Intended to replace legacy GL_SELECT, without the limitations of sample queries which can't access depth information. This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL which access the depth buffers to detect whats under the pointer, so initial selection is always the closest item. The performance of this method depends a lot on the OpenGL implementations glReadPixels. Since reading depth can be slow, buffers are cached for object picking so selecting re-uses depth data, performing 1 draw instead of 3 (for 24, 18, 10 px regions, picking with many items under the pointer). Occlusion queries draw twice when picking nearest, so worst case 6x draw calls per selection. Even with these improvements occlusion queries is faster on AMD hardware. Depth selection is disabled by default, toggle option under select method. May enable by default if this works well on different hardware. Reviewed as D2543
149 lines
4.2 KiB
CMake
149 lines
4.2 KiB
CMake
# ***** 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) 2006, Blender Foundation
|
|
# All rights reserved.
|
|
#
|
|
# The Original Code is: all of this file.
|
|
#
|
|
# Contributor(s): Jacques Beaurain.
|
|
#
|
|
# ***** END GPL LICENSE BLOCK *****
|
|
|
|
set(INC
|
|
.
|
|
../blenkernel
|
|
../blenlib
|
|
../bmesh
|
|
../imbuf
|
|
../makesdna
|
|
../makesrna
|
|
|
|
# For node muting stuff...
|
|
../nodes
|
|
../nodes/intern
|
|
|
|
../../../intern/glew-mx
|
|
../../../intern/guardedalloc
|
|
../../../intern/smoke/extern
|
|
)
|
|
|
|
set(INC_SYS
|
|
${GLEW_INCLUDE_PATH}
|
|
)
|
|
|
|
set(SRC
|
|
intern/gpu_basic_shader.c
|
|
intern/gpu_buffers.c
|
|
intern/gpu_codegen.c
|
|
intern/gpu_compositing.c
|
|
intern/gpu_debug.c
|
|
intern/gpu_draw.c
|
|
intern/gpu_extensions.c
|
|
intern/gpu_framebuffer.c
|
|
intern/gpu_init_exit.c
|
|
intern/gpu_material.c
|
|
intern/gpu_select.c
|
|
intern/gpu_select_pick.c
|
|
intern/gpu_select_sample_query.c
|
|
intern/gpu_shader.c
|
|
intern/gpu_texture.c
|
|
|
|
shaders/gpu_shader_fx_lib.glsl
|
|
shaders/gpu_shader_fx_ssao_frag.glsl
|
|
shaders/gpu_shader_fx_dof_frag.glsl
|
|
shaders/gpu_shader_fx_dof_vert.glsl
|
|
shaders/gpu_shader_fx_dof_hq_frag.glsl
|
|
shaders/gpu_shader_fx_dof_hq_vert.glsl
|
|
shaders/gpu_shader_fx_dof_hq_geo.glsl
|
|
shaders/gpu_shader_fx_vert.glsl
|
|
shaders/gpu_shader_material.glsl
|
|
shaders/gpu_shader_sep_gaussian_blur_frag.glsl
|
|
shaders/gpu_shader_sep_gaussian_blur_vert.glsl
|
|
shaders/gpu_shader_basic_frag.glsl
|
|
shaders/gpu_shader_basic_vert.glsl
|
|
shaders/gpu_shader_basic_geom.glsl
|
|
shaders/gpu_shader_vertex.glsl
|
|
shaders/gpu_shader_vsm_store_frag.glsl
|
|
shaders/gpu_shader_vsm_store_vert.glsl
|
|
shaders/gpu_shader_fx_depth_resolve.glsl
|
|
shaders/gpu_shader_fire_frag.glsl
|
|
shaders/gpu_shader_smoke_frag.glsl
|
|
shaders/gpu_shader_smoke_vert.glsl
|
|
|
|
GPU_basic_shader.h
|
|
GPU_buffers.h
|
|
GPU_compositing.h
|
|
GPU_debug.h
|
|
GPU_draw.h
|
|
GPU_extensions.h
|
|
GPU_framebuffer.h
|
|
GPU_glew.h
|
|
GPU_init_exit.h
|
|
GPU_material.h
|
|
GPU_select.h
|
|
GPU_shader.h
|
|
GPU_texture.h
|
|
intern/gpu_codegen.h
|
|
intern/gpu_private.h
|
|
intern/gpu_select_private.h
|
|
)
|
|
|
|
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_basic_frag.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_basic_vert.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_basic_geom.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_fx_vert.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_fx_ssao_frag.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_fx_dof_frag.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_fx_dof_vert.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_fx_dof_hq_frag.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_fx_dof_hq_vert.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_fx_dof_hq_geo.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_fx_depth_resolve.glsl SRC)
|
|
data_to_c_simple(shaders/gpu_shader_fx_lib.glsl SRC)
|
|
|
|
if(WITH_GAMEENGINE)
|
|
add_definitions(-DWITH_GAMEENGINE)
|
|
endif()
|
|
|
|
if(WITH_MOD_SMOKE)
|
|
add_definitions(-DWITH_SMOKE)
|
|
endif()
|
|
|
|
add_definitions(${GL_DEFINITIONS})
|
|
|
|
if(WITH_IMAGE_DDS)
|
|
add_definitions(-DWITH_DDS)
|
|
endif()
|
|
|
|
if(WITH_OPENSUBDIV)
|
|
add_definitions(-DWITH_OPENSUBDIV)
|
|
endif()
|
|
|
|
blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}")
|
|
|