Occlusion Query based selection.

This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.

This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.

The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.

There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.

patch by me with edits and review by Campbell.

Thanks!
This commit is contained in:
2014-07-23 15:24:07 +02:00
parent cf9d5db75b
commit 17021171f1
21 changed files with 584 additions and 182 deletions

View File

@@ -493,6 +493,7 @@ macro(SETUP_BLENDER_SORTED_LIBS)
bf_bmesh
bf_blenkernel
bf_nodes
bf_rna
bf_gpu
bf_blenloader
bf_imbuf
@@ -532,7 +533,6 @@ macro(SETUP_BLENDER_SORTED_LIBS)
extern_openjpeg
extern_redcode
ge_videotex
bf_rna
bf_dna
bf_blenfont
bf_intern_audaspace

View File

@@ -417,6 +417,12 @@ class USERPREF_PT_system(Panel):
col.prop(system, "use_gpu_mipmap")
col.prop(system, "use_16bit_textures")
col.separator()
col.label(text="Selection")
sub = col.column()
sub.active = system.is_occlusion_query_supported()
sub.prop(system, "select_method", text="")
col.separator()
col.label(text="Anisotropic Filtering")

View File

@@ -26,6 +26,7 @@ set(INC
../../makesdna
../../makesrna
../../windowmanager
../../gpu
../../../../intern/guardedalloc
)

View File

@@ -39,6 +39,7 @@ incs = [
'../../blenlib',
'../../makesdna',
'../../makesrna',
'../../gpu',
'../../windowmanager',
]
incs = ' '.join(incs)

View File

@@ -160,7 +160,7 @@ void *get_nearest_bone(bContext *C, short findunsel, int x, int y)
rect.ymin = rect.ymax = y;
glInitNames();
hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect);
hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect, true);
if (hits > 0)
return get_bone_from_selectbuffer(vc.scene, vc.scene->basact, buffer, hits, findunsel);
@@ -295,13 +295,13 @@ static EditBone *get_nearest_editbonepoint(ViewContext *vc, const int mval[2],
rect.ymin = mval[1] - 5;
rect.ymax = mval[1] + 5;
hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect);
hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, true);
if (hits == 0) {
rect.xmin = mval[0] - 12;
rect.xmax = mval[0] + 12;
rect.ymin = mval[1] - 12;
rect.ymax = mval[1] + 12;
hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect);
hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, true);
}
/* See if there are any selected bones in this group */
if (hits > 0) {

View File

@@ -53,6 +53,8 @@
#include "WM_api.h"
#include "WM_types.h"
#include "GPU_select.h"
typedef int (*GestureDetectFct)(bContext *, SK_Gesture *, SK_Sketch *);
typedef void (*GestureApplyFct)(bContext *, SK_Gesture *, SK_Sketch *);
@@ -493,7 +495,7 @@ static void sk_drawStroke(SK_Stroke *stk, int id, float color[3], int start, int
gluQuadricNormals(quad, GLU_SMOOTH);
if (id != -1) {
glLoadName(id);
GPU_select_load_id(id);
for (i = 0; i < stk->nb_points; i++) {
glPushMatrix();
@@ -1969,7 +1971,7 @@ static int sk_selectStroke(bContext *C, SK_Sketch *sketch, const int mval[2], in
rect.ymin = mval[1] - 5;
rect.ymax = mval[1] + 5;
hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect);
hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect, true);
if (hits > 0) {
int besthitresult = -1;
@@ -2032,7 +2034,7 @@ static void sk_drawSketch(Scene *scene, View3D *UNUSED(v3d), SK_Sketch *sketch,
sk_drawStroke(stk, id, NULL, -1, -1);
}
glLoadName(-1);
GPU_select_load_id(-1);
}
else {
float selected_rgb[3] = {1, 0, 0};

View File

@@ -270,7 +270,7 @@ bool ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], con
/* select */
#define MAXPICKBUF 10000
short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input);
short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input, bool do_nearest);
/* view3d_select.c */
float ED_view3d_select_dist_px(void);

View File

@@ -594,7 +594,7 @@ bool mouse_mball(bContext *C, const int mval[2], bool extend, bool deselect, boo
rect.ymin = mval[1] - 12;
rect.ymax = mval[1] + 12;
hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect);
hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect, true);
/* does startelem exist? */
ml = mb->editelems->first;

