[Bf-blender-cvs] [0aaa2b7d04] temp-select-pick: Experimental depth sorting selection
Campbell Barton
noreply at git.blender.org
Tue Mar 7 16:19:58 CET 2017
Commit: 0aaa2b7d041bf545eb6315d85e831af051b55130
Author: Campbell Barton
Date: Fri Mar 3 22:51:41 2017 +1100
Branches: temp-select-pick
https://developer.blender.org/rB0aaa2b7d041bf545eb6315d85e831af051b55130
Experimental depth sorting selection
Differential Revision: https://developer.blender.org/D2543
===================================================================
M source/blender/editors/include/ED_view3d.h
M source/blender/editors/space_view3d/view3d_view.c
M source/blender/gpu/GPU_select.h
M source/blender/gpu/intern/gpu_select.c
===================================================================
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index 79176d9e9c..6adc05f08d 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -301,7 +301,9 @@ bool ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], con
/* select */
#define MAXPICKELEMS 2500
#define MAXPICKBUF (4 * MAXPICKELEMS)
-short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const struct rcti *input, bool do_nearest);
+short view3d_opengl_select(
+ struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const struct rcti *input,
+ bool do_nearest);
/* view3d_select.c */
float ED_view3d_select_dist_px(void);
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 8582952d1a..1e5c42fe11 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -1170,7 +1170,9 @@ static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegi
*
* \note (vc->obedit == NULL) can be set to explicitly skip edit-object selection.
*/
-short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input, bool do_nearest)
+short view3d_opengl_select(
+ ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input,
+ bool do_nearest)
{
Scene *scene = vc->scene;
View3D *v3d = vc->v3d;
@@ -1204,10 +1206,16 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(vc->rv3d);
- if (do_passes)
+ if (do_nearest) {
+ GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_NEAREST_DEPTH_SORT, 0);
+ }
+ else if (do_passes) {
+ /* XXX, this wont run currently with GPU_SELECT_NEAREST_DEPTH_SORT above */
GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_NEAREST_FIRST_PASS, 0);
- else
+ }
+ else {
GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_ALL, 0);
+ }
view3d_select_loop(vc, scene, v3d, ar, use_obedit_skip);
diff --git a/source/blender/gpu/GPU_select.h b/source/blender/gpu/GPU_select.h
index d3cb914976..33a1c62b12 100644
--- a/source/blender/gpu/GPU_select.h
+++ b/source/blender/gpu/GPU_select.h
@@ -39,6 +39,8 @@ enum {
GPU_SELECT_ALL = 1,
GPU_SELECT_NEAREST_FIRST_PASS = 2,
GPU_SELECT_NEAREST_SECOND_PASS = 3,
+ /* test for depth sorting selection */
+ GPU_SELECT_NEAREST_DEPTH_SORT = 4,
};
void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, const struct rctf *input, char mode, int oldhits);
diff --git a/source/blender/gpu/intern/gpu_select.c b/source/blender/gpu/intern/gpu_select.c
index f78191a6f6..6d5130de6f 100644
--- a/source/blender/gpu/intern/gpu_select.c
+++ b/source/blender/gpu/intern/gpu_select.c
@@ -29,6 +29,10 @@
