.id[i]) { + g_query_state.buffer[j][1] = 0; + g_query_state.buffer[j][2] = 0; + } + } + break; + } + } + } + + glDeleteQueries(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); + + return hits; +} |