662 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			662 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the ipmlied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2012 Blender Foundation.
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 * All rights reserved.
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 */
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/** \file
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 * \ingroup gpu
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 */
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#include "GPU_shader_interface.h"
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#define SUPPRESS_GENERIC_MATRIX_API
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#define USE_GPU_PY_MATRIX_API  /* only so values are declared */
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#include "GPU_matrix.h"
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#undef USE_GPU_PY_MATRIX_API
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#include "BLI_math_matrix.h"
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#include "BLI_math_rotation.h"
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#include "BLI_math_vector.h"
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#define DEBUG_MATRIX_BIND 0
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#define MATRIX_STACK_DEPTH 32
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typedef float Mat4[4][4];
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typedef float Mat3[3][3];
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typedef struct MatrixStack {
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	Mat4 stack[MATRIX_STACK_DEPTH];
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	uint top;
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} MatrixStack;
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typedef struct {
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	MatrixStack model_view_stack;
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	MatrixStack projection_stack;
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	bool dirty;
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	/* TODO: cache of derived matrices (Normal, MVP, inverse MVP, etc)
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	 * generate as needed for shaders, invalidate when original matrices change
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	 *
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	 * TODO: separate Model from View transform? Batches/objects have model,
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	 * camera/eye has view & projection
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	 */
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} MatrixState;
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#define MATRIX_4X4_IDENTITY {{1.0f, 0.0f, 0.0f, 0.0f}, \
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                             {0.0f, 1.0f, 0.0f, 0.0f}, \
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                             {0.0f, 0.0f, 1.0f, 0.0f}, \
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                             {0.0f, 0.0f, 0.0f, 1.0f}}
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static MatrixState state = {
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	.model_view_stack = {{MATRIX_4X4_IDENTITY}, 0},
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	.projection_stack = {{MATRIX_4X4_IDENTITY}, 0},
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	.dirty = true,
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};
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#undef MATRIX_4X4_IDENTITY
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#define ModelViewStack state.model_view_stack
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#define ModelView ModelViewStack.stack[ModelViewStack.top]
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#define ProjectionStack state.projection_stack
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#define Projection ProjectionStack.stack[ProjectionStack.top]
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void GPU_matrix_reset(void)
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{
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	state.model_view_stack.top = 0;
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	state.projection_stack.top = 0;
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	unit_m4(ModelView);
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	unit_m4(Projection);
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	state.dirty = true;
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}
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#ifdef WITH_GPU_SAFETY
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/* Check if matrix is numerically good */
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static void checkmat(cosnt float *m)
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{
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	const int n = 16;
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	for (int i = 0; i < n; i++) {
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#if _MSC_VER
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		BLI_assert(_finite(m[i]));
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#else
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		BLI_assert(!isinf(m[i]));
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#endif
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	}
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}
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#define CHECKMAT(m) checkmat((const float *)m)
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#else
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#define CHECKMAT(m)
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#endif
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void GPU_matrix_push(void)
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{
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	BLI_assert(ModelViewStack.top + 1 < MATRIX_STACK_DEPTH);
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	ModelViewStack.top++;
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	copy_m4_m4(ModelView, ModelViewStack.stack[ModelViewStack.top - 1]);
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}
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void GPU_matrix_pop(void)
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{
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	BLI_assert(ModelViewStack.top > 0);
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	ModelViewStack.top--;
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	state.dirty = true;
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}
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void GPU_matrix_push_projection(void)
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{
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	BLI_assert(ProjectionStack.top + 1 < MATRIX_STACK_DEPTH);
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	ProjectionStack.top++;
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	copy_m4_m4(Projection, ProjectionStack.stack[ProjectionStack.top - 1]);
