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Diffstat (limited to 'source/blender/gpu/intern/gpu_select_sample_query.c')
-rw-r--r--source/blender/gpu/intern/gpu_select_sample_query.c209
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
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+++ b/source/blender/gpu/intern/gpu_select_sample_query.c
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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 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;
+}