View File

@@ -67,6 +67,7 @@
#include "view3d_intern.h"
#include "GPU_select.h"
/* *************** Armature Drawing - Coloring API ***************************** */
@@ -551,7 +552,7 @@ static void draw_bone_points(const short dt, int armflag, unsigned int boneflag,
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
glLoadName(id | BONESEL_ROOT);
GPU_select_load_id(id | BONESEL_ROOT);
if (dt <= OB_WIRE) {
if (armflag & ARM_EDITMODE) {
@@ -574,7 +575,7 @@ static void draw_bone_points(const short dt, int armflag, unsigned int boneflag,
/* Draw tip point */
if (id != -1)
glLoadName(id | BONESEL_TIP);
GPU_select_load_id(id | BONESEL_TIP);
if (dt <= OB_WIRE) {
if (armflag & ARM_EDITMODE) {
@@ -787,7 +788,7 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
glLoadName(id | BONESEL_ROOT);
GPU_select_load_id(id | BONESEL_ROOT);
drawcircball(GL_LINE_LOOP, headvec, head, imat);
}
@@ -799,7 +800,7 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
}
if (id != -1)
glLoadName(id | BONESEL_TIP);
GPU_select_load_id(id | BONESEL_TIP);
drawcircball(GL_LINE_LOOP, tailvec, tail, imat);
@@ -830,7 +831,7 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
cross_v3_v3v3(norvect, vec, imat[2]);
if (id != -1)
glLoadName(id | BONESEL_BONE);
GPU_select_load_id(id | BONESEL_BONE);
glBegin(GL_LINES);
@@ -907,7 +908,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
glLoadName(id | BONESEL_ROOT);
GPU_select_load_id(id | BONESEL_ROOT);
gluSphere(qobj, head, 16, 10);
}
@@ -918,7 +919,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
}
if (id != -1)
glLoadName(id | BONESEL_TIP);
GPU_select_load_id(id | BONESEL_TIP);
glTranslatef(0.0f, 0.0f, length);
gluSphere(qobj, tail, 16, 10);
@@ -939,7 +940,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
if (length > (head + tail)) {
if (id != -1)
glLoadName(id | BONESEL_BONE);
GPU_select_load_id(id | BONESEL_BONE);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
@@ -1009,7 +1010,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (G.f & G_PICKSEL) { /* no bitmap in selection mode, crashes 3d cards... */
glLoadName(id | BONESEL_ROOT);
GPU_select_load_id(id | BONESEL_ROOT);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
@@ -1021,7 +1022,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
}
if (id != -1)
glLoadName((GLuint) id | BONESEL_BONE);
GPU_select_load_id((GLuint) id | BONESEL_BONE);
glBegin(GL_LINES);
glVertex3f(0.0f, 0.0f, 0.0f);
@@ -1031,7 +1032,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
/* tip */
if (G.f & G_PICKSEL) {
/* no bitmap in selection mode, crashes 3d cards... */
glLoadName(id | BONESEL_TIP);
GPU_select_load_id(id | BONESEL_TIP);
glBegin(GL_POINTS);
glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
@@ -1043,7 +1044,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
/* further we send no names */
if (id != -1)
glLoadName(id & 0xFFFF); /* object tag, for bordersel optim */
GPU_select_load_id(id & 0xFFFF); /* object tag, for bordersel optim */
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_LINEBONE, boneflag, constflag);
@@ -1161,7 +1162,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
}
if (id != -1) {
glLoadName((GLuint) id | BONESEL_BONE);
GPU_select_load_id((GLuint) id | BONESEL_BONE);
}
/* set up solid drawing */
@@ -1266,13 +1267,13 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
/* this chunk not in object mode */
if (armflag & (ARM_EDITMODE | ARM_POSEMODE)) {
if (id != -1)
glLoadName((GLuint) id | BONESEL_BONE);
GPU_select_load_id((GLuint) id | BONESEL_BONE);
draw_wire_bone_segments(pchan, bbones, length, segments);
/* further we send no names */
if (id != -1)
glLoadName(id & 0xFFFF); /* object tag, for bordersel optim */
GPU_select_load_id(id & 0xFFFF); /* object tag, for bordersel optim */
}
/* colors for modes */
@@ -1315,7 +1316,7 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
/* now draw the bone itself */
if (id != -1) {
glLoadName((GLuint) id | BONESEL_BONE);
GPU_select_load_id((GLuint) id | BONESEL_BONE);
}
/* wire? */
@@ -1370,7 +1371,7 @@ static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Obje
}
if (id != -1) {
glLoadName((GLuint) id | BONESEL_BONE);
GPU_select_load_id((GLuint) id | BONESEL_BONE);
}
draw_object_instance(scene, v3d, rv3d, ob, dt, armflag & ARM_POSEMODE);
@@ -1812,12 +1813,12 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
index += 0x10000; /* pose bones count in higher 2 bytes only */
}
/* very very confusing... but in object mode, solid draw, we cannot do glLoadName yet,
/* very very confusing... but in object mode, solid draw, we cannot do GPU_select_load_id yet,
* stick bones and/or wire custom-shapes are drawn in next loop
*/
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && (draw_wire == false) && index != -1) {
/* object tag, for bordersel optim */
glLoadName(index & 0xFFFF);
GPU_select_load_id(index & 0xFFFF);
index = -1;
}
}
@@ -1883,7 +1884,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* stick or wire bones have not been drawn yet so don't clear object selection in this case */
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && draw_wire && index != -1) {
/* object tag, for bordersel optim */
glLoadName(index & 0xFFFF);
GPU_select_load_id(index & 0xFFFF);
index = -1;
}
}
@@ -1926,7 +1927,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
*/
if ((do_dashed & 2) && ((bone->flag & BONE_CONNECTED) == 0)) {
if (arm->flag & ARM_POSEMODE) {
glLoadName(index & 0xFFFF); /* object tag, for bordersel optim */
GPU_select_load_id(index & 0xFFFF); /* object tag, for bordersel optim */
UI_ThemeColor(TH_WIRE);
}
setlinestyle(3);
@@ -1946,7 +1947,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
else glColor3ub(200, 200, 50); /* add theme! */
glLoadName(index & 0xFFFF);
GPU_select_load_id(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
}
}
@@ -1954,7 +1955,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (bone->flag & BONE_SELECTED) {
glColor3ub(150, 200, 50); /* add theme! */
glLoadName(index & 0xFFFF);
GPU_select_load_id(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
}
}
@@ -2174,7 +2175,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* if wire over solid, set offset */
index = -1;
glLoadName(-1);
GPU_select_load_id(-1);
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
if (G.f & G_PICKSEL)
index = 0;
@@ -2223,7 +2224,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* offset to parent */
if (eBone->parent) {
UI_ThemeColor(TH_WIRE_EDIT);
glLoadName(-1); /* -1 here is OK! */
GPU_select_load_id(-1); /* -1 here is OK! */
setlinestyle(3);
glBegin(GL_LINES);
@@ -2240,7 +2241,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
/* restore */
if (index != -1) {
glLoadName(-1);
GPU_select_load_id(-1);
}
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {

View File

@@ -86,6 +86,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_select.h"
#include "ED_mesh.h"
#include "ED_particle.h"
@@ -1586,7 +1587,7 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
continue;
if (dflag & DRAW_PICKING)
glLoadName(base->selcol + (tracknr << 16));
GPU_select_load_id(base->selcol + (tracknr << 16));
glPushMatrix();
glTranslatef(track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]);
@@ -1737,7 +1738,7 @@ static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d,
}
if (dflag & DRAW_PICKING)
glLoadName(base->selcol);
GPU_select_load_id(base->selcol);
}
/* flag similar to draw_object() */
@@ -6479,7 +6480,7 @@ static bool drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
if (G.f & G_PICKSEL) {
ml->selcol1 = code;
glLoadName(code++);
GPU_select_load_id(code++);
}
}
drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad, imat);
@@ -6493,7 +6494,7 @@ static bool drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
if (G.f & G_PICKSEL) {
ml->selcol2 = code;
glLoadName(code++);
GPU_select_load_id(code++);
}
drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad * atanf(ml->s) / (float)M_PI_2, imat);
}

