- View3D backbuffer select is back ("occlusion select").
  It doesn't use the old 'afterqueue' yet, which ensured backbuffers
  to draw immediate after swapbuffers. Will with that.
This commit is contained in:
Ton Roosendaal 2009-01-01 19:18:03 +00:00
parent d130a1ec28
commit 81243af057
7 changed files with 268 additions and 32 deletions

@ -123,10 +123,10 @@ extern unsigned int em_vertoffs, em_solidoffs, em_wireoffs;
void mouse_mesh(struct bContext *C, short mval[2], short extend);
int EM_check_backbuf(unsigned int index);
int EM_mask_init_backbuf_border(struct View3D *v3d, short mcords[][2], short tot, short xmin, short ymin, short xmax, short ymax);
int EM_mask_init_backbuf_border(struct ViewContext *vc, short mcords[][2], short tot, short xmin, short ymin, short xmax, short ymax);
void EM_free_backbuf(void);
int EM_init_backbuf_border(struct View3D *v3d, short xmin, short ymin, short xmax, short ymax);
int EM_init_backbuf_circle(struct View3D *v3d, short xs, short ys, short rads);
int EM_init_backbuf_border(struct ViewContext *vc, short xmin, short ymin, short xmax, short ymax);
int EM_init_backbuf_circle(struct ViewContext *vc, short xs, short ys, short rads);
#endif /* ED_MESH_H */

@ -38,6 +38,7 @@ struct BezTriple;
struct EditVert;
struct EditEdge;
struct EditFace;
struct ImBuf;
float *give_cursor(Scene *scene, View3D *v3d);
@ -68,7 +69,10 @@ void lattice_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userDa
int view3d_test_clipping(struct View3D *v3d, float *vec);
void view3d_align_axis_to_vector(struct View3D *v3d, int axisidx, float vec[3]);
/* backbuffer select and draw support */
struct ImBuf *view3d_read_backbuf(struct ViewContext *vc, short xmin, short ymin, short xmax, short ymax);
unsigned int view3d_sample_backbuf_rect(struct ViewContext *vc, short mval[2], int size, unsigned int min, unsigned int max, int *dist, short strict, unsigned int (*indextest)(unsigned int index));
unsigned int view3d_sample_backbuf(struct ViewContext *vc, int x, int y);
#endif /* ED_VIEW3D_H */

@ -91,9 +91,6 @@ editmesh_mods.c, UI level access, no geometry changes
#include "BLO_sys_types.h" // for intptr_t support
static void *read_backbuf() {return NULL;}
static int sample_backbuf_rect() {return 0;}
static int sample_backbuf() {return 0;}
static void BIF_undo_push() {}
static void waitcursor() {}
static void error() {}
@ -191,17 +188,17 @@ static void draw_triangulated(short mcords[][2], short tot)
/* reads rect, and builds selection array for quick lookup */
/* returns if all is OK */
int EM_init_backbuf_border(View3D *v3d, short xmin, short ymin, short xmax, short ymax)
int EM_init_backbuf_border(ViewContext *vc, short xmin, short ymin, short xmax, short ymax)
{
struct ImBuf *buf;
unsigned int *dr;
int a;
if(G.obedit==NULL || v3d->drawtype<OB_SOLID || (v3d->flag & V3D_ZBUF_SELECT)==0) return 0;
if(em_vertoffs==0) return 0;
if(G.obedit==NULL || vc->v3d->drawtype<OB_SOLID || (vc->v3d->flag & V3D_ZBUF_SELECT)==0) return 0;
buf= read_backbuf(xmin, ymin, xmax, ymax);
buf= view3d_read_backbuf(vc, xmin, ymin, xmax, ymax);
if(buf==NULL) return 0;
if(em_vertoffs==0) return 0;
dr = buf->rect;
@ -238,7 +235,7 @@ void EM_free_backbuf(void)
