241 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			241 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|  * ***** BEGIN GPL LICENSE BLOCK *****
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|  *
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|  * This program is free software; you can redistribute it and/or
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|  * modify it under the terms of the GNU General Public License
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|  * as published by the Free Software Foundation; either version 2
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|  * of the License, or (at your option) any later version.
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|  *
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|  * This program is distributed in the hope that it will be useful,
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|  * but WITHOUT ANY WARRANTY; without even the implied warranty of
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|  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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|  * GNU General Public License for more details.
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|  *
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|  * You should have received a copy of the GNU General Public License
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|  * along with this program; if not, write to the Free Software Foundation,
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|  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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|  *
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|  * The Original Code is Copyright (C) 2014 Blender Foundation.
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|  * All rights reserved.
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|  *
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|  * Contributor(s): Antony Riakiotakis.
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|  *
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|  * ***** END GPL LICENSE BLOCK *****
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|  */
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| 
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| /** \file blender/gpu/intern/gpu_select.c
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|  *  \ingroup gpu
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|  *
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|  * Interface for accessing gpu-related methods for selection. The semantics will be
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|  * similar to glRenderMode(GL_SELECT) since the goal is to maintain compatibility.
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|  */
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| #include "GPU_select.h"
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| #include "GPU_extensions.h"
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| #include "GPU_glew.h"
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|  
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| #include "MEM_guardedalloc.h"
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| 
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| #include "DNA_userdef_types.h"
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| 
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| #include "BLI_utildefines.h"
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| 
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| /* Ad hoc number of queries to allocate to skip doing many glGenQueries */
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| #define ALLOC_QUERIES 200
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| 
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| typedef struct GPUQueryState {
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| 	/* To ignore selection id calls when not initialized */
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| 	bool select_is_active;
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| 	/* Tracks whether a query has been issued so that gpu_load_id can end the previous one */
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| 	bool query_issued;
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| 	/* array holding the OpenGL query identifiers */
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| 	unsigned int *queries;
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| 	/* array holding the id corresponding to each query */
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| 	unsigned int *id;
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| 	/* number of queries in *queries and *id */
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| 	unsigned int num_of_queries;
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| 	/* index to the next query to start */
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| 	unsigned int active_query;
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| 	/* flag to cache user preference for occlusion based selection */
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| 	bool use_gpu_select;
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| 	/* cache on initialization */
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| 	unsigned int *buffer;
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| 	/* buffer size (stores number of integers, for actual size multiply by sizeof integer)*/
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| 	unsigned int bufsize;
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| 	/* mode of operation */
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| 	char mode;
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| 	unsigned int index;
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| 	int oldhits;
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| } GPUQueryState;
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| 
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| static GPUQueryState g_query_state = {0};
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| 
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| void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, rctf *input, char mode, int oldhits)
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| {
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| 	g_query_state.select_is_active = true;
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| 	g_query_state.query_issued = false;
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| 	g_query_state.active_query = 0;
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| 	g_query_state.use_gpu_select = GPU_select_query_check_active();
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| 	g_query_state.num_of_queries = 0;
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| 	g_query_state.bufsize = bufsize;
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| 	g_query_state.buffer = buffer;
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| 	g_query_state.mode = mode;
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| 	g_query_state.index = 0;
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| 	g_query_state.oldhits = oldhits;
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| 
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| 	if (!g_query_state.use_gpu_select) {
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| 		glSelectBuffer(bufsize, (GLuint *)buffer);
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| 		glRenderMode(GL_SELECT);
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| 		glInitNames();
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| 		glPushName(-1);
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| 	}
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| 	else {
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| 		float viewport[4];
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| 
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| 		g_query_state.num_of_queries = ALLOC_QUERIES;
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| 
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| 		g_query_state.queries = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.queries), "gpu selection queries");
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| 		g_query_state.id = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.id), "gpu selection ids");
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| 		glGenQueries(g_query_state.num_of_queries, g_query_state.queries);
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| 
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| 		glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_VIEWPORT_BIT);
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| 		/* disable writing to the framebuffer */
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| 		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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| 
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| 		/* In order to save some fill rate we minimize the viewport using rect.
