214 lines
6.4 KiB
C
214 lines
6.4 KiB
C
/*
|
|
* ***** 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_sample_query.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 <stdlib.h>
|
|
|
|
#include "GPU_select.h"
|
|
#include "GPU_extensions.h"
|
|
#include "GPU_glew.h"
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "BLI_rect.h"
|
|
|
|
#include "BLI_utildefines.h"
|
|
|
|
#include "gpu_select_private.h"
|
|
|
|
|
|
/* Ad hoc number of queries to allocate to skip doing many glGenQueries */
|
|
#define ALLOC_QUERIES 200
|
|
|
|
typedef struct GPUQueryState {
|
|
/* 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 */
|
|
uint *queries;
|
|
/* array holding the id corresponding to each query */
|
|
uint *id;
|
|
/* number of queries in *queries and *id */
|
|
uint num_of_queries;
|
|
/* index to the next query to start */
|
|
uint active_query;
|
|
/* cache on initialization */
|
|
uint (*buffer)[4];
|
|
/* buffer size (stores number of integers, for actual size multiply by sizeof integer)*/
|
|
uint bufsize;
|
|
/* mode of operation */
|
|
char mode;
|
|
uint index;
|
|
int oldhits;
|
|
} GPUQueryState;
|
|
|
|
static GPUQueryState g_query_state = {0};
|
|
|
|
|
|
void gpu_select_query_begin(
|
|
uint (*buffer)[4], uint bufsize,
|
|
const rcti *input, char mode,
|
|
int oldhits)
|
|
{
|
|
float viewport[4];
|
|
|
|
g_query_state.query_issued = false;
|
|
g_query_state.active_query = 0;
|
|
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;
|
|
|
|
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");
|
|
glGenQueries(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);
|
|
glViewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
|
|
|
|
/* 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_query_load_id(uint id)
|
|
{
|
|
if (g_query_state.query_issued) {
|
|
glEndQuery(GL_SAMPLES_PASSED);
|
|
}
|
|
/* 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));
|
|
glGenQueries(ALLOC_QUERIES, &g_query_state.queries[g_query_state.active_query]);
|
|
}
|
|
|
|
glBeginQuery(GL_SAMPLES_PASSED, 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) {
|
|
/* Second pass should never run if first pass fails, can read past 'bufsize' in this case. */
|
|
BLI_assert(g_query_state.oldhits != -1);
|
|
if (g_query_state.index < g_query_state.oldhits) {
|
|
if (g_query_state.buffer[g_query_state.index][3] == id) {
|
|
g_query_state.index++;
|
|
return true;
|
|
}
|
|
else {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
uint gpu_select_query_end(void)
|
|
{
|
|
int i;
|
|
|
|
uint hits = 0;
|
|
const uint maxhits = g_query_state.bufsize;
|
|
|
|
if (g_query_state.query_issued) {
|
|
glEndQuery(GL_SAMPLES_PASSED);
|
|
}
|
|
|
|
for (i = 0; i < g_query_state.active_query; i++) {
|
|
uint result;
|
|
glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT, &result);
|
|
if (result > 0) {
|
|
if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) {
|
|
|
|
if (hits < maxhits) {
|
|
g_query_state.buffer[hits][0] = 1;
|
|
g_query_state.buffer[hits][1] = 0xFFFF;
|
|
g_query_state.buffer[hits][2] = 0xFFFF;
|
|
g_query_state.buffer[hits][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][3] == g_query_state.id[i]) {
|
|
g_query_state.buffer[j][1] = 0;
|
|
g_query_state.buffer[j][2] = 0;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
glDeleteQueries(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);
|
|
|
|
return hits;
|
|
}
|