- grab again and compare
returns 'OK'
*/
int EM_mask_init_backbuf_border(View3D *v3d, short mcords[][2], short tot, short xmin, short ymin, short xmax, short ymax)
int EM_mask_init_backbuf_border(ViewContext *vc, short mcords[][2], short tot, short xmin, short ymin, short xmax, short ymax)
{
unsigned int *dr, *drm;
struct ImBuf *buf, *bufmask;
@ -249,11 +246,11 @@ int EM_mask_init_backbuf_border(View3D *v3d, short mcords[][2], short tot, short
if(FACESEL_PAINT_TEST);
else return 0;
}
else if(v3d->drawtype<OB_SOLID || (v3d->flag & V3D_ZBUF_SELECT)==0) return 0;
else if(vc->v3d->drawtype<OB_SOLID || (vc->v3d->flag & V3D_ZBUF_SELECT)==0) return 0;
if(em_vertoffs==0) return 0;
buf= read_backbuf(xmin, ymin, xmax, ymax);
buf= view3d_read_backbuf(vc, xmin, ymin, xmax, ymax);
if(buf==NULL) return 0;
dr = buf->rect;
@ -280,7 +277,7 @@ int EM_mask_init_backbuf_border(View3D *v3d, short mcords[][2], short tot, short
glDrawBuffer(GL_BACK);
/* grab mask */
bufmask= read_backbuf(xmin, ymin, xmax, ymax);
bufmask= view3d_read_backbuf(vc, xmin, ymin, xmax, ymax);
drm = bufmask->rect;
if(bufmask==NULL) return 0; /* only when mem alloc fails, go crash somewhere else! */
@ -299,7 +296,7 @@ int EM_mask_init_backbuf_border(View3D *v3d, short mcords[][2], short tot, short
}
/* circle shaped sample area */
int EM_init_backbuf_circle(View3D *v3d, short xs, short ys, short rads)
int EM_init_backbuf_circle(ViewContext *vc, short xs, short ys, short rads)
{
struct ImBuf *buf;
unsigned int *dr;
@ -311,12 +308,12 @@ int EM_init_backbuf_circle(View3D *v3d, short xs, short ys, short rads)
if(FACESEL_PAINT_TEST);
else return 0;
}
else if(v3d->drawtype<OB_SOLID || (v3d->flag & V3D_ZBUF_SELECT)==0) return 0;
else if(vc->v3d->drawtype<OB_SOLID || (vc->v3d->flag & V3D_ZBUF_SELECT)==0) return 0;
if(em_vertoffs==0) return 0;
xmin= xs-rads; xmax= xs+rads;
ymin= ys-rads; ymax= ys+rads;
buf= read_backbuf(xmin, ymin, xmax, ymax);
buf= view3d_read_backbuf(vc, xmin, ymin, xmax, ymax);
if(buf==NULL) return 0;
dr = buf->rect;
@ -393,8 +390,8 @@ EditVert *findnearestvert(ViewContext *vc, int *dist, short sel, short strict)
unsigned int index;
EditVert *eve;
if(strict) index = sample_backbuf_rect(vc->mval, 50, em_wireoffs, 0xFFFFFF, &distance, strict, findnearestvert__backbufIndextest);
else index = sample_backbuf_rect(vc->mval, 50, em_wireoffs, 0xFFFFFF, &distance, 0, NULL);
if(strict) index = view3d_sample_backbuf_rect(vc, vc->mval, 50, em_wireoffs, 0xFFFFFF, &distance, strict, findnearestvert__backbufIndextest);
else index = view3d_sample_backbuf_rect(vc, vc->mval, 50, em_wireoffs, 0xFFFFFF, &distance, 0, NULL);
eve = BLI_findlink(&vc->em->verts, index-1);
@ -496,7 +493,7 @@ EditEdge *findnearestedge(ViewContext *vc, int *dist)
if(vc->v3d->drawtype>OB_WIRE && (vc->v3d->flag & V3D_ZBUF_SELECT)) {
int distance;
unsigned int index = sample_backbuf_rect(vc->mval, 50, em_solidoffs, em_wireoffs, &distance,0, NULL);
unsigned int index = view3d_sample_backbuf_rect(vc, vc->mval, 50, em_solidoffs, em_wireoffs, &distance,0, NULL);
EditEdge *eed = BLI_findlink(&vc->em->edges, index-1);
if (eed && distance<*dist) {
@ -559,7 +556,7 @@ static EditFace *findnearestface(ViewContext *vc, int *dist)