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| 		 * We need to get the region of the scissor so that our geometry doesn't
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| 		 * get rejected before the depth test. Should probably cull rect against
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| 		 * scissor for viewport but this is a rare case I think */
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| 		glGetFloatv(GL_SCISSOR_BOX, viewport);
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| 		if (!input || input->xmin == input->xmax) {
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| 			glViewport(viewport[0], viewport[1], 24, 24);
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| 		}
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| 		else {
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| 			glViewport(viewport[0], viewport[1], (int)(input->xmax - input->xmin), (int)(input->ymax - input->ymin));
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| 		}
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| 
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| 		/* occlusion queries operates on fragments that pass tests and since we are interested on all
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| 		 * objects in the view frustum independently of their order, we need to disable the depth test */
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| 		if (mode == GPU_SELECT_ALL) {
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| 			glDisable(GL_DEPTH_TEST);
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| 			glDepthMask(GL_FALSE);
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| 		}
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| 		else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
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| 			glClear(GL_DEPTH_BUFFER_BIT);
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| 			glEnable(GL_DEPTH_TEST);
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| 			glDepthMask(GL_TRUE);
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| 			glDepthFunc(GL_LEQUAL);
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| 		}
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| 		else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
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| 			glEnable(GL_DEPTH_TEST);
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| 			glDepthMask(GL_FALSE);
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| 			glDepthFunc(GL_EQUAL);
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| 		}
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| 	}
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| }
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| 
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| bool GPU_select_load_id(unsigned int id)
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| {
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| 	/* if no selection mode active, ignore */
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| 	if (!g_query_state.select_is_active)
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| 		return true;
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| 
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| 	if (!g_query_state.use_gpu_select) {
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| 		glLoadName(id);
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| 	}
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| 	else {
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| 		if (g_query_state.query_issued) {
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| 			glEndQuery(GL_SAMPLES_PASSED);
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| 		}
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| 		/* if required, allocate extra queries */
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| 		if (g_query_state.active_query == g_query_state.num_of_queries) {
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| 			g_query_state.num_of_queries += ALLOC_QUERIES;
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| 			g_query_state.queries = MEM_reallocN(g_query_state.queries, g_query_state.num_of_queries * sizeof(*g_query_state.queries));
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| 			g_query_state.id = MEM_reallocN(g_query_state.id, g_query_state.num_of_queries * sizeof(*g_query_state.id));
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| 			glGenQueries(ALLOC_QUERIES, &g_query_state.queries[g_query_state.active_query]);
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| 		}
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| 
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| 		glBeginQuery(GL_SAMPLES_PASSED, g_query_state.queries[g_query_state.active_query]);
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| 		g_query_state.id[g_query_state.active_query] = id;
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| 		g_query_state.active_query++;
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| 		g_query_state.query_issued = true;
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| 
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| 		if (g_query_state.mode == GPU_SELECT_NEAREST_SECOND_PASS && g_query_state.index < g_query_state.oldhits) {
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| 			if (g_query_state.buffer[g_query_state.index * 4 + 3] == id) {
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| 				g_query_state.index++;
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| 				return true;
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| 			}
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| 			else {
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| 				return false;
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| 			}
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| 		}
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| 	}
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| 
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| 	return true;
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| }
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| 
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| unsigned int GPU_select_end(void)
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| {
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| 	unsigned int hits = 0;
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| 	if (!g_query_state.use_gpu_select) {
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| 		glPopName();
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| 		hits = glRenderMode(GL_RENDER);
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| 	}
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| 	else {
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| 		int i;
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| 
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| 		if (g_query_state.query_issued) {
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| 			glEndQuery(GL_SAMPLES_PASSED);
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| 		}
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| 
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| 		for (i = 0; i < g_query_state.active_query; i++) {
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| 			unsigned int result;
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| 			glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT, &result);
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| 			if (result > 0) {
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| 				if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) {
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| 					int maxhits = g_query_state.bufsize / 4;
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| 
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| 					if (hits < maxhits) {
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| 						g_query_state.buffer[hits * 4] = 1;
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| 						g_query_state.buffer[hits * 4 + 1] = 0xFFFF;
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| 						g_query_state.buffer[hits * 4 + 2] = 0xFFFF;
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| 						g_query_state.buffer[hits * 4 + 3] = g_query_state.id[i];
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| 
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| 						hits++;
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| 					}
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| 					else {
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| 						hits = -1;
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| 						break;
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| 					}
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| 				}
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| 				else {
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| 					int j;
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| 					/* search in buffer and make selected object first */
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| 					for (j = 0; j < g_query_state.oldhits; j++) {
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| 						if (g_query_state.buffer[j * 4 + 3] == g_query_state.id[i]) {
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| 							g_query_state.buffer[j * 4 + 1] = 0;
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| 							g_query_state.buffer[j * 4 + 2] = 0;
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| 						}
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| 					}
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| 					break;
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| 				}
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| 			}
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| 		}
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| 
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| 		glDeleteQueries(g_query_state.num_of_queries, g_query_state.queries);
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| 		MEM_freeN(g_query_state.queries);
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| 		MEM_freeN(g_query_state.id);
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| 		glPopAttrib();
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| 		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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| 	}
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| 
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| 	g_query_state.select_is_active = false;
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| 
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| 	return hits;
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| }
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| 
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| bool GPU_select_query_check_active(void)
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| {
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| 	return ((U.gpu_select_method == USER_SELECT_USE_OCCLUSION_QUERY) ||
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| 	        ((U.gpu_select_method == USER_SELECT_AUTO) && GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)));
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| }
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