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
229 lines
5.8 KiB
C
229 lines
5.8 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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/** \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 <stdlib.h>
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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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#include "MEM_guardedalloc.h"
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#include "DNA_userdef_types.h"
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#include "BLI_utildefines.h"
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#include "gpu_select_private.h"
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/* Internal algorithm used */
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enum {
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/** GL_SELECT, legacy OpenGL selection */
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ALGO_GL_LEGACY = 1,
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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 = 2,
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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 = 3,
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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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/* flag to cache user preference for occlusion based selection */
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bool use_gpu_select;
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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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static GPUSelectState g_select_state = {0};
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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(unsigned int *buffer, unsigned int bufsize, const rcti *input, char mode, int oldhits)
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{
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g_select_state.select_is_active = true;
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g_select_state.use_gpu_select = GPU_select_query_check_active();
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g_select_state.mode = mode;
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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 if (!g_select_state.use_gpu_select) {
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g_select_state.algorithm = ALGO_GL_LEGACY;
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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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switch (g_select_state.algorithm) {
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case ALGO_GL_LEGACY:
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{
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g_select_state.use_cache = false;
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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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break;
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}
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case ALGO_GL_QUERY:
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{
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g_select_state.use_cache = false;
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gpu_select_query_begin((unsigned int (*)[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((unsigned int (*)[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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* loads a new selection id and ends previous query, if any. 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(unsigned int 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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switch (g_select_state.algorithm) {
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case ALGO_GL_LEGACY:
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{
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glLoadName(id);
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return true;
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}
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case ALGO_GL_QUERY:
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{
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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);
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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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unsigned int GPU_select_end(void)
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{
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unsigned int hits = 0;
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switch (g_select_state.algorithm) {
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case ALGO_GL_LEGACY:
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{
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glPopName();
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hits = glRenderMode(GL_RENDER);
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break;
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}
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case ALGO_GL_QUERY:
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{
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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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g_select_state.select_is_active = false;
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return hits;
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}
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/**
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* has user activated?
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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) &&
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(GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY) ||
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/* unsupported by nouveau, gallium 0.4, see: T47940 */
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GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_UNIX, GPU_DRIVER_OPENSOURCE))));
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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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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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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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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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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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