/* * ***** 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 "GPU_select.h" #include "GPU_extensions.h" #include "GPU_glew.h" #include "BLI_utildefines.h" #include "MEM_guardedalloc.h" #include "DNA_userdef_types.h" /* Ad hoc number of queries to allocate to skip doing many glGenQueries */ #define ALLOC_QUERIES 200 typedef struct GPUQueryState { /* To ignore selection id calls when not initialized */ bool select_is_active; /* 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; /* flag to cache user preference for occlusion based selection */ bool use_gpu_select; /* cache on initialization */ unsigned int *buffer; unsigned int bufsize; /* mode of operation */ char mode; unsigned int index; int oldhits; } GPUQueryState; static GPUQueryState g_query_state = {0}; void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, rctf *input, char mode, int oldhits) { g_query_state.select_is_active = true; g_query_state.query_issued = false; g_query_state.active_query = 0; g_query_state.use_gpu_select = GPU_select_query_check_active(); 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; if (!g_query_state.use_gpu_select) { glSelectBuffer( bufsize, (GLuint *)buffer); glRenderMode(GL_SELECT); glInitNames(); glPushName(-1); } else { float viewport[4]; 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"); glGenQueriesARB(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); if (!input || input->xmin == input->xmax) { glViewport(viewport[0], viewport[1], 24, 24); } else { glViewport(viewport[0], viewport[1], (int)(input->xmax - input->xmin), (int)(input->ymax - input->ymin)); } /* 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_load_id(unsigned int id) { /* if no selection mode active, ignore */ if(!g_query_state.select_is_active) return true; if (!g_query_state.use_gpu_select) { glLoadName(id); } else { if (g_query_state.query_issued) { glEndQueryARB(GL_SAMPLES_PASSED_ARB); } /* 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)); glGenQueriesARB(ALLOC_QUERIES, &g_query_state.queries[g_query_state.active_query]); } glBeginQueryARB(GL_SAMPLES_PASSED_ARB, 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) { if (g_query_state.buffer[g_query_state.index * 4 + 3] == id) { g_query_state.index++; return true; } else { return false; } } } return true; } unsigned int GPU_select_end(void) { unsigned int hits = 0; if (!g_query_state.use_gpu_select) { glPopName(); hits = glRenderMode(GL_RENDER); } else { int i; if (g_query_state.query_issued) { glEndQueryARB(GL_SAMPLES_PASSED_ARB); } for (i = 0; i < g_query_state.active_query; i++) { unsigned int result; glGetQueryObjectuivARB(g_query_state.queries[i], GL_QUERY_RESULT_ARB, &result); if (result > 0) { if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) { if(hits < g_query_state.bufsize) { g_query_state.buffer[hits * 4] = 1; g_query_state.buffer[hits * 4 + 1] = 0xFFFF; g_query_state.buffer[hits * 4 + 2] = 0xFFFF; g_query_state.buffer[hits * 4 + 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 * 4 + 3] == g_query_state.id[i]) { g_query_state.buffer[j * 4 + 1] = 0; g_query_state.buffer[j * 4 + 2] = 0; } } break; } } } glDeleteQueriesARB(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); } g_query_state.select_is_active = false; return hits; } bool GPU_select_query_check_support(void) { return GLEW_ARB_occlusion_query; } bool GPU_select_query_check_active(void) { return GLEW_ARB_occlusion_query && ((U.gpu_select_method == USER_SELECT_USE_OCCLUSION_QUERY) || ((U.gpu_select_method == USER_SELECT_AUTO) && GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY))); }