256 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			256 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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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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| 
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| /** \file
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|  * \ingroup gpu
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|  *
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|  * Interface for accessing gpu-related methods for selection. The semantics are
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|  * similar to glRenderMode(GL_SELECT) from older OpenGL versions.
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|  */
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| #include <string.h>
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| #include <stdlib.h>
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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 "BLI_rect.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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| #include "gpu_select_private.h"
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| 
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| /* Internal algorithm used */
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| enum {
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|   /** glBegin/EndQuery(GL_SAMPLES_PASSED... ), `gpu_select_query.c`
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|    * Only sets 4th component (ID) correctly. */
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|   ALGO_GL_QUERY = 1,
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|   /** Read depth buffer for every drawing pass and extract depths, `gpu_select_pick.c`
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|    * Only sets 4th component (ID) correctly. */
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|   ALGO_GL_PICK = 2,
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| };
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| 
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| typedef struct GPUSelectState {
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|   /* To ignore selection id calls when not initialized */
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|   bool select_is_active;
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|   /* mode of operation */
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|   char mode;
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|   /* internal algorithm for selection */
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|   char algorithm;
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|   /* allow GPU_select_begin/end without drawing */
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|   bool use_cache;
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| } GPUSelectState;
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| 
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| static GPUSelectState g_select_state = {0};
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| 
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| /**
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|  * initialize and provide buffer for results
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|  */
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| void GPU_select_begin(uint *buffer, uint bufsize, const rcti *input, char mode, int oldhits)
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| {
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|   if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
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|     /* In the case hits was '-1',
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|      * don't start the second pass since it's not going to give useful results.
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|      * As well as buffer overflow in 'gpu_select_query_load_id'. */
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|     BLI_assert(oldhits != -1);
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|   }
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| 
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|   g_select_state.select_is_active = true;
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|   g_select_state.mode = mode;
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| 
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|   if (ELEM(g_select_state.mode, GPU_SELECT_PICK_ALL, GPU_SELECT_PICK_NEAREST)) {
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|     g_select_state.algorithm = ALGO_GL_PICK;
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|   }
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|   else {
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|     g_select_state.algorithm = ALGO_GL_QUERY;
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|   }
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| 
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|   switch (g_select_state.algorithm) {
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|     case ALGO_GL_QUERY: {
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|       g_select_state.use_cache = false;
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|       gpu_select_query_begin((uint(*)[4])buffer, bufsize / 4, input, mode, oldhits);
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|       break;
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|     }
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|     default: /* ALGO_GL_PICK */
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|     {
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|       gpu_select_pick_begin((uint(*)[4])buffer, bufsize / 4, input, mode);
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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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| /**
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|  * loads a new selection id and ends previous query, if any.
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|  * In second pass of selection it also returns
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|  * if id has been hit on the first pass already.
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|  * Thus we can skip drawing un-hit objects.
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|  *
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|  * \warning We rely on the order of object rendering on passes to be the same for this to work.
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|  */
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| bool GPU_select_load_id(uint id)
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| {
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|   /* if no selection mode active, ignore */
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|   if (!g_select_state.select_is_active) {
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|     return true;
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|   }
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| 
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|   switch (g_select_state.algorithm) {
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|     case ALGO_GL_QUERY: {
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|       return gpu_select_query_load_id(id);
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|     }
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|     default: /* ALGO_GL_PICK */
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|     {
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|       return gpu_select_pick_load_id(id, false);
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|     }
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|   }
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| }
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| 
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| /**
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|  * Cleanup and flush selection results to buffer.
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|  * Return number of hits and hits in buffer.
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|  * if \a dopass is true, we will do a second pass with occlusion queries to get the closest hit.
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|  */
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| uint GPU_select_end(void)
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| {
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|   uint hits = 0;
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| 
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|   switch (g_select_state.algorithm) {
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|     case ALGO_GL_QUERY: {
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|       hits = gpu_select_query_end();
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|       break;
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|     }
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|     default: /* ALGO_GL_PICK */
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|     {
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|       hits = gpu_select_pick_end();
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|       break;
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|     }
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|   }
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| 
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|   g_select_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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| /* ----------------------------------------------------------------------------
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|  * Caching
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|  *
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|  * Support multiple begin/end's as long as they are within the initial region.
