*
* \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)
+ int view3d_opengl_select(
+ ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input,
+ int select_mode)
{
Scene *scene = vc->scene;
+ SceneLayer *sl = vc->sl;
View3D *v3d = vc->v3d;
ARegion *ar = vc->ar;
rcti rect;
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(vc->rv3d);
- if (do_passes)
- GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_NEAREST_FIRST_PASS, 0);
- else
- GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_ALL, 0);
+ GPU_select_begin(buffer, bufsize, &rect, gpu_select_mode, 0);
- view3d_select_loop(vc, scene, v3d, ar, use_obedit_skip);
+ view3d_select_loop(vc, scene, sl, v3d, ar, use_obedit_skip);
hits = GPU_select_end();
intern/gpu_draw.c
intern/gpu_extensions.c
intern/gpu_framebuffer.c
+ intern/gpu_immediate.c
intern/gpu_init_exit.c
intern/gpu_material.c
+ intern/gpu_matrix.c
intern/gpu_select.c
+ intern/gpu_select_pick.c
+ intern/gpu_select_sample_query.c
intern/gpu_shader.c
intern/gpu_texture.c
+ intern/gpu_uniformbuffer.c
+ intern/gpu_viewport.c
+
+ gawain/attrib_binding.c
+ gawain/attrib_binding.h
+ gawain/batch.c
+ gawain/batch.h
+ gawain/buffer_id.h
+ gawain/buffer_id.cpp
+ gawain/common.h
+ gawain/element.c
+ gawain/element.h
+ gawain/immediate.c
+ gawain/immediate.h
+ gawain/imm_util.c
+ gawain/imm_util.h
+ gawain/primitive.h
+ gawain/primitive.c
+ gawain/shader_interface.c
+ gawain/shader_interface.h
+ gawain/vertex_buffer.c
+ gawain/vertex_buffer.h
+ gawain/vertex_format.c
+ gawain/vertex_format.h
shaders/gpu_shader_fx_lib.glsl
shaders/gpu_shader_fx_ssao_frag.glsl
GPU_select.h
GPU_shader.h
GPU_texture.h
+ GPU_uniformbuffer.h
+ GPU_viewport.h
+
intern/gpu_codegen.h
intern/gpu_private.h
+ intern/gpu_select_private.h
)
+data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_line_dashed_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_instance_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_screen_aligned_axis_name_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_camera_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_distance_line_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_vert.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl SRC)
+
+data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
+
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)