* 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 <string.h>
+#include <stdlib.h>
+
#include "GPU_select.h"
#include "GPU_extensions.h"
#include "GPU_glew.h"
@@ -37,12 +41,72 @@
#include "DNA_userdef_types.h"
+#include "BLI_rect.h"
+
#include "BLI_utildefines.h"
/* Ad hoc number of queries to allocate to skip doing many glGenQueries */
#define ALLOC_QUERIES 200
+typedef struct DepthID {
+ unsigned int id;
+ float depth;
+} DepthID;
+
+static int id_depth_cmp(const void *v1, const void *v2)
+{
+ const DepthID *d1 = v1, *d2 = v2;
+ if (d1->id < d2->id) {
+ return -1;
+ }
+ else if (d1->id > d2->id) {
+ return 1;
+ }
+ else {
+ if (d1->depth < d2->depth) {
+ return -1;
+ }
+ else if (d1->depth > d2->depth) {
+ return 1;
+ }
+ else {
+ return 0;
+ }
+ }
+}
+
+static int depth_cmp(const void *v1, const void *v2)
+{
+ const DepthID *d1 = v1, *d2 = v2;
+ if (d1->depth < d2->depth) {
+ return -1;
+ }
+ else if (d1->depth > d2->depth) {
+ return 1;
+ }
+ else {
+ return 0;
+ }
+}
+
+/* depth sorting */
+typedef struct GPUQueryStateDepth {
+ unsigned int rect_len;
+ unsigned int *rect_id;
+ unsigned int *rect_depth;
+ /* scratch buffer, avoid allocs every time */
+ unsigned int *rect_depth_test;
+ rcti clip_rect;
+ /* Pass to glReadPixels (x,y,w,h */
+ int clip_readpixels[4];
+
+ unsigned int prev_id;
+ bool is_init;
+} GPUQueryStateDepth;
+
typedef struct GPUQueryState {
+ GPUQueryStateDepth depth;
+
/* To ignore selection id calls when not initialized */
bool select_is_active;
/* Tracks whether a query has been issued so that gpu_load_id can end the previous one */
@@ -57,6 +121,8 @@ typedef struct GPUQueryState {
unsigned int active_query;
/* flag to cache user preference for occlusion based selection */
bool use_gpu_select;
+ /* experimental depth buffer picking */
+ bool use_gpu_select_depth;
/* cache on initialization */
unsigned int *buffer;
/* buffer size (stores number of integers, for actual size multiply by sizeof integer)*/
@@ -85,12 +151,55 @@ void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, const rctf *in
g_query_state.index = 0;
g_query_state.oldhits = oldhits;
+
if (!g_query_state.use_gpu_select) {
glSelectBuffer(bufsize, (GLuint *)buffer);
glRenderMode(GL_SELECT);
glInitNames();
glPushName(-1);
}
+ else if (mode == GPU_SELECT_NEAREST_DEPTH_SORT) {
+ float viewport[4];
+
+ glPushAttrib(GL_DEPTH_BUFFER_BIT | GL_VIEWPORT_BIT);
+ /* disable writing to the framebuffer */
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+ glDepthFunc(GL_LEQUAL);
+
+ GPUQueryStateDepth *qsd = &g_query_state.depth;
+
+ BLI_rcti_rctf_copy(&qsd->clip_rect, input);
+
+ glGetFloatv(GL_SCISSOR_BOX, viewport);
+
+ qsd->clip_readpixels[0] = viewport[0];
+ qsd->clip_readpixels[1] = viewport[1];
+ qsd->clip_readpixels[2] = BLI_rcti_size_x(&qsd->clip_rect);
+ qsd->clip_readpixels[3] = BLI_rcti_size_y(&qsd->clip_rect);
+
+
+ glViewport(viewport[0], viewport[1], qsd->clip_readpixels[2], qsd->clip_readpixels[3]);
+
+ const unsigned int rect_len = BLI_rcti_size_x(&qsd->clip_rect) * BLI_rcti_size_y(&qsd->clip_rect);
+ qsd->rect_len = rect_len;
+
+ qsd->rect_id = MEM_mallocN(sizeof(unsigned int) * rect_len, __func__);
+ memset(qsd->rect_id, 0xff, sizeof(unsigned int) * rect_len);
