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blender-archive/source/blender/gpu/GPU_select.h

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/*
* 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
*/
2015-03-16 11:46:20 +11:00
#pragma once
#include "BLI_sys_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct rcti;
/** Flags for mode of operation. */
typedef enum eGPUSelectMode {
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,
} eGPUSelectMode;
/**
* Initialize and provide buffer for results.
*/
void GPU_select_begin(unsigned int *buffer,
unsigned int bufsize,
const struct rcti *input,
eGPUSelectMode 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