By default select wasn't picking the nearest object, this could have been fixed by not clearing the depth buffer, but calling GPU_select_(begin/end) without the binded frame-buffer caused issues for depth-picking. So move GPU_select begin/end to a callback. This also has the advantage that only needs to populate the engines once to draw two passes. Note that cycling through objects fails with occlusion queries still, will fix shortly.
140 lines
4.6 KiB
C++
140 lines
4.6 KiB
C++
/*
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* Copyright 2016, Blender Foundation.
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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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* Contributor(s): Blender Institute
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*
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*/
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/** \file DRW_engine.h
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* \ingroup draw
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*/
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#ifndef __DRW_ENGINE_H__
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#define __DRW_ENGINE_H__
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#include "BLI_sys_types.h" /* for bool */
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struct ARegion;
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struct CollectionEngineSettings;
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struct Depsgraph;
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struct DRWPass;
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struct DRWInstanceDataList;
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struct Main;
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struct Material;
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struct Scene;
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struct DrawEngineType;
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struct ID;
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struct IDProperty;
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struct bContext;
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struct Object;
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struct ViewLayer;
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struct ViewContext;
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struct ViewportEngineData;
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struct View3D;
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struct rcti;
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struct GPUOffScreen;
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struct GPUViewport;
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struct RenderEngine;
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struct RenderEngineType;
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struct WorkSpace;
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#include "DNA_object_enums.h"
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/* Buffer and textures used by the viewport by default */
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typedef struct DefaultFramebufferList {
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struct GPUFrameBuffer *default_fb;
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struct GPUFrameBuffer *multisample_fb;
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} DefaultFramebufferList;
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typedef struct DefaultTextureList {
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struct GPUTexture *color;
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struct GPUTexture *depth;
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struct GPUTexture *multisample_color;
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struct GPUTexture *multisample_depth;
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} DefaultTextureList;
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void DRW_engines_register(void);
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void DRW_engines_free(void);
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bool DRW_engine_render_support(struct DrawEngineType *draw_engine_type);
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void DRW_engine_register(struct DrawEngineType *draw_engine_type);
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void DRW_engine_viewport_data_size_get(
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const void *engine_type,
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int *r_fbl_len, int *r_txl_len, int *r_psl_len, int *r_stl_len);
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typedef struct DRWUpdateContext {
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struct Main *bmain;
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struct Depsgraph *depsgraph;
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struct Scene *scene;
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struct ViewLayer *view_layer;
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struct ARegion *ar;
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struct View3D *v3d;
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struct RenderEngineType *engine_type;
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} DRWUpdateContext;
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void DRW_notify_view_update(const DRWUpdateContext *update_ctx);
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void DRW_notify_id_update(const DRWUpdateContext *update_ctx, struct ID *id);
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typedef enum eDRWSelectStage { DRW_SELECT_PASS_PRE = 1, DRW_SELECT_PASS_POST, } eDRWSelectStage;
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typedef bool (*DRW_SelectPassFn)(
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eDRWSelectStage stage, void *user_data);
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void DRW_draw_view(const struct bContext *C);
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void DRW_draw_render_loop_ex(
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struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *ar, struct View3D *v3d, const eObjectMode object_mode,
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const struct bContext *evil_C);
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void DRW_draw_render_loop(
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struct Depsgraph *depsgraph,
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struct ARegion *ar, struct View3D *v3d, const eObjectMode object_mode);
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void DRW_draw_render_loop_offscreen(
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struct Depsgraph *depsgraph,
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struct RenderEngineType *engine_type,
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struct ARegion *ar, struct View3D *v3d, const eObjectMode object_mode,
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const bool draw_background,
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struct GPUOffScreen *ofs,
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struct GPUViewport *viewport);
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void DRW_draw_select_loop(
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struct Depsgraph *depsgraph,
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struct ARegion *ar, struct View3D *v3d, const eObjectMode object_mode,
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bool use_obedit_skip, bool use_nearest, const struct rcti *rect,
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DRW_SelectPassFn select_pass_fn, void *select_pass_user_data);
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void DRW_draw_depth_loop(
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struct Depsgraph *depsgraph,
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struct ARegion *ar, struct View3D *v3d, const eObjectMode object_mode);
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/* This is here because GPUViewport needs it */
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void DRW_pass_free(struct DRWPass *pass);
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struct DRWInstanceDataList *DRW_instance_data_list_create(void);
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void DRW_instance_data_list_free(struct DRWInstanceDataList *idatalist);
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/* Mode engines initialization */
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void OBJECT_collection_settings_create(struct IDProperty *properties);
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void EDIT_MESH_collection_settings_create(struct IDProperty *properties);
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void EDIT_ARMATURE_collection_settings_create(struct IDProperty *properties);
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void PAINT_WEIGHT_collection_settings_create(struct IDProperty *properties);
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void PAINT_VERTEX_collection_settings_create(struct IDProperty *properties);
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void DRW_opengl_context_create(void);
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void DRW_opengl_context_destroy(void);
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void DRW_opengl_context_enable(void);
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void DRW_opengl_context_disable(void);
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#endif /* __DRW_ENGINE_H__ */
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