diff options
Diffstat (limited to 'source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c')
-rw-r--r-- | source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c index ab955a9e233..83e6e347ce7 100644 --- a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c +++ b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c @@ -572,7 +572,7 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos, Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C); rcti rect; /* Almost certainly overkill, but allow for many custom gizmos. */ - uint buffer[MAXPICKBUF]; + GPUSelectResult buffer[MAXPICKELEMS]; short hits; BLI_rcti_init_pt_radius(&rect, co, hotspot); @@ -582,19 +582,19 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos, * - #GPU_SELECT_ALL: Use it to check if there is anything at the cursor location * (only ever runs once). * - #GPU_SELECT_PICK_NEAREST: Use if there are more than 1 item at the cursor location, - * select the best one. + * pick the nearest one. * - #GPU_SELECT_PICK_ALL: Use for the same purpose as #GPU_SELECT_PICK_NEAREST * when the selection depths need to re-ordered based on a bias. * */ - const int gpu_select_mode = (use_depth_test ? - (has_3d_select_bias ? - /* Using select bias means the depths need to be - * re-calculated based on the bias to pick the best. */ - GPU_SELECT_PICK_ALL : - /* No bias, just pick the closest. */ - GPU_SELECT_PICK_NEAREST) : - /* Fast-path (occlusion queries). */ - GPU_SELECT_ALL); + const eGPUSelectMode gpu_select_mode = + (use_depth_test ? (has_3d_select_bias ? + /* Using select bias means the depths need to be + * re-calculated based on the bias to pick the best. */ + GPU_SELECT_PICK_ALL : + /* No bias, just pick the closest. */ + GPU_SELECT_PICK_NEAREST) : + /* Fast-path (occlusion queries). */ + GPU_SELECT_ALL); /* When switching between modes and the mouse pointer is over a gizmo, the highlight test is * performed before the viewport is fully initialized (region->draw_buffer = NULL). @@ -657,14 +657,14 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos, GPU_matrix_unproject_3fv(co_screen, rv3d->viewinv, rv3d->winmat, viewport, co_3d_origin); - uint *buf_iter = buffer; + GPUSelectResult *buf_iter = buffer; float dot_best = FLT_MAX; - for (int i = 0; i < hits; i++, buf_iter += 4) { - BLI_assert(buf_iter[3] != -1); - wmGizmo *gz = visible_gizmos[buf_iter[3] >> 8]; + for (int i = 0; i < hits; i++, buf_iter++) { + BLI_assert(buf_iter->id != -1); + wmGizmo *gz = visible_gizmos[buf_iter->id >> 8]; float co_3d[3]; - co_screen[2] = int_as_float(buf_iter[1]); + co_screen[2] = int_as_float(buf_iter->depth); GPU_matrix_unproject_3fv(co_screen, rv3d->viewinv, rv3d->winmat, viewport, co_3d); float select_bias = gz->select_bias; if ((gz->flag & WM_GIZMO_DRAW_NO_SCALE) == 0) { @@ -674,14 +674,14 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos, const float dot_test = dot_v3v3(co_3d, co_direction) - select_bias; if (dot_best > dot_test) { dot_best = dot_test; - hit_found = buf_iter[3]; + hit_found = buf_iter->id; } } } else { - const uint *hit_near = GPU_select_buffer_near(buffer, hits); + const GPUSelectResult *hit_near = GPU_select_buffer_near(buffer, hits); if (hit_near) { - hit_found = hit_near[3]; + hit_found = hit_near->id; } } |