While \file doesn't need an argument, it can't have another doxy command after it.
		
			
				
	
	
		
			221 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			221 lines
		
	
	
		
			6.6 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 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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| 
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| #include <stdlib.h>
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| 
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| #include "GPU_immediate.h"
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| #include "GPU_draw.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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| 
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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 "BLI_utildefines.h"
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| 
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| #include "PIL_time.h"
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| 
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| #include "gpu_select_private.h"
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| 
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| 
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| /* Ad hoc number of queries to allocate to skip doing many glGenQueries */
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| #define ALLOC_QUERIES 200
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| 
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| typedef struct GPUQueryState {
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| 	/* Tracks whether a query has been issued so that gpu_load_id can end the previous one */
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| 	bool query_issued;
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| 	/* array holding the OpenGL query identifiers */
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| 	uint *queries;
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| 	/* array holding the id corresponding to each query */
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| 	uint *id;
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| 	/* number of queries in *queries and *id */
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| 	uint num_of_queries;
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| 	/* index to the next query to start */
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| 	uint active_query;
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| 	/* cache on initialization */
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| 	uint (*buffer)[4];
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| 	/* buffer size (stores number of integers, for actual size multiply by sizeof integer)*/
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| 	uint bufsize;
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| 	/* mode of operation */
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| 	char mode;
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| 	uint index;
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| 	int oldhits;
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| } GPUQueryState;
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| 
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| static GPUQueryState g_query_state = {0};
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| 
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| 
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| void gpu_select_query_begin(
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|         uint (*buffer)[4], uint bufsize,
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|         const rcti *input, char mode,
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|         int oldhits)
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| {
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| 	float viewport[4];
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| 
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| 	g_query_state.query_issued = false;
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| 	g_query_state.active_query = 0;
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| 	g_query_state.num_of_queries = 0;
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| 	g_query_state.bufsize = bufsize;
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| 	g_query_state.buffer = buffer;
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| 	g_query_state.mode = mode;
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| 	g_query_state.index = 0;
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| 	g_query_state.oldhits = oldhits;
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| 
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| 	g_query_state.num_of_queries = ALLOC_QUERIES;
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| 
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| 	g_query_state.queries = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.queries), "gpu selection queries");
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| 	g_query_state.id = MEM_mallocN(g_query_state.num_of_queries * sizeof(*g_query_state.id), "gpu selection ids");
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| 	glGenQueries(g_query_state.num_of_queries, g_query_state.queries);
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| 
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| 	gpuPushAttr(GPU_DEPTH_BUFFER_BIT | GPU_VIEWPORT_BIT | GPU_SCISSOR_BIT);
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| 	/* disable writing to the framebuffer */
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| 	glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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| 
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| 	/* In order to save some fill rate we minimize the viewport using rect.
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| 	 * We need to get the region of the viewport so that our geometry doesn't
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| 	 * get rejected before the depth test. Should probably cull rect against
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| 	 * the viewport but this is a rare case I think */
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| 	glGetFloatv(GL_VIEWPORT, viewport);
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| 	glViewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
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| 
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| 	/* occlusion queries operates on fragments that pass tests and since we are interested on all
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| 	 * objects in the view frustum independently of their order, we need to disable the depth test */
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| 	if (mode == GPU_SELECT_ALL) {
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| 		glDisable(GL_DEPTH_TEST);
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| 		glDepthMask(GL_FALSE);
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| 	}
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| 	else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
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| 		glClear(GL_DEPTH_BUFFER_BIT);
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| 		glEnable(GL_DEPTH_TEST);
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| 		glDepthMask(GL_TRUE);
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| 		glDepthFunc(GL_LEQUAL);
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| 	}
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| 	else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
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| 		glEnable(GL_DEPTH_TEST);
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| 		glDepthMask(GL_FALSE);
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| 		glDepthFunc(GL_EQUAL);