{
if(vc->v3d->drawtype>OB_WIRE && (vc->v3d->flag & V3D_ZBUF_SELECT)) {
unsigned int index = sample_backbuf(vc->mval[0], vc->mval[1]);
unsigned int index = view3d_sample_backbuf(vc, vc->mval[0], vc->mval[1]);
EditFace *efa = BLI_findlink(&vc->em->faces, index-1);
if (efa) {

@ -5363,7 +5363,7 @@ static void bbs_mesh_solid(Object *ob)
dm->release(dm);
}
void draw_object_backbufsel(Scene *scene, View3D *v3d, EditMesh *em, Object *ob)
void draw_object_backbufsel(Scene *scene, View3D *v3d, Object *ob)
{
wmMultMatrix(ob->obmat);
@ -5374,6 +5374,8 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, EditMesh *em, Object *ob)
switch( ob->type) {
case OB_MESH:
if(ob==G.obedit) {
Mesh *me= ob->data;
EditMesh *em= me->edit_mesh;
DerivedMesh *dm = editmesh_get_derived_cage(em, CD_MASK_BAREMESH);
EM_init_index_arrays(em, 1, 1, 1);

@ -71,6 +71,7 @@
#include "WM_api.h"
#include "ED_keyframing.h"
#include "ED_mesh.h"
#include "ED_screen.h"
#include "ED_util.h"
#include "ED_types.h"
@ -1037,6 +1038,239 @@ static void drawviewborder(Scene *scene, ARegion *ar, View3D *v3d)
}
/* *********************** backdraw for selection *************** */
void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
{
struct Base *base;
/*for 2.43 release, don't use glext and just define the constant.
this to avoid possibly breaking platforms before release.*/
#ifndef GL_MULTISAMPLE_ARB
#define GL_MULTISAMPLE_ARB 0x809D
#endif
#ifdef GL_MULTISAMPLE_ARB
int m;
#endif
if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT || G.f & G_TEXTUREPAINT);
else if(G.obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT));
else {
v3d->flag &= ~V3D_NEEDBACKBUFDRAW;
return;
}
if( !(v3d->flag & V3D_NEEDBACKBUFDRAW) ) return;
// if(test) {
// if(qtest()) {
// addafterqueue(ar->win, BACKBUFDRAW, 1);
// return;
// }
// }
/* Disable FSAA for backbuffer selection.
Only works if GL_MULTISAMPLE_ARB is defined by the header
file, which is should be for every OS that supports FSAA.*/
#ifdef GL_MULTISAMPLE_ARB
m = glIsEnabled(GL_MULTISAMPLE_ARB);
if (m) glDisable(GL_MULTISAMPLE_ARB);
#endif
if(v3d->drawtype > OB_WIRE) v3d->zbuf= TRUE;
// ar->win_swap &= ~WIN_BACK_OK;
glDisable(GL_DITHER);
glClearColor(0.0, 0.0, 0.0, 0.0);
if(v3d->zbuf) {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else {
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
}
if(v3d->flag & V3D_CLIPPING)
view3d_set_clipping(v3d);
G.f |= G_BACKBUFSEL;
base= (G.scene->basact);
if(base && (base->lay & v3d->lay)) {
draw_object_backbufsel(scene, v3d, base->object);
}
v3d->flag &= ~V3D_NEEDBACKBUFDRAW;
G.f &= ~G_BACKBUFSEL;
v3d->zbuf= FALSE;
glDisable(GL_DEPTH_TEST);
glEnable(GL_DITHER);
if(v3d->flag & V3D_CLIPPING)
view3d_clr_clipping();
#ifdef GL_MULTISAMPLE_ARB
if (m) glEnable(GL_MULTISAMPLE_ARB);
#endif
/* it is important to end a view in a transform compatible with buttons */
// persp(PERSP_WIN); // set ortho
}
void check_backbuf(ViewContext *vc)
{
if(vc->v3d->flag & V3D_NEEDBACKBUFDRAW)
backdrawview3d(vc->scene, vc->ar, vc->v3d);
}
/* samples a single pixel (copied from vpaint) */
unsigned int view3d_sample_backbuf(ViewContext *vc, int x, int y)
{
unsigned int col;
