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source/blender/gpu/intern/gpu_select_sample_query.c
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| /* | |||||
| * ***** 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.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_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; | |||||
| } 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); | |||||
| glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_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); | |||||
| glPopAttrib(); | |||||
| glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | |||||
| return hits; | |||||
| } | |||||