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|  * Currently only used by ALGO_GL_PICK.
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|  */
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| 
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| void GPU_select_cache_begin(void)
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| {
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|   /* validate on GPU_select_begin, clear if not supported */
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|   BLI_assert(g_select_state.use_cache == false);
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|   g_select_state.use_cache = true;
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|   if (g_select_state.algorithm == ALGO_GL_PICK) {
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|     gpu_select_pick_cache_begin();
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|   }
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| }
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| 
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| void GPU_select_cache_load_id(void)
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| {
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|   BLI_assert(g_select_state.use_cache == true);
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|   if (g_select_state.algorithm == ALGO_GL_PICK) {
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|     gpu_select_pick_cache_load_id();
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|   }
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| }
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| 
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| void GPU_select_cache_end(void)
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| {
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|   if (g_select_state.algorithm == ALGO_GL_PICK) {
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|     gpu_select_pick_cache_end();
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|   }
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|   g_select_state.use_cache = false;
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| }
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| 
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| bool GPU_select_is_cached(void)
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| {
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|   return g_select_state.use_cache && gpu_select_pick_is_cached();
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| }
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| 
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| /* ----------------------------------------------------------------------------
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|  * Utilities
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|  */
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| 
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| /**
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|  * Helper function, nothing special but avoids doing inline since hit's aren't sorted by depth
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|  * and purpose of 4x buffer indices isn't so clear.
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|  *
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|  * Note that comparing depth as uint is fine.
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|  */
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| const uint *GPU_select_buffer_near(const uint *buffer, int hits)
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| {
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|   const uint *buffer_near = NULL;
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|   uint depth_min = (uint)-1;
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|   for (int i = 0; i < hits; i++) {
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|     if (buffer[1] < depth_min) {
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|       BLI_assert(buffer[3] != -1);
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|       depth_min = buffer[1];
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|       buffer_near = buffer;
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|     }
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|     buffer += 4;
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|   }
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|   return buffer_near;
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| }
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| 
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| /* Part of the solution copied from `rect_subregion_stride_calc`. */
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| void GPU_select_buffer_stride_realign(const rcti *src, const rcti *dst, uint *r_buf)
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| {
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|   const int x = dst->xmin - src->xmin;
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|   const int y = dst->ymin - src->ymin;
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| 
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|   BLI_assert(src->xmin <= dst->xmin && src->ymin <= dst->ymin && src->xmax >= dst->xmax &&
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|              src->ymax >= dst->ymax);
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|   BLI_assert(x >= 0 && y >= 0);
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| 
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|   const int src_x = BLI_rcti_size_x(src);
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|   const int src_y = BLI_rcti_size_y(src);
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|   const int dst_x = BLI_rcti_size_x(dst);
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|   const int dst_y = BLI_rcti_size_y(dst);
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| 
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|   int last_px_id = src_x * (y + dst_y - 1) + (x + dst_x - 1);
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|   memset(&r_buf[last_px_id + 1], 0, (src_x * src_y - (last_px_id + 1)) * sizeof(*r_buf));
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| 
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|   if (last_px_id < 0) {
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|     /* Nothing to write. */
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|     BLI_assert(last_px_id == -1);
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|     return;
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|   }
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| 
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|   int last_px_written = dst_x * dst_y - 1;
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|   const int skip = src_x - dst_x;
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| 
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|   while (true) {
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|     for (int i = dst_x; i--;) {
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|       r_buf[last_px_id--] = r_buf[last_px_written--];
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|     }
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|     if (last_px_written < 0) {
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|       break;
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|     }
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|     last_px_id -= skip;
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|     memset(&r_buf[last_px_id + 1], 0, skip * sizeof(*r_buf));
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|   }
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|   memset(r_buf, 0, (last_px_id + 1) * sizeof(*r_buf));
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| }
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