if(x >= vc->ar->winx || y >= vc->ar->winy) return 0;
x+= vc->ar->winrct.xmin;
y+= vc->ar->winrct.ymin;
check_backbuf(vc);
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
glReadBuffer(GL_BACK);
if(ENDIAN_ORDER==B_ENDIAN) SWITCH_INT(col);
return WM_framebuffer_to_index(col);
}
/* reads full rect, converts indices */
ImBuf *view3d_read_backbuf(ViewContext *vc, short xmin, short ymin, short xmax, short ymax)
{
unsigned int *dr, *rd;
struct ImBuf *ibuf, *ibuf1;
int a;
short xminc, yminc, xmaxc, ymaxc, xs, ys;
/* clip */
if(xmin<0) xminc= 0; else xminc= xmin;
if(xmax >= vc->ar->winx) xmaxc= vc->ar->winx-1; else xmaxc= xmax;
if(xminc > xmaxc) return NULL;
if(ymin<0) yminc= 0; else yminc= ymin;
if(ymax >= vc->ar->winy) ymaxc= vc->ar->winy-1; else ymaxc= ymax;
if(yminc > ymaxc) return NULL;
ibuf= IMB_allocImBuf((xmaxc-xminc+1), (ymaxc-yminc+1), 32, IB_rect,0);
check_backbuf(vc);
glReadPixels(vc->ar->winrct.xmin+xminc, vc->ar->winrct.ymin+yminc, (xmaxc-xminc+1), (ymaxc-yminc+1), GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
glReadBuffer(GL_BACK);
if(ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
a= (xmaxc-xminc+1)*(ymaxc-yminc+1);
dr= ibuf->rect;
while(a--) {
if(*dr) *dr= WM_framebuffer_to_index(*dr);
dr++;
}
/* put clipped result back, if needed */
if(xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax)
return ibuf;
ibuf1= IMB_allocImBuf( (xmax-xmin+1),(ymax-ymin+1),32,IB_rect,0);
rd= ibuf->rect;
dr= ibuf1->rect;
for(ys= ymin; ys<=ymax; ys++) {
for(xs= xmin; xs<=xmax; xs++, dr++) {
if( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) {
*dr= *rd;
rd++;
}
}
}
IMB_freeImBuf(ibuf);
return ibuf1;
}
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
unsigned int view3d_sample_backbuf_rect(ViewContext *vc, short mval[2], int size, unsigned int min, unsigned int max, int *dist, short strict, unsigned int (*indextest)(unsigned int index))
{
struct ImBuf *buf;
unsigned int *bufmin, *bufmax, *tbuf;
int minx, miny;
int a, b, rc, nr, amount, dirvec[4][2];
int distance=0;
unsigned int index = 0;
short indexok = 0;
amount= (size-1)/2;
minx = mval[0]-(amount+1);
miny = mval[1]-(amount+1);
buf = view3d_read_backbuf(vc, minx, miny, minx+size-1, miny+size-1);
if (!buf) return 0;
rc= 0;
dirvec[0][0]= 1; dirvec[0][1]= 0;
dirvec[1][0]= 0; dirvec[1][1]= -size;
dirvec[2][0]= -1; dirvec[2][1]= 0;
dirvec[3][0]= 0; dirvec[3][1]= size;
bufmin = buf->rect;
tbuf = buf->rect;
bufmax = buf->rect + size*size;
tbuf+= amount*size+ amount;
for(nr=1; nr<=size; nr++) {
for(a=0; a<2; a++) {
for(b=0; b<nr; b++, distance++) {
if (*tbuf && *tbuf>=min && *tbuf<max) { //we got a hit
if(strict){
indexok = indextest(*tbuf - min+1);
if(indexok){
*dist= (short) sqrt( (float)distance );
index = *tbuf - min+1;
goto exit;
}
}
else{
*dist= (short) sqrt( (float)distance ); // XXX, this distance is wrong -
index = *tbuf - min+1; // messy yah, but indices start at 1
goto exit;
}
}
tbuf+= (dirvec[rc][0]+dirvec[rc][1]);
if(tbuf<bufmin || tbuf>=bufmax) {
goto exit;
}
}
rc++;
rc &= 3;
}
}
exit:
IMB_freeImBuf(buf);
return index;
}
/* ************************************************************* */
static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
{
BGpic *bgpic;
