/* * ***** 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 GPU_select.h * \ingroup gpu */ #ifndef __GPU_SELECT__ #define __GPU_SELECT__ #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, }; /* initialize and provide buffer for results */ void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, rctf *input, char mode, int oldhits); /* 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); /* 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); #endif