/* * ***** 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 ipmlied 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) 2012 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Alexandr Kuznetsov, Jason Wilkins, Mike Erwin * * ***** END GPL LICENSE BLOCK ***** */ /** \file source/blender/gpu/intern/gpu_matrix.c * \ingroup gpu */ #include "GPU_matrix.h" #include "BLI_math_matrix.h" #include "BLI_math_rotation.h" #include "BLI_math_vector.h" #define DEBUG_MATRIX_BIND 0 #define MATRIX_STACK_DEPTH 32 typedef float Mat4[4][4]; typedef float Mat3[3][3]; typedef struct { Mat4 ModelViewStack3D[MATRIX_STACK_DEPTH]; Mat4 ProjectionMatrix3D; Mat3 ModelViewStack2D[MATRIX_STACK_DEPTH]; Mat3 ProjectionMatrix2D; MatrixMode mode; unsigned top; /* of current stack (would have to replicate if gpuResume2D/3D are implemented) */ bool dirty; /* TODO: cache of derived matrices (Normal, MVP, inverse MVP, etc) * generate as needed for shaders, invalidate when original matrices change * * TODO: separate Model from View transform? Batches/objects have model, * camera/eye has view & projection */ } MatrixState; static MatrixState state; /* TODO(merwin): make part of GPUContext, alongside immediate mode & state tracker */ #define ModelView3D state.ModelViewStack3D[state.top] #define ModelView2D state.ModelViewStack2D[state.top] #define Projection3D state.ProjectionMatrix3D #define Projection2D state.ProjectionMatrix2D void gpuMatrixInit(void) { memset(&state, 0, sizeof(MatrixState)); } void gpuMatrixBegin2D(void) { state.mode = MATRIX_MODE_2D; state.top = 0; unit_m3(ModelView2D); gpuOrtho2D(-1.0f, +1.0f, -1.0f, +1.0f); // or identity? } void gpuMatrixBegin3D(void) { state.mode = MATRIX_MODE_3D; state.top = 0; unit_m4(ModelView3D); gpuOrtho(-1.0f, +1.0f, -1.0f, +1.0f, -1.0f, +1.0f); // or identity? } #if SUPPORT_LEGACY_MATRIX void gpuMatrixBegin3D_legacy(void) { /* copy top matrix from each legacy stack into new fresh stack */ state.mode = MATRIX_MODE_3D; state.top = 0; state.dirty = true; glGetFloatv(GL_MODELVIEW_MATRIX, (float*)ModelView3D); glGetFloatv(GL_PROJECTION_MATRIX, (float*)Projection3D); } #endif void gpuMatrixEnd(void) { state.mode = MATRIX_MODE_INACTIVE; } #ifdef WITH_GPU_SAFETY /* Check if matrix is numerically good */ static void checkmat(cosnt float *m) { const int n = state.mode == MATRIX_MODE_3D ? 16 : 9; for (int i = 0; i < n; i++) { #if _MSC_VER BLI_assert(_finite(m[i])); #else BLI_assert(!isinf(m[i])); #endif } } #define CHECKMAT(m) checkmat((const float*)m) #else #define CHECKMAT(m) #endif void gpuPushMatrix(void) { BLI_assert(state.mode != MATRIX_MODE_INACTIVE); BLI_assert(state.top < MATRIX_STACK_DEPTH); state.top++; if (state.mode == MATRIX_MODE_3D) copy_m4_m4(ModelView3D, state.ModelViewStack3D[state.top - 1]); else copy_m3_m3(ModelView2D, state.ModelViewStack2D[state.top - 1]); } void gpuPopMatrix(void) { BLI_assert(state.mode != MATRIX_MODE_INACTIVE); BLI_assert(state.top > 0); state.top--; state.dirty = true; } void gpuLoadMatrix3D(const float m[4][4]) { BLI_assert(state.mode == MATRIX_MODE_3D); copy_m4_m4(ModelView3D, m); CHECKMAT(ModelView3D); state.dirty = true; } void gpuLoadMatrix2D(const float m[3][3]) { BLI_assert(state.mode == MATRIX_MODE_2D); copy_m3_m3(ModelView2D, m); CHECKMAT(ModelView2D); state.dirty = true; } void gpuLoadIdentity(void) { switch (state.mode) { case MATRIX_MODE_3D: