3D View: wrap GPU_select cache calls
Avoids including GPU_select and makes it more clear that the cache is needed for view3d_opengl_select calls. Also use typed enum for select mode.
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@ -53,8 +53,6 @@
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#include "ED_screen.h"
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#include "ED_view3d.h"
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#include "GPU_select.h"
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#include "armature_intern.h"
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/* utility macros for storing a temp int in the bone (selection flag) */
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@ -343,7 +341,7 @@ static EditBone *get_nearest_editbonepoint(
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int hits = 0;
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/* we _must_ end cache before return, use 'goto cache_end' */
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GPU_select_cache_begin();
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view3d_opengl_select_cache_begin();
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BLI_rcti_init_pt_radius(&rect, mval, 12);
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hits12 = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, select_mode);
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@ -368,7 +366,7 @@ static EditBone *get_nearest_editbonepoint(
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}
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cache_end:
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GPU_select_cache_end();
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view3d_opengl_select_cache_end();
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/* See if there are any selected bones in this group */
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if (hits > 0) {
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@ -303,18 +303,21 @@ bool ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], con
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#define MAXPICKELEMS 2500
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#define MAXPICKBUF (4 * MAXPICKELEMS)
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enum {
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typedef enum {
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/* all elements in the region, ignore depth */
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VIEW3D_SELECT_ALL = 0,
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/* pick also depth sorts (only for small regions!) */
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VIEW3D_SELECT_PICK_ALL = 1,
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/* sorts and only returns visible objects (only for small regions!) */
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VIEW3D_SELECT_PICK_NEAREST = 2,
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};
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} eV3DSelectMode;
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void view3d_opengl_select_cache_begin(void);
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void view3d_opengl_select_cache_end(void);
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int view3d_opengl_select(
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struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const struct rcti *input,
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int select_mode);
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eV3DSelectMode select_mode);
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/* view3d_select.c */
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float ED_view3d_select_dist_px(void);
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@ -96,8 +96,6 @@
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#include "GPU_draw.h"
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#include "GPU_select.h"
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#include "view3d_intern.h" /* own include */
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// #include "PIL_time_utildefines.h"
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@ -1243,7 +1241,7 @@ static int mixed_bones_object_selectbuffer(
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int hits = 0;
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/* we _must_ end cache before return, use 'goto finally' */
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GPU_select_cache_begin();
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view3d_opengl_select_cache_begin();
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BLI_rcti_init_pt_radius(&rect, mval, 14);
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hits15 = view3d_opengl_select(vc, buffer, MAXPICKBUF, &rect, select_mode);
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@ -1287,7 +1285,7 @@ static int mixed_bones_object_selectbuffer(
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}
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finally:
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GPU_select_cache_end();
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view3d_opengl_select_cache_end();
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return hits;
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}
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@ -1163,6 +1163,21 @@ static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegi
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}
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}
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/**
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* Optionally cache data for multiple calls to #view3d_opengl_select
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*
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* just avoid GPU_select headers outside this file
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*/
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void view3d_opengl_select_cache_begin(void)
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{
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GPU_select_cache_begin();
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}
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void view3d_opengl_select_cache_end(void)
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{
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GPU_select_cache_end();
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}
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/**
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* \warning be sure to account for a negative return value
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* This is an error, "Too many objects in select buffer"
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@ -1172,7 +1187,7 @@ static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegi
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*/
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int view3d_opengl_select(
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ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input,
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int select_mode)
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eV3DSelectMode select_mode)
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{
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Scene *scene = vc->scene;
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View3D *v3d = vc->v3d;
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