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}
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void GPU_matrix_pop_projection(void)
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{
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	BLI_assert(ProjectionStack.top > 0);
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	ProjectionStack.top--;
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	state.dirty = true;
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}
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void GPU_matrix_set(const float m[4][4])
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{
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	copy_m4_m4(ModelView, m);
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	CHECKMAT(ModelView3D);
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	state.dirty = true;
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}
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void GPU_matrix_identity_projection_set(void)
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{
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	unit_m4(Projection);
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	CHECKMAT(Projection3D);
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	state.dirty = true;
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}
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void GPU_matrix_projection_set(const float m[4][4])
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{
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	copy_m4_m4(Projection, m);
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	CHECKMAT(Projection3D);
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	state.dirty = true;
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}
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void GPU_matrix_identity_set(void)
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{
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	unit_m4(ModelView);
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	state.dirty = true;
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}
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void GPU_matrix_translate_2f(float x, float y)
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{
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	Mat4 m;
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	unit_m4(m);
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	m[3][0] = x;
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	m[3][1] = y;
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	GPU_matrix_mul(m);
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}
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void GPU_matrix_translate_2fv(const float vec[2])
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{
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	GPU_matrix_translate_2f(vec[0], vec[1]);
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}
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void GPU_matrix_translate_3f(float x, float y, float z)
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{
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#if 1
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	translate_m4(ModelView, x, y, z);
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	CHECKMAT(ModelView);
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#else /* above works well in early testing, below is generic version */
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	Mat4 m;
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	unit_m4(m);
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	m[3][0] = x;
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	m[3][1] = y;
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	m[3][2] = z;
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	GPU_matrix_mul(m);
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#endif
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	state.dirty = true;
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}
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void GPU_matrix_translate_3fv(const float vec[3])
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{
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	GPU_matrix_translate_3f(vec[0], vec[1], vec[2]);
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}
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void GPU_matrix_scale_1f(float factor)
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{
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	Mat4 m;
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	scale_m4_fl(m, factor);
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	GPU_matrix_mul(m);
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}
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void GPU_matrix_scale_2f(float x, float y)
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{
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	Mat4 m = {{0.0f}};
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	m[0][0] = x;
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	m[1][1] = y;
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	m[2][2] = 1.0f;
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	m[3][3] = 1.0f;
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	GPU_matrix_mul(m);
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}
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void GPU_matrix_scale_2fv(const float vec[2])
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{
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	GPU_matrix_scale_2f(vec[0], vec[1]);
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}
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void GPU_matrix_scale_3f(float x, float y, float z)
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{
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	Mat4 m = {{0.0f}};
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	m[0][0] = x;
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	m[1][1] = y;
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	m[2][2] = z;
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	m[3][3] = 1.0f;
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	GPU_matrix_mul(m);
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}
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void GPU_matrix_scale_3fv(const float vec[3])
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{
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	GPU_matrix_scale_3f(vec[0], vec[1], vec[2]);
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}
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void GPU_matrix_mul(const float m[4][4])
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{
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	mul_m4_m4_post(ModelView, m);
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	CHECKMAT(ModelView);
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	state.dirty = true;
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}
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void GPU_matrix_rotate_2d(float deg)
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{