unit_m4(ModelView3D); break; case MATRIX_MODE_2D: unit_m3(ModelView2D); break; default: BLI_assert(false); } state.dirty = true; } void gpuTranslate2f(float x, float y) { Mat3 m; unit_m3(m); m[2][0] = x; m[2][1] = y; gpuMultMatrix2D(m); } void gpuTranslate2fv(const float vec[2]) { gpuTranslate2f(vec[0], vec[1]); } void gpuTranslate3f(float x, float y, float z) { BLI_assert(state.mode == MATRIX_MODE_3D); #if 1 translate_m4(ModelView3D, x, y, z); CHECKMAT(ModelView3D); #else /* above works well in early testing, below is generic version */ Mat4 m; unit_m4(m); m[3][0] = x; m[3][1] = y; m[3][2] = z; gpuMultMatrix3D(m); #endif state.dirty = true; } void gpuTranslate3fv(const float vec[3]) { gpuTranslate3f(vec[0], vec[1], vec[2]); } void gpuScaleUniform(float factor) { switch (state.mode) { case MATRIX_MODE_3D: { Mat4 m; scale_m4_fl(m, factor); gpuMultMatrix3D(m); break; } case MATRIX_MODE_2D: { #if 0 Mat3 m; scale_m3_fl(m, factor); /* this does 3D scaling in a 3x3 matrix. Can 2D scaling use this safely, or must set m[2][2] = 1.0? */ #else Mat3 m = {{0.0f}}; m[0][0] = factor; m[1][1] = factor; m[2][2] = 1.0f; #endif gpuMultMatrix2D(m); break; } default: BLI_assert(false); } } void gpuScale2f(float x, float y) { Mat3 m = {{0.0f}}; m[0][0] = x; m[1][1] = y; m[2][2] = 1.0f; gpuMultMatrix2D(m); } void gpuScale2fv(const float vec[2]) { gpuScale2f(vec[0], vec[1]); } void gpuScale3f(float x, float y, float z) { Mat4 m = {{0.0f}}; m[0][0] = x; m[1][1] = y; m[2][2] = z; m[3][3] = 1.0f; gpuMultMatrix3D(m); } void gpuScale3fv(const float vec[3]) { gpuScale3f(vec[0], vec[1], vec[2]); } void gpuMultMatrix3D(const float m[4][4]) { BLI_assert(state.mode == MATRIX_MODE_3D); mul_m4_m4_post(ModelView3D, m); CHECKMAT(ModelView3D); state.dirty = true; } void gpuMultMatrix2D(const float m[3][3]) { BLI_assert(state.mode == MATRIX_MODE_2D); mul_m3_m3_post(ModelView2D, m); CHECKMAT(ModelView2D); state.dirty = true; } void gpuRotate3f(float deg, float x, float y, float z) { const float axis[3] = {x, y, z}; gpuRotate3fv(deg, axis); } void gpuRotate3fv(float deg, const float axis[3]) { Mat4 m; axis_angle_to_mat4(m, axis, DEG2RADF(deg)); gpuMultMatrix3D(m); } void gpuRotateAxis(float deg, char axis) { BLI_assert(state.mode == MATRIX_MODE_3D); #if 1 /* rotate_m4 works in place, right? */ rotate_m4(ModelView3D, axis, DEG2RADF(deg)); CHECKMAT(ModelView3D); state.dirty = true; #else /* rotate_m4 creates a new matrix */ Mat4 m; rotate_m4(m, axis, DEG2RADF(deg)); gpuMultMatrix3D(m); #endif } static void mat4_ortho_set(float m[4][4], float left, float right, float bottom, float top, float near, float far) { m[0][0] = 2.0f / (right - left); m[1][0] = 0.0f; m[2][0] = 0.0f; m[3][0] = -(right + left) / (right - left); m[0][1] = 0.0f; m[1][1] = 2.0f / (top - bottom); m[2][1] = 0.0f; m[3][1] = -(top + bottom) / (top - bottom); m[0][2] = 0.0f; m[1][2] = 0.0f; m[2][2] = -2.0f / (far - near); m[3][2] = -(far + near) / (far - near); m[0][3] = 0.0f; m[1][3] = 0.0f; m[2][3] = 0.0f; m[3][3] = 1.0f; state.dirty = true; } static void mat4_frustum_set(float m[][4], float left, float right, float bottom, float top, float near, float far) { m[0][0] = 2.0f * near / (right - left); m[1][0] = 0.0f; m[2][0] = (right + left) / (right - left); m[3][0] = 0.0f; m[0][1] = 0.0f; m[1][1] = 2.0f * near / (top - bottom); m[2][1] = (top + bottom) / (top - bottom); m[3][1] = 