This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/gpu/intern/gpu_select_sample_query.c
Dalai Felinto cbd78c8126 Immediate Mode: replacing glPushAttrib/glPopAttrib
Reference document: http://docs.gl/gl3/glPushAttrib

This patch only tackles the bits that are set by Blender with the
following exceptions:

1) Deprecated states (e.g., GL_STIPPLE) are not saved/restored

2) The exception being GL_ALPHA_TEST, which will be removed, but it may
affect drawing too much now. To be removed once we no longer set GL_ALPHA_TEST
elsewhere.

3) paint_cursor will be tackled separated, since it was abusing
glPush/PopAttrib in the first place.

4) Despite what the glPushAttrib page above may suggest, GL_DEPTH_WRITEMASK needs glGet, not glIsEnabled

5) BGE is still a problem since it relies on GL_ALL_ATTRIB_BITS which
would lead to a way more complete/lenghty solution. Since the BGE has
other (OpenGL deprecated) problems anyways, it can be handled on its own
time.

Finally, the original design for 2.8 was to implement a proper stack
system. However we need to move to core profile sooner than later. So
this is a pragmatic temporary (that may be permanent) solution.

Reviewers: merwin, campbellbarton

Differential Revision: https://developer.blender.org/D2600
2017-04-05 15:02:31 +02:00

214 lines
6.5 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2014 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Antony Riakiotakis.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/gpu/intern/gpu_select_sample_query.c
* \ingroup gpu
*
* Interface for accessing gpu-related methods for selection. The semantics will be
* similar to glRenderMode(GL_SELECT) since the goal is to maintain compatibility.
*/
#include <stdlib.h>
#include "GPU_immediate.h"
#include "GPU_draw.h"
#include "GPU_select.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
#include "MEM_guardedalloc.h"
#include "BLI_rect.h"
#include "BLI_utildefines.h"
#include "gpu_select_private.h"
/* Ad hoc number of queries to allocate to skip doing many glGenQueries */
#define ALLOC_QUERIES 200
typedef struct GPUQueryState {
/* Tracks whether a query has been issued so that gpu_load_id can end the previous one */
bool query_issued;
/* array holding the OpenGL query identifiers */
unsigned int *queries;
/* array holding the id corresponding to each query */
unsigned int *id;
/* number of queries in *queries and *id */
unsigned int num_of_queries;
/* index to the next query to start */
unsigned int active_query;
/* cache on initialization */
unsigned int (*buffer)[4];
/* buffer size (stores number of integers, for actual size multiply by sizeof integer)*/
unsigned int bufsize;
/* mode of operation */
char mode;
unsigned int index;
int oldhits;
/* OpenGL attrib bits */
struct GPUStateValues attribs;
} GPUQueryState;
static GPUQueryState g_query_state = {0};
void gpu_select_query_begin(
unsigned int (*buffer)[4], unsigned int bufsize,
const rcti *input, char mode,
int oldhits)
{
float viewport[4];
g_query_state.query_issued = false;
g_query_state.active_query = 0;
g_query_state.num_of_queries = 0;
g_query_state.bufsize = bufsize;
g_query_state.buffer = buffer;
g_query_state.mode = mode;
g_query_state.index = 0;
g_query_state.oldhits = oldhits;
g_query_state.num_of_queries = ALLOC_QUERIES;
g_query_state.queries = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.queries), "gpu selection queries");
g_query_state.id = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.id), "gpu selection ids");
glGenQueries(g_query_state.num_of_queries, g_query_state.queries);
gpuSaveState(&g_query_state.attribs, GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT);
/* disable writing to the framebuffer */
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
/* In order to save some fill rate we minimize the viewport using rect.
* We need to get the region of the scissor so that our geometry doesn't
* get rejected before the depth test. Should probably cull rect against
* scissor for viewport but this is a rare case I think */
glGetFloatv(GL_SCISSOR_BOX, viewport);
glViewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
/* occlusion queries operates on fragments that pass tests and since we are interested on all
* objects in the view frustum independently of their order, we need to disable the depth test */
if (mode == GPU_SELECT_ALL) {
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
}
else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
}
}
bool gpu_select_query_load_id(unsigned int id)
{
if (g_query_state.query_issued) {
glEndQuery(GL_SAMPLES_PASSED);
}
/* if required, allocate extra queries */
if (g_query_state.active_query == g_query_state.num_of_queries) {
g_query_state.num_of_queries += ALLOC_QUERIES;
g_query_state.queries = MEM_reallocN(g_query_state.queries, g_query_state.num_of_queries * sizeof(*g_query_state.queries));
g_query_state.id = MEM_reallocN(g_query_state.id, g_query_state.num_of_queries * sizeof(*g_query_state.id));
glGenQueries(ALLOC_QUERIES, &g_query_state.queries[g_query_state.active_query]);
}
glBeginQuery(GL_SAMPLES_PASSED, g_query_state.queries[g_query_state.active_query]);
g_query_state.id[g_query_state.active_query] = id;
g_query_state.active_query++;
g_query_state.query_issued = true;
if (g_query_state.mode == GPU_SELECT_NEAREST_SECOND_PASS && g_query_state.index < g_query_state.oldhits) {
if (g_query_state.buffer[g_query_state.index][3] == id) {
g_query_state.index++;
return true;
}
else {
return false;
}
}
return true;
}
unsigned int gpu_select_query_end(void)
{
int i;
unsigned int hits = 0;
const unsigned int maxhits = g_query_state.bufsize;
if (g_query_state.query_issued) {
glEndQuery(GL_SAMPLES_PASSED);
}
for (i = 0; i < g_query_state.active_query; i++) {
unsigned int result;
glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT, &result);
if (result > 0) {
if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) {
if (hits < maxhits) {
g_query_state.buffer[hits][0] = 1;
g_query_state.buffer[hits][1] = 0xFFFF;
g_query_state.buffer[hits][2] = 0xFFFF;
g_query_state.buffer[hits][3] = g_query_state.id[i];
hits++;
}
else {
hits = -1;
break;
}
}
else {
int j;
/* search in buffer and make selected object first */
for (j = 0; j < g_query_state.oldhits; j++) {
if (g_query_state.buffer[j][3] == g_query_state.id[i]) {
g_query_state.buffer[j][1] = 0;
g_query_state.buffer[j][2] = 0;
}
}
break;
}
}
}
glDeleteQueries(g_query_state.num_of_queries, g_query_state.queries);
MEM_freeN(g_query_state.queries);
MEM_freeN(g_query_state.id);
gpuRestoreState(&g_query_state.attribs);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
return hits;
}