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blender-archive/source/blender/gpu/GPU_select.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
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Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
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While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

95 lines
2.8 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2014 Blender Foundation. All rights reserved. */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_sys_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct rcti;
/** Flags for mode of operation. */
typedef enum eGPUSelectMode {
GPU_SELECT_ALL = 1,
/* gpu_select_query */
GPU_SELECT_NEAREST_FIRST_PASS = 2,
GPU_SELECT_NEAREST_SECOND_PASS = 3,
/* gpu_select_pick */
GPU_SELECT_PICK_ALL = 4,
GPU_SELECT_PICK_NEAREST = 5,
} eGPUSelectMode;
/**
* The result of calling #GPU_select_begin & #GPU_select_end.
*/
typedef struct GPUSelectResult {
/** The selection identifier matching the value passed in by #GPU_select_load_id. */
unsigned int id;
/**
* The nearest depth.
* - Only supported by picking modes (#GPU_SELECT_PICK_ALL and #GPU_SELECT_PICK_NEAREST)
* since occlusion quires don't provide a convenient way of accessing the depth-buffer.
* - OpenGL's `GL_SELECT` supported both near and far depths,
* this has not been included as Blender doesn't need this however support could be added.
*/
unsigned int depth;
} GPUSelectResult;
/**
* Initialize and provide buffer for results.
*/
void GPU_select_begin(GPUSelectResult *buffer,
unsigned int buffer_len,
const struct rcti *input,
eGPUSelectMode mode,
int oldhits);
/**
* Loads a new selection id and ends previous query, if any.
* In second pass of selection it also returns
* if id has been hit on the first pass already.
* Thus we can skip drawing un-hit objects.
*
* \warning We rely on the order of object rendering on passes to be the same for this to work.
*/
bool GPU_select_load_id(unsigned int id);
void GPU_select_finalize(void);
/**
* Cleanup and flush selection results to buffer.
* Return number of hits and hits in buffer.
* if \a dopass is true, we will do a second pass with occlusion queries to get the closest hit.
*/
unsigned int GPU_select_end(void);
/* Cache selection region. */
bool GPU_select_is_cached(void);
void GPU_select_cache_begin(void);
void GPU_select_cache_load_id(void);
void GPU_select_cache_end(void);
/* Utilities. */
/**
* Helper function, nothing special but avoids doing inline since hits aren't sorted by depth
* and purpose of 4x buffer indices isn't so clear.
*
* Note that comparing depth as uint is fine.
*/
const GPUSelectResult *GPU_select_buffer_near(const GPUSelectResult *buffer, int hits);
uint GPU_select_buffer_remove_by_id(GPUSelectResult *buffer, int hits, uint select_id);
/**
* Part of the solution copied from `rect_subregion_stride_calc`.
*/
void GPU_select_buffer_stride_realign(const struct rcti *src, const struct rcti *dst, uint *r_buf);
#ifdef __cplusplus
}
#endif