View File

@@ -1194,15 +1194,32 @@ static short selectbuffer_ret_hits_5(unsigned int *buffer, const short hits15, c
/* we want a select buffer with bones, if there are... */
/* so check three selection levels and compare */
static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buffer, const int mval[2])
static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buffer, const int mval[2], bool *p_do_nearest, bool enumerate)
{
rcti rect;
int offs;
short hits15, hits9 = 0, hits5 = 0;
bool has_bones15 = false, has_bones9 = false, has_bones5 = false;
static int last_mval[2] = {-100, -100};
bool do_nearest = false;
View3D *v3d = vc->v3d;
/* define if we use solid nearest select or not */
if (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);
if (p_do_nearest)
*p_do_nearest = do_nearest;
do_nearest = do_nearest && !enumerate;
BLI_rcti_init(&rect, mval[0] - 14, mval[0] + 14, mval[1] - 14, mval[1] + 14);
hits15 = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect);
hits15 = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, do_nearest);
if (hits15 == 1) {
return selectbuffer_ret_hits_15(buffer, hits15);
}
@@ -1211,7 +1228,7 @@ static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buff
offs = 4 * hits15;
BLI_rcti_init(&rect, mval[0] - 9, mval[0] + 9, mval[1] - 9, mval[1] + 9);
hits9 = view3d_opengl_select(vc, buffer + offs, MAXPICKBUF - offs, &rect);
hits9 = view3d_opengl_select(vc, buffer + offs, MAXPICKBUF - offs, &rect, do_nearest);
if (hits9 == 1) {
return selectbuffer_ret_hits_9(buffer, hits15, hits9);
}
@@ -1220,7 +1237,7 @@ static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buff
offs += 4 * hits9;
BLI_rcti_init(&rect, mval[0] - 5, mval[0] + 5, mval[1] - 5, mval[1] + 5);
hits5 = view3d_opengl_select(vc, buffer + offs, MAXPICKBUF - offs, &rect);
hits5 = view3d_opengl_select(vc, buffer + offs, MAXPICKBUF - offs, &rect, do_nearest);
if (hits5 == 1) {
return selectbuffer_ret_hits_5(buffer, hits15, hits9, hits5);
}
@@ -1242,25 +1259,13 @@ static short mixed_bones_object_selectbuffer(ViewContext *vc, unsigned int *buff
}
/* returns basact */
static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int hits, const int mval[2],
Base *startbase, bool has_bones)
static Base *mouse_select_eval_buffer(ViewContext *vc, unsigned int *buffer, int hits,
Base *startbase, bool has_bones, bool do_nearest)
{
Scene *scene = vc->scene;
View3D *v3d = vc->v3d;
Base *base, *basact = NULL;
static int lastmval[2] = {-100, -100};
int a;
bool do_nearest = false;
/* define if we use solid nearest select or not */
if (v3d->drawtype > OB_WIRE) {
do_nearest = true;
if (ABS(mval[0] - lastmval[0]) < 3 && ABS(mval[1] - lastmval[1]) < 3) {
if (!has_bones) /* hrms, if theres bones we always do nearest */
do_nearest = false;
}
}
lastmval[0] = mval[0]; lastmval[1] = mval[1];
if (do_nearest) {
unsigned int min = 0xFFFFFFFF;
@@ -1343,16 +1348,17 @@ Base *ED_view3d_give_base_under_cursor(bContext *C, const int mval[2])
Base *basact = NULL;
unsigned int buffer[4 * MAXPICKBUF];
int hits;
bool do_nearest;
/* setup view context for argument to callbacks */
view3d_operator_needs_opengl(C);
view3d_set_viewcontext(C, &vc);
hits = mixed_bones_object_selectbuffer(&vc, buffer, mval);
hits = mixed_bones_object_selectbuffer(&vc, buffer, mval, &do_nearest, false);
if (hits > 0) {
const bool has_bones = selectbuffer_has_bones(buffer, hits);
basact = mouse_select_eval_buffer(&vc, buffer, hits, mval, vc.scene->base.first, has_bones);
basact = mouse_select_eval_buffer(&vc, buffer, hits, vc.scene->base.first, has_bones, do_nearest);
}
return basact;
@@ -1439,10 +1445,11 @@ static bool mouse_select(bContext *C, const int mval[2],
}
else {
unsigned int buffer[4 * MAXPICKBUF];
bool do_nearest;
/* if objects have posemode set, the bones are in the same selection buffer */
hits = mixed_bones_object_selectbuffer(&vc, buffer, mval);
hits = mixed_bones_object_selectbuffer(&vc, buffer, mval, &do_nearest, enumerate);
if (hits > 0) {
/* note: bundles are handling in the same way as bones */
@@ -1453,7 +1460,7 @@ static bool mouse_select(bContext *C, const int mval[2],
basact = object_mouse_select_menu(C, &vc, buffer, hits, mval, toggle);
}
else {
basact = mouse_select_eval_buffer(&vc, buffer, hits, mval, startbase, has_bones);
basact = mouse_select_eval_buffer(&vc, buffer, hits, startbase, has_bones, do_nearest);
}
if (has_bones && basact) {
@@ -1511,7 +1518,7 @@ static bool mouse_select(bContext *C, const int mval[2],
if (!changed) {
/* fallback to regular object selection if no new bundles were selected,
* allows to select object parented to reconstruction object */
basact = mouse_select_eval_buffer(&vc, buffer, hits, mval, startbase, 0);
basact = mouse_select_eval_buffer(&vc, buffer, hits, startbase, 0, do_nearest);
}
}
}
@@ -1873,7 +1880,7 @@ static int do_meta_box_select(ViewContext *vc, rcti *rect, bool select, bool ext
unsigned int buffer[4 * MAXPICKBUF];
short hits;
hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, rect);
hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, rect, false);
if (extend == false && select)
BKE_mball_deselect_all(mb);
@@ -1907,7 +1914,7 @@ static int do_armature_box_select(ViewContext *vc, rcti *rect, bool select, bool
unsigned int buffer[4 * MAXPICKBUF];
short hits;
hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, rect);
hits = view3d_opengl_select(vc, buffer, MAXPICKBUF, rect, false);
/* clear flag we use to detect point was affected */
for (ebone = arm->edbo->first; ebone; ebone = ebone->next)
@@ -2001,7 +2008,7 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, b
/* selection buffer now has bones potentially too, so we add MAXPICKBUF */
vbuffer = MEM_mallocN(4 * (totobj + MAXPICKBUF) * sizeof(unsigned int), "selection buffer");
hits = view3d_opengl_select(vc, vbuffer, 4 * (totobj + MAXPICKBUF), rect);
hits = view3d_opengl_select(vc, vbuffer, 4 * (totobj + MAXPICKBUF), rect, false);
/*
* LOGIC NOTES (theeth):
* The buffer and ListBase have the same relative order, which makes the selection