+
+ qsd->rect_depth = MEM_callocN(sizeof(unsigned int) * rect_len, __func__);
+
+ glReadPixels(UNPACK4(qsd->clip_readpixels), GL_DEPTH_COMPONENT, GL_FLOAT, qsd->rect_depth);
+
+ /* scratch buffer (read new values here) */
+ qsd->rect_depth_test = MEM_callocN(sizeof(unsigned int) * rect_len, __func__);
+
+ qsd->prev_id = 0;
+ qsd->is_init = false;
+ }
else {
float viewport[4];
@@ -147,6 +256,28 @@ bool GPU_select_load_id(unsigned int id)
if (!g_query_state.use_gpu_select) {
glLoadName(id);
}
+ else if (g_query_state.mode == GPU_SELECT_NEAREST_DEPTH_SORT) {
+ GPUQueryStateDepth *qsd = &g_query_state.depth;
+ if (qsd->is_init) {
+ const unsigned int rect_len = qsd->rect_len;
+ glReadPixels(UNPACK4(qsd->clip_readpixels), GL_DEPTH_COMPONENT, GL_FLOAT, qsd->rect_depth_test);
+ /* perform initial memcmp since most cases the array remains unchanged */
+ if (memcmp(qsd->rect_depth, qsd->rect_depth_test, rect_len * sizeof(unsigned int)) != 0) {
+ const unsigned int prev_id = qsd->prev_id;
+ const unsigned int *prev = qsd->rect_depth;
+ const unsigned int *curr = qsd->rect_depth_test;
+ unsigned int *id_ptr = qsd->rect_id;
+ for (unsigned int i = 0; i < rect_len; i++, curr++, prev++, id_ptr++) {
+ if (*curr != *prev) {
+ *id_ptr = prev_id;
+ }
+ }
+ SWAP(unsigned int *, qsd->rect_depth_test, qsd->rect_depth);
+ }
+ }
+ qsd->prev_id = id;
+ qsd->is_init = true;
+ }
else {
if (g_query_state.query_issued) {
glEndQuery(GL_SAMPLES_PASSED);
@@ -190,6 +321,63 @@ unsigned int GPU_select_end(void)
glPopName();
hits = glRenderMode(GL_RENDER);
}
+ else if (g_query_state.mode == GPU_SELECT_NEAREST_DEPTH_SORT) {
+ GPUQueryStateDepth *qsd = &g_query_state.depth;
+
+ if (qsd->is_init) {
+ /* force finishing last pass */
+ GPU_select_load_id(qsd->prev_id);
+ }
+ glPopAttrib();
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ unsigned int maxhits = g_query_state.bufsize / 4;
+
+ DepthID *depth = MEM_mallocN(qsd->rect_len * sizeof(*depth), __func__);
+ /* unsigned int depth_last = 0; */
+ unsigned int depth_len = 0;
+ for (unsigned int i = 0; i < qsd->rect_len; i++) {
+ if (qsd->rect_id[i] != 0xffffffff) {
+ DepthID *d = &depth[depth_len++];
+ d->id = qsd->rect_id[i];
+ d->depth = *((float *)&qsd->rect_depth[i]);
+ }
+ }
+ qsort(depth, depth_len, sizeof(DepthID), id_depth_cmp);
+ unsigned int id_last = 0xffffffff;
+ unsigned int depth_compact_len = 0;
+ for (unsigned int i = 0; i < depth_len; i++) {
+ if (depth[i].id != id_last) {
+ id_last = depth[i].id;
+ depth[depth_compact_len++] = depth[i];
+ }
+ }
+ qsort(depth, depth_compact_len, sizeof(DepthID), depth_cmp);
+ for (unsigned int i = 0; i < depth_compact_len; i++) {
+ if (hits < maxhits) {
+ g_query_state.buffer[hits * 4] = 1;
+ g_query_state.buffer[hits * 4 + 1] = 0xFFFF;
+ g_query_state.buffer[hits * 4 + 2] = 0xFFFF;
+ g_query_state.buffer[hits * 4 + 3] = depth[i].id;
+
+ hits++;
+ }
+ else {
+ hits = -1;
+ break;
+ }
+ }
+
+ MEM_freeN(depth);
+
+ MEM_freeN(qsd->rect_id);
+ MEM_freeN(qsd->rect_depth);
+ MEM_freeN(qsd->rect_depth_test);
+
+ qsd->rect_id = NULL;
+ qsd->rect_depth = NULL;
+ qsd->rect_depth_test = NULL;
+ }
else {
int i;
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