@ -1146,8 +1380,6 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
glDisable(GL_BLEND);
if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
// XXX areawinset(ar->win); // restore viewport / scissor
}
/* ****************** View3d afterdraw *************** */
@ -1786,8 +2018,6 @@ void drawview3dspace(Scene *scene, ARegion *ar, View3D *v3d)
if(U.uiflag & USER_DRAWVIEWINFO)
draw_selected_name(scene, ob, v3d);
// draw_area_emboss(ar);
/* XXX here was the blockhandlers for floating panels */
if(G.f & G_VERTEXPAINT || G.f & G_WEIGHTPAINT || G.f & G_TEXTUREPAINT) {

@ -85,6 +85,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag);
int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt);
void drawcircball(int mode, float *cent, float rad, float tmat[][4]);
void draw_object_instance(Scene *scene, View3D *v3d, Object *ob, int dt, int outline);
void draw_object_backbufsel(Scene *scene, View3D *v3d, Object *ob);
void drawaxes(float size, int flag, char drawtype);
/* drawarmature.c */

@ -398,7 +398,7 @@ static void do_lasso_select_mesh(ViewContext *vc, short mcords[][2], short moves
data.done = 0;
data.pass = 0;
bbsel= EM_mask_init_backbuf_border(vc->v3d, mcords, moves, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
bbsel= EM_mask_init_backbuf_border(vc, mcords, moves, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
if(vc->scene->selectmode & SCE_SELECT_VERTEX) {
if (bbsel) {
@ -589,7 +589,7 @@ static void do_lasso_select_facemode(ViewContext *vc, short mcords[][2], short m
em_vertoffs= me->totface+1; /* max index array */
lasso_select_boundbox(&rect, mcords, moves);
EM_mask_init_backbuf_border(vc->v3d, mcords, moves, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
EM_mask_init_backbuf_border(vc, mcords, moves, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
EM_backbuf_checkAndSelectTFaces(me, select);
@ -1174,7 +1174,7 @@ static void do_mesh_box_select(ViewContext *vc, rcti *rect, int select)
data.pass = 0;
data.done = 0;
bbsel= EM_init_backbuf_border(vc->v3d, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
bbsel= EM_init_backbuf_border(vc, rect->xmin, rect->ymin, rect->xmax, rect->ymax);
if(vc->scene->selectmode & SCE_SELECT_VERTEX) {
if (bbsel) {
@ -1222,6 +1222,8 @@ static int view3d_borderselect_exec(bContext *C, wmOperator *op)
int a, index;
short hits, val;
view3d_operator_needs_opengl(C);
/* setup view context for argument to callbacks */
memset(&vc, 0, sizeof(ViewContext));
vc.ar= ar;
@ -1547,7 +1549,7 @@ static void mesh_selectionCB(ViewContext *vc, int selecting, Object *editobj, sh
if (me) {
em_vertoffs= me->totface+1; /* max index array */
bbsel= EM_init_backbuf_circle(vc->v3d, mval[0], mval[1], (short)(rad+1.0));
bbsel= EM_init_backbuf_circle(vc, mval[0], mval[1], (short)(rad+1.0));
EM_backbuf_checkAndSelectTFaces(me, selecting==LEFTMOUSE);
EM_free_backbuf();
@ -1557,7 +1559,7 @@ static void mesh_selectionCB(ViewContext *vc, int selecting, Object *editobj, sh
return;
}
bbsel= EM_init_backbuf_circle(vc->v3d, mval[0], mval[1], (short)(rad+1.0));
bbsel= EM_init_backbuf_circle(vc, mval[0], mval[1], (short)(rad+1.0));
data.select = (selecting==LEFTMOUSE);
data.mval[0] = mval[0];