View File

@@ -56,6 +56,7 @@
#include "BIF_glutil.h"
#include "GPU_draw.h"
#include "GPU_select.h"
#include "WM_api.h"
#include "WM_types.h"
@@ -955,6 +956,78 @@ void view3d_viewmatrix_set(Scene *scene, View3D *v3d, RegionView3D *rv3d)
}
}
static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar, bool use_obedit_skip)
{
short code = 1;
char dt;
short dtx;
if (vc->obedit && vc->obedit->type == OB_MBALL) {
draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR);
}
else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
/* if not drawing sketch, draw bones */
if (!BDR_drawSketchNames(vc)) {
draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR);
}
}
else {
Base *base;
v3d->xray = true; /* otherwise it postpones drawing */
for (base = scene->base.first; base; base = base->next) {
if (base->lay & v3d->lay) {
if ((base->object->restrictflag & OB_RESTRICT_SELECT) ||
(use_obedit_skip && (scene->obedit->data == base->object->data)))
{
base->selcol = 0;
}
else {
base->selcol = code;
if (GPU_select_load_id(code)) {
draw_object(scene, ar, v3d, base, DRAW_PICKING | DRAW_CONSTCOLOR);
/* we draw duplicators for selection too */
if ((base->object->transflag & OB_DUPLI)) {
ListBase *lb;
DupliObject *dob;
Base tbase;
tbase.flag = OB_FROMDUPLI;
lb = object_duplilist(G.main->eval_ctx, scene, base->object);
for (dob = lb->first; dob; dob = dob->next) {
float omat[4][4];
tbase.object = dob->ob;
copy_m4_m4(omat, dob->ob->obmat);
copy_m4_m4(dob->ob->obmat, dob->mat);
/* extra service: draw the duplicator in drawtype of parent */
/* MIN2 for the drawtype to allow bounding box objects in groups for lods */
dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx;
draw_object(scene, ar, v3d, &tbase, DRAW_PICKING | DRAW_CONSTCOLOR);
tbase.object->dt = dt;
tbase.object->dtx = dtx;
copy_m4_m4(dob->ob->obmat, omat);
}
free_object_duplilist(lb);
}
}
code++;
}
}
}
v3d->xray = false; /* restore */
}
}
/**
* \warning be sure to account for a negative return value
* This is an error, "Too many objects in select buffer"
@@ -962,17 +1035,16 @@ void view3d_viewmatrix_set(Scene *scene, View3D *v3d, RegionView3D *rv3d)
*
* \note (vc->obedit == NULL) can be set to explicitly skip edit-object selection.
*/
short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input)
short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input, bool do_nearest)
{
Scene *scene = vc->scene;
View3D *v3d = vc->v3d;
ARegion *ar = vc->ar;
rctf rect;
short code, hits;
char dt;
short dtx;
rctf rect, selrect;
short hits;
const bool use_obedit_skip = (scene->obedit != NULL) && (vc->obedit == NULL);
const bool do_passes = do_nearest && GPU_select_query_check_active();
G.f |= G_PICKSEL;
/* case not a border select */
@@ -985,6 +1057,8 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
else {
BLI_rctf_rcti_copy(&rect, input);
}
selrect = rect;
view3d_winmatrix_set(ar, v3d, &rect);
mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->winmat, vc->rv3d->viewmat);
@@ -997,78 +1071,24 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(vc->rv3d);
glSelectBuffer(bufsize, (GLuint *)buffer);
glRenderMode(GL_SELECT);
glInitNames(); /* these two calls whatfor? It doesnt work otherwise */
glPushName(-1);
code = 1;
if (vc->obedit && vc->obedit->type == OB_MBALL) {
draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR);
}
else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
/* if not drawing sketch, draw bones */
if (!BDR_drawSketchNames(vc)) {
draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR);
}
}
else {
Base *base;
v3d->xray = true; /* otherwise it postpones drawing */
for (base = scene->base.first; base; base = base->next) {
if (base->lay & v3d->lay) {
if ((base->object->restrictflag & OB_RESTRICT_SELECT) ||
(use_obedit_skip && (scene->obedit->data == base->object->data)))
{
base->selcol = 0;
}
else {
base->selcol = code;
glLoadName(code);
draw_object(scene, ar, v3d, base, DRAW_PICKING | DRAW_CONSTCOLOR);
/* we draw duplicators for selection too */
if ((base->object->transflag & OB_DUPLI)) {
ListBase *lb;
DupliObject *dob;
Base tbase;
tbase.flag = OB_FROMDUPLI;
lb = object_duplilist(G.main->eval_ctx, scene, base->object);
for (dob = lb->first; dob; dob = dob->next) {
float omat[4][4];
tbase.object = dob->ob;
copy_m4_m4(omat, dob->ob->obmat);
copy_m4_m4(dob->ob->obmat, dob->mat);
/* extra service: draw the duplicator in drawtype of parent */
/* MIN2 for the drawtype to allow bounding box objects in groups for lods */
dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx;
if (do_passes)
GPU_select_begin(buffer, bufsize, &selrect, GPU_SELECT_NEAREST_FIRST_PASS, 0);
else
GPU_select_begin(buffer, bufsize, &selrect, GPU_SELECT_ALL, 0);
draw_object(scene, ar, v3d, &tbase, DRAW_PICKING | DRAW_CONSTCOLOR);
tbase.object->dt = dt;
tbase.object->dtx = dtx;
view3d_select_loop(vc, scene, v3d, ar, use_obedit_skip);
copy_m4_m4(dob->ob->obmat, omat);
}
free_object_duplilist(lb);
}
code++;
}
}
}
v3d->xray = false; /* restore */
hits = GPU_select_end();
/* second pass, to get the closest object to camera */
if (do_passes) {
GPU_select_begin(buffer, bufsize, &selrect, GPU_SELECT_NEAREST_SECOND_PASS, hits);
view3d_select_loop(vc, scene, v3d, ar, use_obedit_skip);
GPU_select_end();
}
glPopName(); /* see above (pushname) */
hits = glRenderMode(GL_RENDER);
G.f &= ~G_PICKSEL;
view3d_winmatrix_set(ar, v3d, NULL);
mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->winmat, vc->rv3d->viewmat);