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| 	}
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| }
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| 
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| bool gpu_select_query_load_id(uint id)
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| {
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| 	if (g_query_state.query_issued) {
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| 		glEndQuery(GL_SAMPLES_PASSED);
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| 	}
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| 	/* if required, allocate extra queries */
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| 	if (g_query_state.active_query == g_query_state.num_of_queries) {
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| 		g_query_state.num_of_queries += ALLOC_QUERIES;
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| 		g_query_state.queries = MEM_reallocN(g_query_state.queries, g_query_state.num_of_queries * sizeof(*g_query_state.queries));
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| 		g_query_state.id = MEM_reallocN(g_query_state.id, g_query_state.num_of_queries * sizeof(*g_query_state.id));
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| 		glGenQueries(ALLOC_QUERIES, &g_query_state.queries[g_query_state.active_query]);
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| 	}
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| 
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| 	glBeginQuery(GL_SAMPLES_PASSED, g_query_state.queries[g_query_state.active_query]);
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| 	g_query_state.id[g_query_state.active_query] = id;
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| 	g_query_state.active_query++;
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| 	g_query_state.query_issued = true;
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| 
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| 	if (g_query_state.mode == GPU_SELECT_NEAREST_SECOND_PASS) {
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| 		/* Second pass should never run if first pass fails, can read past 'bufsize' in this case. */
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| 		BLI_assert(g_query_state.oldhits != -1);
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| 		if (g_query_state.index < g_query_state.oldhits) {
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| 			if (g_query_state.buffer[g_query_state.index][3] == id) {
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| 				g_query_state.index++;
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| 				return true;
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| 			}
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| 			else {
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| 				return false;
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| 			}
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| 		}
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| 	}
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| 
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| 	return true;
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| }
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| 
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| uint gpu_select_query_end(void)
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| {
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| 	int i;
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| 
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| 	uint hits = 0;
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| 	const uint maxhits = g_query_state.bufsize;
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| 
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| 	if (g_query_state.query_issued) {
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| 		glEndQuery(GL_SAMPLES_PASSED);
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| 	}
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| 
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| 	for (i = 0; i < g_query_state.active_query; i++) {
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| 		uint result = 0;
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| 		/* Wait until the result is available. */
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| 		while (result == 0) {
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| 			glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT_AVAILABLE, &result);
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| 			if (result == 0) {
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| 				/* (fclem) Not sure if this is better than calling
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| 				 * glGetQueryObjectuiv() indefinitely. */
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| 				PIL_sleep_ms(1);
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| 			}
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| 		}
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| 		glGetQueryObjectuiv(g_query_state.queries[i], GL_QUERY_RESULT, &result);
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| 		if (result > 0) {
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| 			if (g_query_state.mode != GPU_SELECT_NEAREST_SECOND_PASS) {
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| 
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| 				if (hits < maxhits) {
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| 					g_query_state.buffer[hits][0] = 1;
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| 					g_query_state.buffer[hits][1] = 0xFFFF;
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| 					g_query_state.buffer[hits][2] = 0xFFFF;
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| 					g_query_state.buffer[hits][3] = g_query_state.id[i];
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| 
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| 					hits++;
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| 				}
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| 				else {
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| 					hits = -1;
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| 					break;
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| 				}
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| 			}
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| 			else {
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| 				int j;
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| 				/* search in buffer and make selected object first */
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| 				for (j = 0; j < g_query_state.oldhits; j++) {
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| 					if (g_query_state.buffer[j][3] == g_query_state.id[i]) {
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| 						g_query_state.buffer[j][1] = 0;
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| 						g_query_state.buffer[j][2] = 0;
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| 					}
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| 				}
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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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| 	glDeleteQueries(g_query_state.num_of_queries, g_query_state.queries);
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| 	MEM_freeN(g_query_state.queries);
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| 	MEM_freeN(g_query_state.id);
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| 	gpuPopAttr();
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| 	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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| 
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| 	return hits;
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| }
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