From 45b764e95b9e34cb17dece1cd37eb80dafa1924f Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 9 Mar 2017 05:17:55 +1100 Subject: 3D View: new nethod of opengl selection Intended to replace legacy GL_SELECT, without the limitations of sample queries which can't access depth information. This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL which access the depth buffers to detect whats under the pointer, so initial selection is always the closest item. The performance of this method depends a lot on the OpenGL implementations glReadPixels. Since reading depth can be slow, buffers are cached for object picking so selecting re-uses depth data, performing 1 draw instead of 3 (for 24, 18, 10 px regions, picking with many items under the pointer). Occlusion queries draw twice when picking nearest, so worst case 6x draw calls per selection. Even with these improvements occlusion queries is faster on AMD hardware. Depth selection is disabled by default, toggle option under select method. May enable by default if this works well on different hardware. Reviewed as D2543 --- source/blender/editors/armature/armature_select.c | 32 +++++++++++++++++++---- 1 file changed, 27 insertions(+), 5 deletions(-) (limited to 'source/blender/editors/armature/armature_select.c') diff --git a/source/blender/editors/armature/armature_select.c b/source/blender/editors/armature/armature_select.c index ec0f193e780..3a0d07c02ee 100644 --- a/source/blender/editors/armature/armature_select.c +++ b/source/blender/editors/armature/armature_select.c @@ -177,7 +177,7 @@ void *get_nearest_bone(bContext *C, const int xy[2], bool findunsel) rect.xmin = rect.xmax = xy[0]; rect.ymin = rect.ymax = xy[1]; - hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect, true); + hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect, VIEW3D_SELECT_PICK_NEAREST); if (hits > 0) return get_bone_from_selectbuffer(vc.scene, vc.scene->basact, buffer, hits, findunsel, true); @@ -279,7 +279,7 @@ void ARMATURE_OT_select_linked(wmOperatorType *ot) /* note that BONE ROOT only gets drawn for root bones (or without IK) */ static EditBone *get_nearest_editbonepoint( ViewContext *vc, const int mval[2], - ListBase *edbo, bool findunsel, int *r_selmask) + ListBase *edbo, bool findunsel, bool use_cycle, int *r_selmask) { bArmature *arm = (bArmature *)vc->obedit->data; EditBone *ebone_next_act = arm->act_edbone; @@ -290,6 +290,7 @@ static EditBone *get_nearest_editbonepoint( unsigned int hitresult, besthitresult = BONESEL_NOSEL; int i, mindep = 5; short hits; + static int last_mval[2] = {-100, -100}; /* find the bone after the current active bone, so as to bump up its chances in selection. * this way overlapping bones will cycle selection state as with objects. */ @@ -303,12 +304,33 @@ static EditBone *get_nearest_editbonepoint( ebone_next_act = NULL; } + bool do_nearest = false; + + /* define if we use solid nearest select or not */ + if (use_cycle) { + if (vc->v3d->drawtype > OB_WIRE) { + do_nearest = true; + if (len_manhattan_v2v2_int(mval, last_mval) < 3) { + do_nearest = false; + } + } + copy_v2_v2_int(last_mval, mval); + } + else { + if (vc->v3d->drawtype > OB_WIRE) { + do_nearest = true; + } + } + + const int select_mode = (do_nearest ? VIEW3D_SELECT_PICK_NEAREST : VIEW3D_SELECT_PICK_ALL); + + /* TODO: select larger region first (so we can use GPU_select_cache) */ BLI_rcti_init_pt_radius(&rect, mval, 5); + hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, select_mode); - hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, true); if (hits == 0) { BLI_rcti_init_pt_radius(&rect, mval, 12); - hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, true); + hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, select_mode); } /* See if there are any selected bones in this group */ if (hits > 0) { @@ -434,7 +456,7 @@ bool ED_armature_select_pick(bContext *C, const int mval[2], bool extend, bool d return true; } - nearBone = get_nearest_editbonepoint(&vc, mval, arm->edbo, true, &selmask); + nearBone = get_nearest_editbonepoint(&vc, mval, arm->edbo, true, true, &selmask); if (nearBone) { if (!extend && !deselect && !toggle) { -- cgit v1.2.3 From 4ab322fdd2e019ba337b2560a2d36f2175c03a32 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Thu, 9 Mar 2017 09:22:56 +1100 Subject: 3D View: use cache for armature select --- source/blender/editors/armature/armature_select.c | 54 +++++++++++++++++++---- 1 file changed, 46 insertions(+), 8 deletions(-) (limited to 'source/blender/editors/armature/armature_select.c') diff --git a/source/blender/editors/armature/armature_select.c b/source/blender/editors/armature/armature_select.c index 3a0d07c02ee..d19862cb4b0 100644 --- a/source/blender/editors/armature/armature_select.c +++ b/source/blender/editors/armature/armature_select.c @@ -53,6 +53,8 @@ #include "ED_screen.h" #include "ED_view3d.h" +#include "GPU_select.h" + #include "armature_intern.h" /* utility macros for storing a temp int in the bone (selection flag) */ @@ -275,6 +277,19 @@ void ARMATURE_OT_select_linked(wmOperatorType *ot) RNA_def_boolean(ot->srna, "extend", false, "Extend", "Extend selection instead of deselecting everything first"); } +/* utility function for get_nearest_editbonepoint */ +static int selectbuffer_ret_hits_12(unsigned int *UNUSED(buffer), const int hits12) +{ + return hits12; +} + +static int selectbuffer_ret_hits_5(unsigned int *buffer, const int hits12, const int hits5) +{ + const int offs = 4 * hits12; + memcpy(buffer, buffer + offs, 4 * hits5 * sizeof(unsigned int)); + return hits5; +} + /* does bones and points */ /* note that BONE ROOT only gets drawn for root bones (or without IK) */ static EditBone *get_nearest_editbonepoint( @@ -289,7 +304,8 @@ static EditBone *get_nearest_editbonepoint( unsigned int buffer[MAXPICKBUF]; unsigned int hitresult, besthitresult = BONESEL_NOSEL; int i, mindep = 5; - short hits; + int hits12, hits5 = 0; + static int last_mval[2] = {-100, -100}; /* find the bone after the current active bone, so as to bump up its chances in selection. @@ -322,19 +338,41 @@ static EditBone *get_nearest_editbonepoint( } } + /* matching logic from 'mixed_bones_object_selectbuffer' */ const int select_mode = (do_nearest ? VIEW3D_SELECT_PICK_NEAREST : VIEW3D_SELECT_PICK_ALL); + int hits = 0; - /* TODO: select larger region first (so we can use GPU_select_cache) */ - BLI_rcti_init_pt_radius(&rect, mval, 5); - hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, select_mode); + /* we _must_ end cache before return, use 'goto cache_end' */ + GPU_select_cache_begin(); - if (hits == 0) { - BLI_rcti_init_pt_radius(&rect, mval, 12); - hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, select_mode); + BLI_rcti_init_pt_radius(&rect, mval, 12); + hits12 = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, select_mode); + if (hits12 == 1) { + hits = selectbuffer_ret_hits_12(buffer, hits12); + goto cache_end; } + else if (hits12 > 0) { + int offs; + + offs = 4 * hits12; + BLI_rcti_init_pt_radius(&rect, mval, 5); + hits5 = view3d_opengl_select(vc, buffer + offs, MAXPICKBUF - offs, &rect, select_mode); + + if (hits5 == 1) { + hits = selectbuffer_ret_hits_5(buffer, hits12, hits5); + goto cache_end; + } + + if (hits5 > 0) { hits = selectbuffer_ret_hits_5(buffer, hits12, hits5); goto cache_end; } + else { hits = selectbuffer_ret_hits_12(buffer, hits12); goto cache_end; } + } + +cache_end: + GPU_select_cache_end(); + /* See if there are any selected bones in this group */ if (hits > 0) { - + if (hits == 1) { if (!(buffer[3] & BONESEL_NOSEL)) besthitresult = buffer[3]; -- cgit v1.2.3