View File

@@ -24,6 +24,7 @@ set(INC
../../blenkernel
../../blenlib
../../bmesh
../../gpu
../../ikplugin
../../makesdna
../../makesrna

View File

@@ -40,6 +40,7 @@ incs = [
'../../ikplugin',
'../../makesdna',
'../../makesrna',
'../../gpu',
'../../windowmanager',
]

View File

@@ -7231,7 +7231,7 @@ void createTransData(bContext *C, TransInfo *t)
}
}
else if (t->options & CTX_PAINT_CURVE) {
if(!ELEM(t->mode, TFM_SHEAR, TFM_SHRINKFATTEN))
if (!ELEM(t->mode, TFM_SHEAR, TFM_SHRINKFATTEN))
createTransPaintCurveVerts(C, t);
}
else if (t->obedit) {

View File

@@ -72,6 +72,8 @@
/* local module include */
#include "transform.h"
#include "GPU_select.h"
/* return codes for select, and drawing flags */
#define MAN_TRANS_X (1 << 0)
@@ -858,8 +860,8 @@ static void draw_manipulator_axes_single(View3D *v3d, RegionView3D *rv3d, int co
/* axes */
if (flagx) {
if (is_picksel) {
if (flagx & MAN_SCALE_X) glLoadName(MAN_SCALE_X);
else if (flagx & MAN_TRANS_X) glLoadName(MAN_TRANS_X);
if (flagx & MAN_SCALE_X) GPU_select_load_id(MAN_SCALE_X);
else if (flagx & MAN_TRANS_X) GPU_select_load_id(MAN_TRANS_X);
}
else {
manipulator_setcolor(v3d, 'X', colcode, axisBlendAngle(rv3d->tw_idot[0]));
@@ -873,8 +875,8 @@ static void draw_manipulator_axes_single(View3D *v3d, RegionView3D *rv3d, int co
case 1:
if (flagy) {
if (is_picksel) {
if (flagy & MAN_SCALE_Y) glLoadName(MAN_SCALE_Y);
else if (flagy & MAN_TRANS_Y) glLoadName(MAN_TRANS_Y);
if (flagy & MAN_SCALE_Y) GPU_select_load_id(MAN_SCALE_Y);
else if (flagy & MAN_TRANS_Y) GPU_select_load_id(MAN_TRANS_Y);
}
else {
manipulator_setcolor(v3d, 'Y', colcode, axisBlendAngle(rv3d->tw_idot[1]));
@@ -888,8 +890,8 @@ static void draw_manipulator_axes_single(View3D *v3d, RegionView3D *rv3d, int co
case 2:
if (flagz) {
if (is_picksel) {
if (flagz & MAN_SCALE_Z) glLoadName(MAN_SCALE_Z);
else if (flagz & MAN_TRANS_Z) glLoadName(MAN_TRANS_Z);
if (flagz & MAN_SCALE_Z) GPU_select_load_id(MAN_SCALE_Z);
else if (flagz & MAN_TRANS_Z) GPU_select_load_id(MAN_TRANS_Z);
}
else {
manipulator_setcolor(v3d, 'Z', colcode, axisBlendAngle(rv3d->tw_idot[2]));
@@ -975,7 +977,7 @@ static void draw_manipulator_rotate(
/* Screen aligned trackball rot circle */
if (drawflags & MAN_ROT_T) {
if (is_picksel) glLoadName(MAN_ROT_T);
if (is_picksel) GPU_select_load_id(MAN_ROT_T);
else UI_ThemeColor(TH_TRANSFORM);
drawcircball(GL_LINE_LOOP, unitmat[3], 0.2f * size, unitmat);
@@ -983,7 +985,7 @@ static void draw_manipulator_rotate(
/* Screen aligned view rot circle */
if (drawflags & MAN_ROT_V) {
if (is_picksel) glLoadName(MAN_ROT_V);
if (is_picksel) GPU_select_load_id(MAN_ROT_V);
else UI_ThemeColor(TH_TRANSFORM);
drawcircball(GL_LINE_LOOP, unitmat[3], 1.2f * size, unitmat);
@@ -1062,7 +1064,7 @@ static void draw_manipulator_rotate(
/* Z circle */
if (drawflags & MAN_ROT_Z) {
preOrthoFront(ortho, matt, 2);
if (is_picksel) glLoadName(MAN_ROT_Z);
if (is_picksel) GPU_select_load_id(MAN_ROT_Z);
else manipulator_setcolor(v3d, 'Z', colcode, 255);
drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat);
postOrtho(ortho);
@@ -1070,7 +1072,7 @@ static void draw_manipulator_rotate(
/* X circle */
if (drawflags & MAN_ROT_X) {
preOrthoFront(ortho, matt, 0);
if (is_picksel) glLoadName(MAN_ROT_X);
if (is_picksel) GPU_select_load_id(MAN_ROT_X);
else manipulator_setcolor(v3d, 'X', colcode, 255);
glRotatef(90.0, 0.0, 1.0, 0.0);
drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat);
@@ -1080,7 +1082,7 @@ static void draw_manipulator_rotate(
/* Y circle */
if (drawflags & MAN_ROT_Y) {
preOrthoFront(ortho, matt, 1);
if (is_picksel) glLoadName(MAN_ROT_Y);
if (is_picksel) GPU_select_load_id(MAN_ROT_Y);
else manipulator_setcolor(v3d, 'Y', colcode, 255);
glRotatef(-90.0, 1.0, 0.0, 0.0);
drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat);
@@ -1097,7 +1099,7 @@ static void draw_manipulator_rotate(
/* Z circle */
if (drawflags & MAN_ROT_Z) {
preOrthoFront(ortho, rv3d->twmat, 2);
if (is_picksel) glLoadName(MAN_ROT_Z);
if (is_picksel) GPU_select_load_id(MAN_ROT_Z);
else manipulator_setcolor(v3d, 'Z', colcode, 255);
partial_doughnut(cusize / 4.0f, 1.0f, 0, 48, 8, 48);
postOrtho(ortho);
@@ -1105,7 +1107,7 @@ static void draw_manipulator_rotate(
/* X circle */
if (drawflags & MAN_ROT_X) {
