/* * 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. */ /** \file * \ingroup gpu */ #pragma once #include "BLI_sys_types.h" #ifdef __cplusplus extern "C" { #endif struct rcti; /** Flags for mode of operation. */ enum { GPU_SELECT_ALL = 1, /* gpu_select_query */ GPU_SELECT_NEAREST_FIRST_PASS = 2, GPU_SELECT_NEAREST_SECOND_PASS = 3, /* gpu_select_pick */ GPU_SELECT_PICK_ALL = 4, GPU_SELECT_PICK_NEAREST = 5, }; /** * Initialize and provide buffer for results. */ void GPU_select_begin( unsigned int *buffer, unsigned int bufsize, const struct rcti *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. * * \warning 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); void GPU_select_finalize(void); /** * Cleanup and flush selection results to buffer. * Return number of hits and hits in buffer. * if \a dopass is true, we will do a second pass with occlusion queries to get the closest hit. */ unsigned int GPU_select_end(void); /* Cache selection region. */ bool GPU_select_is_cached(void); void GPU_select_cache_begin(void); void GPU_select_cache_load_id(void); void GPU_select_cache_end(void); /* Utilities. */ /** * Helper function, nothing special but avoids doing inline since hits aren't sorted by depth * and purpose of 4x buffer indices isn't so clear. * * Note that comparing depth as uint is fine. */ const uint *GPU_select_buffer_near(const uint *buffer, int hits); uint GPU_select_buffer_remove_by_id(uint *buffer, int hits, uint select_id); /** * Part of the solution copied from `rect_subregion_stride_calc`. */ void GPU_select_buffer_stride_realign(const struct rcti *src, const struct rcti *dst, uint *r_buf); #ifdef __cplusplus } #endif