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blender-archive/source/blender/draw/DRW_select_buffer.h
Germano Cavalcante 4d320f4313 Edit Mesh Selection: Refactor: Redraw idmap buffer at runtime with only objects inside the rect
But in the future the selection code may also be used in object mode (eg for snapping).
So to avoid using too much VRAM resources, it is good to avoid drawing all objects in the viewport.

The solution was to create an array with only objects that are detected within the selection area.
If the selection operator is modal, objects already detected are not removed from the array until view3d is moved or orbited.
To detect the object, its BoundBox is tested.
Since the Select Engine does not have a dedicated depth texture, whenever a new object is "found" the depth of the objects in the array already drawn is redrawn.

Reviewers: campbellbarton, fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5435
2019-08-15 10:31:54 -03:00

138 lines
4.9 KiB
C++

/*
* 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.
*
* Copyright 2016, Blender Foundation.
*/
/** \file
* \ingroup draw
*/
#ifndef __DRW_SELECT_BUFFER_H__
#define __DRW_SELECT_BUFFER_H__
#include "BLI_sys_types.h" /* for bool and uint */
struct ARegion;
struct Base;
struct Depsgraph;
struct Object;
struct View3D;
struct ViewLayer;
struct rcti;
typedef struct SELECTID_ObjectData {
DrawData dd;
uint drawn_index;
bool is_drawn;
} SELECTID_ObjectData;
struct ObjectOffsets {
/* For convenience only. */
union {
uint offset;
uint face_start;
};
union {
uint face;
uint edge_start;
};
union {
uint edge;
uint vert_start;
};
uint vert;
};
struct SELECTID_Context {
struct GPUFrameBuffer *framebuffer_select_id;
struct GPUTexture *texture_u32;
/* All context objects */
struct Object **objects;
uint objects_len;
/* Array with only drawn objects. When a new object is found within the rect,
* it is added to the end of the list.
* The list is reset to any viewport or context update. */
struct ObjectOffsets *index_offsets;
struct Object **objects_drawn;
uint objects_drawn_len;
/** Total number of element indices `index_offsets[object_drawn_len - 1].vert`. */
uint index_drawn_len;
short select_mode;
/* To check for updates. */
float persmat[4][4];
bool is_dirty;
/* rect is used to check which objects whose indexes need to be drawn. */
rcti last_rect;
};
/* draw_select_buffer.c */
bool DRW_select_buffer_elem_get(const uint sel_id,
uint *r_elem,
uint *r_base_index,
char *r_elem_type);
uint DRW_select_buffer_context_offset_for_object_elem(struct Depsgraph *depsgraph,
struct Object *object,
char elem_type);
uint *DRW_select_buffer_read(struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
const rcti *rect,
uint *r_buf_len);
uint *DRW_select_buffer_bitmap_from_rect(struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
const struct rcti *rect,
uint *r_bitmap_len);
uint *DRW_select_buffer_bitmap_from_circle(struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
const int center[2],
const int radius,
uint *r_bitmap_len);
uint *DRW_select_buffer_bitmap_from_poly(struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
const int poly[][2],
const int poly_len,
const struct rcti *rect,
uint *r_bitmap_len);
uint DRW_select_buffer_sample_point(struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
const int center[2]);
uint DRW_select_buffer_find_nearest_to_point(struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
const int center[2],
const uint id_min,
const uint id_max,
uint *dist);
void DRW_select_buffer_context_create(struct Base **bases,
const uint bases_len,
short select_mode);
/* select_engine.c */
struct SELECTID_Context *DRW_select_engine_context_get(void);
#endif /* __DRW_SELECT_BUFFER_H__ */