preOrthoFront(ortho, rv3d->twmat, 0);
if (is_picksel) glLoadName(MAN_ROT_X);
if (is_picksel) GPU_select_load_id(MAN_ROT_X);
else manipulator_setcolor(v3d, 'X', colcode, 255);
glRotatef(90.0, 0.0, 1.0, 0.0);
partial_doughnut(cusize / 4.0f, 1.0f, 0, 48, 8, 48);
@@ -1115,7 +1117,7 @@ static void draw_manipulator_rotate(
/* Y circle */
if (drawflags & MAN_ROT_Y) {
preOrthoFront(ortho, rv3d->twmat, 1);
if (is_picksel) glLoadName(MAN_ROT_Y);
if (is_picksel) GPU_select_load_id(MAN_ROT_Y);
else manipulator_setcolor(v3d, 'Y', colcode, 255);
glRotatef(-90.0, 1.0, 0.0, 0.0);
partial_doughnut(cusize / 4.0f, 1.0f, 0, 48, 8, 48);
@@ -1132,7 +1134,7 @@ static void draw_manipulator_rotate(
if (drawflags & MAN_ROT_Z) {
preOrthoFront(ortho, rv3d->twmat, 2);
glPushMatrix();
if (is_picksel) glLoadName(MAN_ROT_Z);
if (is_picksel) GPU_select_load_id(MAN_ROT_Z);
else manipulator_setcolor(v3d, 'Z', colcode, 255);
partial_doughnut(0.7f * cusize, 1.0f, 31, 33, 8, 64);
@@ -1145,7 +1147,7 @@ static void draw_manipulator_rotate(
if (drawflags & MAN_ROT_Y) {
preOrthoFront(ortho, rv3d->twmat, 1);
glPushMatrix();
if (is_picksel) glLoadName(MAN_ROT_Y);
if (is_picksel) GPU_select_load_id(MAN_ROT_Y);
else manipulator_setcolor(v3d, 'Y', colcode, 255);
glRotatef(90.0, 1.0, 0.0, 0.0);
@@ -1160,7 +1162,7 @@ static void draw_manipulator_rotate(
if (drawflags & MAN_ROT_X) {
preOrthoFront(ortho, rv3d->twmat, 0);
glPushMatrix();
if (is_picksel) glLoadName(MAN_ROT_X);
if (is_picksel) GPU_select_load_id(MAN_ROT_X);
else manipulator_setcolor(v3d, 'X', colcode, 255);
glRotatef(-90.0, 0.0, 1.0, 0.0);
@@ -1263,7 +1265,7 @@ static void draw_manipulator_scale(
int shift = 0; // XXX
/* center circle, do not add to selection when shift is pressed (planar constraint) */
if (is_picksel && shift == 0) glLoadName(MAN_SCALE_C);
if (is_picksel && shift == 0) GPU_select_load_id(MAN_SCALE_C);
else manipulator_setcolor(v3d, 'C', colcode, 255);
glPushMatrix();
@@ -1304,7 +1306,7 @@ static void draw_manipulator_scale(
case 0: /* X cube */
if (drawflags & MAN_SCALE_X) {
glTranslatef(dz, 0.0, 0.0);
if (is_picksel) glLoadName(MAN_SCALE_X);
if (is_picksel) GPU_select_load_id(MAN_SCALE_X);
else manipulator_setcolor(v3d, 'X', colcode, axisBlendAngle(rv3d->tw_idot[0]));
drawsolidcube(cusize);
glTranslatef(-dz, 0.0, 0.0);
@@ -1313,7 +1315,7 @@ static void draw_manipulator_scale(
case 1: /* Y cube */
if (drawflags & MAN_SCALE_Y) {
glTranslatef(0.0, dz, 0.0);
if (is_picksel) glLoadName(MAN_SCALE_Y);
if (is_picksel) GPU_select_load_id(MAN_SCALE_Y);
else manipulator_setcolor(v3d, 'Y', colcode, axisBlendAngle(rv3d->tw_idot[1]));
drawsolidcube(cusize);
glTranslatef(0.0, -dz, 0.0);
@@ -1322,7 +1324,7 @@ static void draw_manipulator_scale(
case 2: /* Z cube */
if (drawflags & MAN_SCALE_Z) {
glTranslatef(0.0, 0.0, dz);
if (is_picksel) glLoadName(MAN_SCALE_Z);
if (is_picksel) GPU_select_load_id(MAN_SCALE_Z);
else manipulator_setcolor(v3d, 'Z', colcode, axisBlendAngle(rv3d->tw_idot[2]));
drawsolidcube(cusize);
glTranslatef(0.0, 0.0, -dz);
@@ -1337,7 +1339,7 @@ static void draw_manipulator_scale(
if (shift) {
glTranslatef(0.0, -dz, 0.0);
glLoadName(MAN_SCALE_C);
GPU_select_load_id(MAN_SCALE_C);
glBegin(GL_POINTS);
glVertex3f(0.0, 0.0, 0.0);
glEnd();
@@ -1399,7 +1401,7 @@ static void draw_manipulator_translate(
glDisable(GL_DEPTH_TEST);
/* center circle, do not add to selection when shift is pressed (planar constraint) */
if (is_picksel && shift == 0) glLoadName(MAN_TRANS_C);
if (is_picksel && shift == 0) GPU_select_load_id(MAN_TRANS_C);
else manipulator_setcolor(v3d, 'C', colcode, 255);
glPushMatrix();
@@ -1412,7 +1414,7 @@ static void draw_manipulator_translate(
glMultMatrixf(rv3d->twmat);
/* axis */
glLoadName(-1);
GPU_select_load_id(-1);
// translate drawn as last, only axis when no combo with scale, or for ghosting
if ((combo & V3D_MANIP_SCALE) == 0 || colcode == MAN_GHOST) {
@@ -1435,7 +1437,7 @@ static void draw_manipulator_translate(
case 0: /* Z Cone */
if (drawflags & MAN_TRANS_Z) {
glTranslatef(0.0, 0.0, dz);
if (is_picksel) glLoadName(MAN_TRANS_Z);
if (is_picksel) GPU_select_load_id(MAN_TRANS_Z);
else manipulator_setcolor(v3d, 'Z', colcode, axisBlendAngle(rv3d->tw_idot[2]));
draw_cone(qobj, cylen, cywid);
glTranslatef(0.0, 0.0, -dz);
