This contains the basis of the new overlay engine. Only a few overlays are ported for proof of concept of the new design. This new design unifies the selection drawing with the overlay-next engine. It now becomes responsible of selection in object mode. For this we create a dedicated shader module that patches the shaders for selection. Note that the gizmo selection still uses the occlusion queries and edit-mode the current selection engine (select_engine.c). Related task #102179 Related task #102177 Co-authored-by: Clément Foucault <foucault.clem@gmail.com> Pull Request: https://projects.blender.org/blender/blender/pulls/107734
58 lines
1.5 KiB
C
58 lines
1.5 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2014 Blender Foundation */
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/** \file
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* \ingroup gpu
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*
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* Selection implementations.
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*/
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#pragma once
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* gpu_select_pick */
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void gpu_select_pick_begin(GPUSelectResult *buffer,
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uint buffer_len,
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const rcti *input,
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eGPUSelectMode mode);
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bool gpu_select_pick_load_id(uint id, bool end);
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uint gpu_select_pick_end(void);
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void gpu_select_pick_cache_begin(void);
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void gpu_select_pick_cache_end(void);
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/**
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* \return true if drawing is not needed.
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*/
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bool gpu_select_pick_is_cached(void);
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void gpu_select_pick_cache_load_id(void);
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/* gpu_select_sample_query */
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void gpu_select_query_begin(
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GPUSelectResult *buffer, uint buffer_len, const rcti *input, eGPUSelectMode mode, int oldhits);
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bool gpu_select_query_load_id(uint id);
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uint gpu_select_query_end(void);
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/* gpu_select_next */
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void gpu_select_next_begin(GPUSelectResult *buffer,
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uint buffer_len,
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const rcti *input,
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eGPUSelectMode mode);
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uint gpu_select_next_end(void);
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/* Return a single offset since picking uses squared viewport. */
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int gpu_select_next_get_pick_area_center(void);
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eGPUSelectMode gpu_select_next_get_mode(void);
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void gpu_select_next_set_result(GPUSelectResult *buffer, uint buffer_len);
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#define SELECT_ID_NONE ((uint)0xffffffff)
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#ifdef __cplusplus
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}
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#endif
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