0.0f; m[0][2] = 0.0f; m[1][2] = 0.0f; m[2][2] = -(far + near) / (far - near); m[3][2] = -2.0f * far * near / (far - near); m[0][3] = 0.0f; m[1][3] = 0.0f; m[2][3] = -1.0f; m[3][3] = 0.0f; state.dirty = true; } static void mat4_look_from_origin(float m[4][4], float lookdir[3], float camup[3]) { /* This function is loosely based on Mesa implementation. * * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice including the dates of first publication and * either this permission notice or a reference to * http://oss.sgi.com/projects/FreeB/ * shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Except as contained in this notice, the name of Silicon Graphics, Inc. * shall not be used in advertising or otherwise to promote the sale, use or * other dealings in this Software without prior written authorization from * Silicon Graphics, Inc. */ float side[3]; normalize_v3(lookdir); cross_v3_v3v3(side, lookdir, camup); normalize_v3(side); cross_v3_v3v3(camup, side, lookdir); m[0][0] = side[0]; m[1][0] = side[1]; m[2][0] = side[2]; m[3][0] = 0.0f; m[0][1] = camup[0]; m[1][1] = camup[1]; m[2][1] = camup[2]; m[3][1] = 0.0f; m[0][2] = -lookdir[0]; m[1][2] = -lookdir[1]; m[2][2] = -lookdir[2]; m[3][2] = 0.0f; m[0][3] = 0.0f; m[1][3] = 0.0f; m[2][3] = 0.0f; m[3][3] = 1.0f; state.dirty = true; } void gpuOrtho(float left, float right, float bottom, float top, float near, float far) { BLI_assert(state.mode == MATRIX_MODE_3D); mat4_ortho_set(Projection3D, left, right, bottom, top, near, far); CHECKMAT(Projection3D); state.dirty = true; } void gpuOrtho2D(float left, float right, float bottom, float top) { /* TODO: this function, but correct */ BLI_assert(state.mode == MATRIX_MODE_2D); Mat4 m; mat4_ortho_set(m, left, right, bottom, top, -1.0f, 1.0f); copy_m3_m4(Projection2D, m); CHECKMAT(Projection2D); state.dirty = true; } void gpuFrustum(float left, float right, float bottom, float top, float near, float far) { BLI_assert(state.mode == MATRIX_MODE_3D); mat4_frustum_set(Projection3D, left, right, bottom, top, near, far); CHECKMAT(Projection3D); state.dirty = true; } void gpuPerspective(float fovy, float aspect, float near, float far) { float half_height = tanf(fovy * (float)(M_PI / 360.0)) * near; float half_width = half_height * aspect; gpuFrustum(-half_width, +half_width, -half_height, +half_height, near, far); } void gpuLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { Mat4 cm; float lookdir[3]; float camup[3] = {upX, upY, upZ}; lookdir[0] = centerX - eyeX; lookdir[1] = centerY - eyeY; lookdir[2] = centerZ - eyeZ; mat4_look_from_origin(cm, lookdir, camup); gpuMultMatrix3D(cm); gpuTranslate3f(-eyeX, -eyeY, -eyeZ); } void gpuProject(const float obj[3], const float model[4][4], const float proj[4][4], const GLint view[4], float win[3]) { float v[4]; mul_v4_m4v3(v, model, obj); mul_m4_v4(proj, v); win[0] = view[0] + (view[2] * (v[0] + 1)) * 0.5f; win[1] = view[1] + (view[3] * (v[1] + 1)) * 0.5f; win[2] = (v[2] + 1) * 0.5f; } bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const GLint view[4], float obj[3]) { float pm[4][4]; float in[4]; float out[4]; mul_m4_m4m4(pm, proj, model); if (!invert_m4(pm)) { return false; } in[0] = win[0]; in[1] = win[1]; in[2] = win[2]; in[3] = 1; /* Map x and y from window coordinates */ in[0] = (in[0] - view[0]) / view[2]; in[1] = (in[1] - view[1]) / view[3]; /* Map to range -1 to +1 */ in[0] = 2 * in[0] - 1; in[1] = 2 * in[1] - 1; in[2] = 2 * in[2] - 1; mul_v4_m4v3(out, pm, in); if (out[3] == 0.0f) { return false; } else { out[0] /= out[3]; out[1] /= out[3]; out[2] /= out[3]; obj[0] = out[0]; obj[1] = out[1]; obj[2] = out[2]; return true; } } const float *gpuGetModelViewMatrix3D(float m[4][4]) { #if SUPPORT_LEGACY_MATRIX if (state.mode == MATRIX_MODE_INACTIVE) { if (m == NULL) { static Mat4 temp; m = temp; } glGetFloatv(GL_MODELVIEW_MATRIX, (float*)m); return (const float*)m; } #endif BLI_assert(state.mode == MATRIX_MODE_3D); if (m) { copy_m4_m4(m, ModelView3D); return (const float*)m; } else { return (const float*)ModelView3D; } } const float *gpuGetProjectionMatrix3D(float m[4][4]) { #if SUPPORT_LEGACY_MATRIX if (state.mode == MATRIX_MODE_INACTIVE) { if (m == NULL) { static Mat4 temp; m = temp; } glGetFloatv(GL_PROJECTION_MATRIX, (float*)m); return (const float*)m; } #endif BLI_assert(state.mode == MATRIX_MODE_3D); if (m) { copy_m4_m4(m, ModelView3D); return (const float*)m; } else { return (const float*)ModelView3D; } } const float *gpuGetModelViewProjectionMatrix3D(float m[4][4]) { #if SUPPORT_LEGACY_MATRIX if (state.mode == MATRIX_MODE_INACTIVE) { if (m == NULL) { static Mat4 temp; m = temp; } Mat4 proj; glGetFloatv(GL_MODELVIEW_MATRIX, (float*)proj); glGetFloatv(GL_PROJECTION_MATRIX, (float*)m); mul_m4_m4_post(m, proj); return (const float*)m; } #endif BLI_assert(state.mode == MATRIX_MODE_3D); if (m == NULL) { static Mat4 temp; m = temp; } mul_m4_m4m4(m, Projection3D, ModelView3D); return (const float*)m; } const float *gpuGetNormalMatrix(float m[3][3]) { if (m == NULL) { static Mat3 temp3; m = temp3; } copy_m3_m4(m, (const float (*)[4])gpuGetModelViewMatrix3D(NULL)); invert_m3(m); transpose_m3(m); return (const float*)m; } const float *gpuGetNormalMatrixInverse(float m[3][3]) { if (m == NULL) { static Mat3 temp3; m = temp3; } gpuGetNormalMatrix(m); invert_m3(m); return (const float*)m; } void gpuBindMatrices(GLuint program) { /* TODO: split this into 2 functions * 1) get uniform locations & determine 2D or 3D */ GLint loc_MV = glGetUniformLocation(program, "ModelViewMatrix"); GLint loc_P = glGetUniformLocation(program, "ProjectionMatrix"); GLint loc_MVP = glGetUniformLocation(program, "ModelViewProjectionMatrix"); GLint loc_N = glGetUniformLocation(program, "NormalMatrix"); /* 2) set uniform values to matrix stack values * program needs to be bound */ glUseProgram(program); /* call this portion before a draw call if desired matrices are dirty */ if (loc_MV != -1) { #if DEBUG_MATRIX_BIND puts("setting 3D MV matrix"); #endif glUniformMatrix4fv(loc_MV, 1, GL_FALSE, gpuGetModelViewMatrix3D(NULL)); } if (loc_P != -1) { #if DEBUG_MATRIX_BIND puts("setting 3D P matrix"); #endif glUniformMatrix4fv(loc_P, 1, GL_FALSE, gpuGetProjectionMatrix3D(NULL)); } if (loc_MVP != -1) { #if DEBUG_MATRIX_BIND puts("setting 3D MVP matrix"); #endif glUniformMatrix4fv(loc_MVP, 1, GL_FALSE, gpuGetModelViewProjectionMatrix3D(NULL)); } if (loc_N != -1) { #if DEBUG_MATRIX_BIND puts("setting 3D normal matrix"); #endif glUniformMatrix3fv(loc_N, 1, GL_FALSE, gpuGetNormalMatrix(NULL)); } state.dirty = false; } bool gpuMatricesDirty(void) { return state.dirty; } #if SUPPORT_LEGACY_MATRIX void gpuMatrixUpdate_legacy(void) { BLI_assert(state.mode == MATRIX_MODE_INACTIVE); state.dirty = true; } #endif