@@ -1444,7 +1446,7 @@ static void draw_manipulator_translate(
case 1: /* X Cone */
if (drawflags & MAN_TRANS_X) {
glTranslatef(dz, 0.0, 0.0);
if (is_picksel) glLoadName(MAN_TRANS_X);
if (is_picksel) GPU_select_load_id(MAN_TRANS_X);
else manipulator_setcolor(v3d, 'X', colcode, axisBlendAngle(rv3d->tw_idot[0]));
glRotatef(90.0, 0.0, 1.0, 0.0);
draw_cone(qobj, cylen, cywid);
@@ -1455,7 +1457,7 @@ static void draw_manipulator_translate(
case 2: /* Y Cone */
if (drawflags & MAN_TRANS_Y) {
glTranslatef(0.0, dz, 0.0);
if (is_picksel) glLoadName(MAN_TRANS_Y);
if (is_picksel) GPU_select_load_id(MAN_TRANS_Y);
else manipulator_setcolor(v3d, 'Y', colcode, axisBlendAngle(rv3d->tw_idot[1]));
glRotatef(-90.0, 1.0, 0.0, 0.0);
draw_cone(qobj, cylen, cywid);
@@ -1503,7 +1505,7 @@ static void draw_manipulator_rotate_cyl(
unit_m4(unitmat);
if (is_picksel) glLoadName(MAN_ROT_V);
if (is_picksel) GPU_select_load_id(MAN_ROT_V);
UI_ThemeColor(TH_TRANSFORM);
drawcircball(GL_LINE_LOOP, unitmat[3], 1.2f * size, unitmat);
@@ -1556,7 +1558,7 @@ static void draw_manipulator_rotate_cyl(
case 0: /* X cylinder */
if (drawflags & MAN_ROT_X) {
glTranslatef(1.0, 0.0, 0.0);
if (is_picksel) glLoadName(MAN_ROT_X);
if (is_picksel) GPU_select_load_id(MAN_ROT_X);
glRotatef(90.0, 0.0, 1.0, 0.0);
manipulator_setcolor(v3d, 'X', colcode, 255);
draw_cylinder(qobj, cylen, cywid);
@@ -1567,7 +1569,7 @@ static void draw_manipulator_rotate_cyl(
case 1: /* Y cylinder */
if (drawflags & MAN_ROT_Y) {
glTranslatef(0.0, 1.0, 0.0);
if (is_picksel) glLoadName(MAN_ROT_Y);
if (is_picksel) GPU_select_load_id(MAN_ROT_Y);
glRotatef(-90.0, 1.0, 0.0, 0.0);
manipulator_setcolor(v3d, 'Y', colcode, 255);
draw_cylinder(qobj, cylen, cywid);
@@ -1578,7 +1580,7 @@ static void draw_manipulator_rotate_cyl(
case 2: /* Z cylinder */
if (drawflags & MAN_ROT_Z) {
glTranslatef(0.0, 0.0, 1.0);
if (is_picksel) glLoadName(MAN_ROT_Z);
if (is_picksel) GPU_select_load_id(MAN_ROT_Z);
manipulator_setcolor(v3d, 'Z', colcode, 255);
draw_cylinder(qobj, cylen, cywid);
glTranslatef(0.0, 0.0, -1.0);
@@ -1690,10 +1692,11 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl
{
View3D *v3d = sa->spacedata.first;
RegionView3D *rv3d = ar->regiondata;
rctf rect;
rctf rect, selrect;
GLuint buffer[64]; // max 4 items per select, so large enuf
short hits;
const bool is_picksel = true;
const bool do_passes = GPU_select_query_check_active();
/* XXX check a bit later on this... (ton) */
extern void view3d_winmatrix_set(ARegion *ar, View3D *v3d, rctf *rect);
@@ -1708,13 +1711,15 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl
rect.ymin = mval[1] - hotspot;
rect.ymax = mval[1] + hotspot;
selrect = rect;
view3d_winmatrix_set(ar, v3d, &rect);
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);
glSelectBuffer(64, buffer);
glRenderMode(GL_SELECT);
glInitNames(); /* these two calls whatfor? It doesn't work otherwise */
glPushName(-2);
if (do_passes)
GPU_select_begin(buffer, 64, &selrect, GPU_SELECT_NEAREST_FIRST_PASS, 0);
else
GPU_select_begin(buffer, 64, &selrect, GPU_SELECT_ALL, 0);
/* do the drawing */
if (v3d->twtype & V3D_MANIP_ROTATE) {
@@ -1726,8 +1731,23 @@ static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, const int mval[2], fl
if (v3d->twtype & V3D_MANIP_TRANSLATE)
draw_manipulator_translate(v3d, rv3d, MAN_TRANS_C & rv3d->twdrawflag, v3d->twtype, MAN_RGB, false, is_picksel);
glPopName();
hits = glRenderMode(GL_RENDER);
hits = GPU_select_end();
if (do_passes) {
GPU_select_begin(buffer, 64, &selrect, GPU_SELECT_NEAREST_SECOND_PASS, hits);
/* do the drawing */
if (v3d->twtype & V3D_MANIP_ROTATE) {
if (G.debug_value == 3) draw_manipulator_rotate_cyl(v3d, rv3d, MAN_ROT_C & rv3d->twdrawflag, v3d->twtype, MAN_RGB, false, is_picksel);
else draw_manipulator_rotate(v3d, rv3d, MAN_ROT_C & rv3d->twdrawflag, v3d->twtype, false, is_picksel);
}
if (v3d->twtype & V3D_MANIP_SCALE)
draw_manipulator_scale(v3d, rv3d, MAN_SCALE_C & rv3d->twdrawflag, v3d->twtype, MAN_RGB, false, is_picksel);
if (v3d->twtype & V3D_MANIP_TRANSLATE)
draw_manipulator_translate(v3d, rv3d, MAN_TRANS_C & rv3d->twdrawflag, v3d->twtype, MAN_RGB, false, is_picksel);
GPU_select_end();
}
view3d_winmatrix_set(ar, v3d, NULL);
mul_m4_m4m4(rv3d->persmat, rv3d->winmat, rv3d->viewmat);

