Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
105 lines
3.1 KiB
C
105 lines
3.1 KiB
C
/* SPDX-FileCopyrightText: 2014 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "BLI_sys_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct rcti;
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/** Flags for mode of operation. */
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typedef enum eGPUSelectMode {
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GPU_SELECT_ALL = 1,
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/* gpu_select_query */
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GPU_SELECT_NEAREST_FIRST_PASS = 2,
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GPU_SELECT_NEAREST_SECOND_PASS = 3,
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/* gpu_select_pick */
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GPU_SELECT_PICK_ALL = 4,
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GPU_SELECT_PICK_NEAREST = 5,
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} eGPUSelectMode;
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/**
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* The result of calling #GPU_select_begin & #GPU_select_end.
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*/
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typedef struct GPUSelectResult {
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/** The selection identifier matching the value passed in by #GPU_select_load_id. */
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unsigned int id;
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/**
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* The nearest depth.
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* - Only supported by picking modes (#GPU_SELECT_PICK_ALL and #GPU_SELECT_PICK_NEAREST)
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* since occlusion quires don't provide a convenient way of accessing the depth-buffer.
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* - OpenGL's `GL_SELECT` supported both near and far depths,
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* this has not been included as Blender doesn't need this however support could be added.
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*/
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unsigned int depth;
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} GPUSelectResult;
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/**
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* Initialize and provide buffer for results.
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*/
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void GPU_select_begin(GPUSelectResult *buffer,
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unsigned int buffer_len,
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const struct rcti *input,
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eGPUSelectMode mode,
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int oldhits);
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/**
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* Initialize and provide buffer for results.
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* Uses the new Select-Next engine if enabled.
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*/
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void GPU_select_begin_next(GPUSelectResult *buffer,
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const uint buffer_len,
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const struct rcti *input,
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eGPUSelectMode mode,
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int oldhits);
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/**
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* Loads a new selection id and ends previous query, if any.
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* In second pass of selection it also returns
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* if id has been hit on the first pass already.
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* Thus we can skip drawing un-hit objects.
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*
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* \warning We rely on the order of object rendering on passes to be the same for this to work.
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*/
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bool GPU_select_load_id(unsigned int id);
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void GPU_select_finalize(void);
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/**
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* Cleanup and flush selection results to buffer.
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* Return number of hits and hits in buffer.
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* if \a dopass is true, we will do a second pass with occlusion queries to get the closest hit.
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*/
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unsigned int GPU_select_end(void);
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/* Cache selection region. */
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bool GPU_select_is_cached(void);
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void GPU_select_cache_begin(void);
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void GPU_select_cache_load_id(void);
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void GPU_select_cache_end(void);
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/* Utilities. */
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/**
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* Helper function, nothing special but avoids doing inline since hits aren't sorted by depth
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* and purpose of 4x buffer indices isn't so clear.
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*
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* Note that comparing depth as uint is fine.
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*/
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const GPUSelectResult *GPU_select_buffer_near(const GPUSelectResult *buffer, int hits);
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uint GPU_select_buffer_remove_by_id(GPUSelectResult *buffer, int hits, uint select_id);
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/**
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* Part of the solution copied from `rect_subregion_stride_calc`.
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*/
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void GPU_select_buffer_stride_realign(const struct rcti *src, const struct rcti *dst, uint *r_buf);
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#ifdef __cplusplus
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}
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#endif
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