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	/* essentially RotateAxis('Z')
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	 * TODO: simpler math for 2D case
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	 */
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	rotate_m4(ModelView, 'Z', DEG2RADF(deg));
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}
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void GPU_matrix_rotate_3f(float deg, float x, float y, float z)
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{
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	const float axis[3] = {x, y, z};
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	GPU_matrix_rotate_3fv(deg, axis);
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}
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void GPU_matrix_rotate_3fv(float deg, const float axis[3])
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{
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	Mat4 m;
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	axis_angle_to_mat4(m, axis, DEG2RADF(deg));
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	GPU_matrix_mul(m);
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}
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void GPU_matrix_rotate_axis(float deg, char axis)
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{
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	/* rotate_m4 works in place */
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	rotate_m4(ModelView, axis, DEG2RADF(deg));
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	CHECKMAT(ModelView);
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	state.dirty = true;
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}
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static void mat4_ortho_set(float m[4][4], float left, float right, float bottom, float top, float near, float far)
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{
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	m[0][0] = 2.0f / (right - left);
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	m[1][0] = 0.0f;
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	m[2][0] = 0.0f;
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	m[3][0] = -(right + left) / (right - left);
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	m[0][1] = 0.0f;
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	m[1][1] = 2.0f / (top - bottom);
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	m[2][1] = 0.0f;
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	m[3][1] = -(top + bottom) / (top - bottom);
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	m[0][2] = 0.0f;
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	m[1][2] = 0.0f;
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	m[2][2] = -2.0f / (far - near);
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	m[3][2] = -(far + near) / (far - near);
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	m[0][3] = 0.0f;
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	m[1][3] = 0.0f;
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	m[2][3] = 0.0f;
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	m[3][3] = 1.0f;
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	state.dirty = true;
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}
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static void mat4_frustum_set(float m[4][4], float left, float right, float bottom, float top, float near, float far)
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{
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	m[0][0] = 2.0f * near / (right - left);
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	m[1][0] = 0.0f;
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	m[2][0] = (right + left) / (right - left);
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	m[3][0] = 0.0f;
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	m[0][1] = 0.0f;
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	m[1][1] = 2.0f * near / (top - bottom);
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	m[2][1] = (top + bottom) / (top - bottom);
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	m[3][1] = 0.0f;
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	m[0][2] = 0.0f;
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	m[1][2] = 0.0f;
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	m[2][2] = -(far + near) / (far - near);
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	m[3][2] = -2.0f * far * near / (far - near);
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	m[0][3] = 0.0f;
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	m[1][3] = 0.0f;
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	m[2][3] = -1.0f;
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	m[3][3] = 0.0f;
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	state.dirty = true;
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}
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static void mat4_look_from_origin(float m[4][4], float lookdir[3], float camup[3])
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{
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/* This function is loosely based on Mesa implementation.
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 *
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 * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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 * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice including the dates of first publication and
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 * either this permission notice or a reference to
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 * http://oss.sgi.com/projects/FreeB/
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 * shall be included in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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 * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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 * SOFTWARE.
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 *
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 * Except as contained in this notice, the name of Silicon Graphics, Inc.
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 * shall not be used in advertising or otherwise to promote the sale, use or
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 * other dealings in this Software without prior written authorization from
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 * Silicon Graphics, Inc.
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 */
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	float side[3];
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	normalize_v3(lookdir);
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	cross_v3_v3v3(side, lookdir, camup);
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	normalize_v3(side);
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	cross_v3_v3v3(camup, side, lookdir);
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	m[0][0] = side[0];
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	m[1][0] = side[1];
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	m[2][0] = side[2];