View File

@@ -51,12 +51,14 @@ set(SRC
intern/gpu_extensions.c
intern/gpu_material.c
intern/gpu_simple_shader.c
intern/gpu_select.c
GPU_buffers.h
GPU_draw.h
GPU_extensions.h
GPU_material.h
GPU_simple_shader.h
GPU_select.h
intern/gpu_codegen.h
)

View File

@@ -0,0 +1,61 @@
/*
* ***** 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

View File

@@ -0,0 +1,246 @@
/*
* ***** 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 "BLI_utildefines.h"
#include "MEM_guardedalloc.h"
#include "DNA_userdef_types.h"
#include <GL/glew.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_TRUE);
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)));
}

View File

@@ -491,7 +491,8 @@ typedef struct UserDef {
short color_picker_type;
char ipo_new; /* interpolation mode for newly added F-Curves */
char keyhandles_new; /* handle types for newly added keyframes */
char pad1[2];
char gpu_select_method;
char pad1;
short scrcastfps; /* frame rate for screencast to be played back */
short scrcastwait; /* milliseconds between screencast snapshots */
@@ -718,6 +719,13 @@ typedef enum eOpenGL_RenderingOptions {
/* USER_DISABLE_AA = (1 << 4), */ /* DEPRECATED */
} eOpenGL_RenderingOptions;
/* selection method for opengl gpu_select_method */
typedef enum eOpenGL_SelectOptions {
USER_SELECT_AUTO = 0,
USER_SELECT_USE_OCCLUSION_QUERY = 1,
USER_SELECT_USE_SELECT_RENDERMODE = 2
} eOpenGL_SelectOptions;
/* wm draw method */
typedef enum eWM_DrawMethod {
USER_DRAW_TRIPLE = 0,

View File

@@ -91,6 +91,7 @@ EnumPropertyItem navigation_mode_items[] = {
#include "BKE_idprop.h"
#include "GPU_draw.h"
#include "GPU_select.h"
#include "BLF_api.h"
@@ -332,6 +333,11 @@ static void rna_UserDef_viewport_lights_update(Main *bmain, Scene *scene, Pointe
rna_userdef_update(bmain, scene, ptr);
}
static int rna_Scene_GPU_selection_supported(UserDef *UNUSED(U))
{
return GPU_select_query_check_support();
}
static void rna_userdef_autosave_update(Main *bmain, Scene *scene, PointerRNA *ptr)
{
wmWindowManager *wm = bmain->wm.first;
@@ -3588,7 +3594,9 @@ static void rna_def_userdef_edit(BlenderRNA *brna)
static void rna_def_userdef_system(BlenderRNA *brna)
{
FunctionRNA *func;
PropertyRNA *prop;
PropertyRNA *parm;
StructRNA *srna;
static EnumPropertyItem gl_texture_clamp_items[] = {
@@ -3708,6 +3716,13 @@ static void rna_def_userdef_system(BlenderRNA *brna)
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem gpu_select_method_items[] = {
{USER_SELECT_AUTO, "AUTO", 0, "Automatic", ""},
{USER_SELECT_USE_SELECT_RENDERMODE, "GL_SELECT", 0, "OpenGL Select", ""},
{USER_SELECT_USE_OCCLUSION_QUERY, "GL_QUERY", 0, "OpenGL Occlusion Queries", ""},
{0, NULL, 0, NULL, NULL}
};
srna = RNA_def_struct(brna, "UserPreferencesSystem", NULL);
RNA_def_struct_sdna(srna, "UserDef");
RNA_def_struct_nested(brna, srna, "UserPreferences");
@@ -3950,7 +3965,16 @@ static void rna_def_userdef_system(BlenderRNA *brna)
RNA_def_property_boolean_negative_sdna(prop, NULL, "text_render", USER_TEXT_DISABLE_AA);
RNA_def_property_ui_text(prop, "Text Anti-aliasing", "Draw user interface text anti-aliased");
RNA_def_property_update(prop, 0, "rna_userdef_text_update");
func = RNA_def_function(srna, "is_occlusion_query_supported", "rna_Scene_GPU_selection_supported");
parm = RNA_def_boolean(func, "is_supported", 0, "Occlusion Query Support", "Check if GPU supports Occlusion Queries");
RNA_def_function_return(func, parm);
prop = RNA_def_property(srna, "select_method", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "gpu_select_method");
RNA_def_property_enum_items(prop, gpu_select_method_items);
RNA_def_property_ui_text(prop, "Selection Method", "Use OpenGL occlusion queries o selection rendermode to accelerate selection");
/* Full scene anti-aliasing */
prop = RNA_def_property(srna, "multi_sample", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_bitflag_sdna(prop, NULL, "ogl_multisamples");