Files
test2/source/blender/gpu/GPU_select.hh
Clément Foucault 54be7ed322 Fix: Overlay-Next: Broken selection on first click
This was caused by querying on the selection state
before it is setup. It is only setup just before
the draw function.

To fix this, we sync the `info_buf` just before
drawing the overlays.

Also add some safety to avoid uninitialized memory.
2024-11-29 18:46:17 +01:00

104 lines
3.1 KiB
C++

/* SPDX-FileCopyrightText: 2014 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_span.hh"
#include "BLI_sys_types.h"
#include "BLI_vector.hh"
struct rcti;
/** Flags for mode of operation. */
enum eGPUSelectMode {
GPU_SELECT_INVALID = 0,
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,
};
/**
* The result of calling #GPU_select_begin & #GPU_select_end.
*/
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;
};
using GPUSelectStorage = blender::Vector<GPUSelectResult, 2500>;
struct GPUSelectBuffer {
GPUSelectStorage storage;
};
/**
* Initialize and provide buffer for results.
*/
void GPU_select_begin(GPUSelectBuffer *buffer,
const rcti *input,
eGPUSelectMode mode,
int oldhits);
/**
* Initialize and provide buffer for results.
* Uses the new Select-Next engine if enabled.
*/
void GPU_select_begin_next(GPUSelectBuffer *buffer,
const 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();
/**
* 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();
/* Cache selection region. */
bool GPU_select_is_cached();
void GPU_select_cache_begin();
void GPU_select_cache_load_id();
void GPU_select_cache_end();
/* 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 blender::Span<GPUSelectResult> hit_results);
uint GPU_select_buffer_remove_by_id(blender::MutableSpan<GPUSelectResult> hit_results,
uint select_id);
/**
* Part of the solution copied from `rect_subregion_stride_calc`.
*/
void GPU_select_buffer_stride_realign(const rcti *src, const rcti *dst, uint *r_buf);