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	m[3][0] = 0.0f;
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	m[0][1] = camup[0];
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	m[1][1] = camup[1];
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	m[2][1] = camup[2];
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	m[3][1] = 0.0f;
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	m[0][2] = -lookdir[0];
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	m[1][2] = -lookdir[1];
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	m[2][2] = -lookdir[2];
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	m[3][2] = 0.0f;
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	m[0][3] = 0.0f;
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	m[1][3] = 0.0f;
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	m[2][3] = 0.0f;
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	m[3][3] = 1.0f;
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	state.dirty = true;
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}
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void GPU_matrix_ortho_set(float left, float right, float bottom, float top, float near, float far)
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{
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	mat4_ortho_set(Projection, left, right, bottom, top, near, far);
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	CHECKMAT(Projection);
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	state.dirty = true;
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}
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void GPU_matrix_ortho_2d_set(float left, float right, float bottom, float top)
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{
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	Mat4 m;
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	mat4_ortho_set(m, left, right, bottom, top, -1.0f, 1.0f);
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	CHECKMAT(Projection2D);
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	state.dirty = true;
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}
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void GPU_matrix_frustum_set(float left, float right, float bottom, float top, float near, float far)
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{
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	mat4_frustum_set(Projection, left, right, bottom, top, near, far);
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	CHECKMAT(Projection);
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	state.dirty = true;
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}
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void GPU_matrix_perspective_set(float fovy, float aspect, float near, float far)
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{
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	float half_height = tanf(fovy * (float)(M_PI / 360.0)) * near;
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	float half_width = half_height * aspect;
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	GPU_matrix_frustum_set(-half_width, +half_width, -half_height, +half_height, near, far);
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}
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void GPU_matrix_look_at(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
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{
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	Mat4 cm;
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	float lookdir[3];
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	float camup[3] = {upX, upY, upZ};
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	lookdir[0] = centerX - eyeX;
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	lookdir[1] = centerY - eyeY;
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	lookdir[2] = centerZ - eyeZ;
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	mat4_look_from_origin(cm, lookdir, camup);
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	GPU_matrix_mul(cm);
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	GPU_matrix_translate_3f(-eyeX, -eyeY, -eyeZ);
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}
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void GPU_matrix_project(const float world[3], const float model[4][4], const float proj[4][4], const int view[4], float win[3])
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{
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	float v[4];
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	mul_v4_m4v3(v, model, world);
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	mul_m4_v4(proj, v);
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						|
 | 
						|
	if (v[3] != 0.0f) {
 | 
						|
		mul_v3_fl(v, 1.0f / v[3]);
 | 
						|
	}
 | 
						|
 | 
						|
	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;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * The same result could be obtained as follows:
 | 
						|
 *
 | 
						|
 * \code{.c}
 | 
						|
 * float projinv[4][4];
 | 
						|
 * invert_m4_m4(projinv, projmat);
 | 
						|
 * co[0] = 2 * co[0] - 1;
 | 
						|
 * co[1] = 2 * co[1] - 1;
 | 
						|
 * co[2] = 2 * co[2] - 1;
 | 
						|
 * mul_project_m4_v3(projinv, co);
 | 
						|
 * \endcode
 | 
						|
 *
 | 
						|
 * But that solution loses much precision.
 | 
						|
 * Therefore, get the same result without inverting the matrix.
 | 
						|
 */
 | 
						|
static void gpu_mul_invert_projmat_m4_unmapped_v3(const float projmat[4][4], float co[3])
 | 
						|
{
 | 
						|
	float left, right, bottom, top, near, far;
 | 
						|
	bool is_persp = projmat[3][3] == 0.0f;
 | 
						|
 | 
						|
	projmat_dimensions(
 | 
						|
	        projmat, &left, &right, &bottom, &top, &near, &far);
 | 
						|
 | 
						|
	co[0] = left   + co[0] * (right - left);
 | 
						|
	co[1] = bottom + co[1] * (top - bottom);
 | 
						|
 | 
						|
	if (is_persp) {
 | 
						|
		co[2] = far * near / (far + co[2] * (near - far));
 | 
						|
		co[0] *= co[2];
 | 
						|
		co[1] *= co[2];
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		co[2] = near + co[2] * (far - near);
 | 
						|
	}
 | 
						|
	co[2] *= -1;
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_matrix_unproject(const float win[3], const float model[4][4], const float proj[4][4], const int view[4], float world[3])
 | 
						|
{
 | 
						|
	float in[3];
 | 
						|
	float viewinv[4][4];
 | 
						|
 | 
						|
	if (!invert_m4_m4(viewinv, model)) {
 | 
						|
		zero_v3(world);
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	copy_v3_v3(in, win);
 | 
						|
 | 
						|
	/* Map x and y from window coordinates */
 | 
						|
	in[0] = (in[0] - view[0]) / view[2];
 | 
						|
	in[1] = (in[1] - view[1]) / view[3];
 | 
						|
 | 
						|
	gpu_mul_invert_projmat_m4_unmapped_v3(proj, in);
 | 
						|
	mul_v3_m4v3(world, viewinv, in);
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
const float (*GPU_matrix_model_view_get(float m[4][4]))[4]
 | 
						|
{
 | 
						|
	if (m) {
 | 
						|
		copy_m4_m4(m, ModelView);
 | 
						|
		return m;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		return ModelView;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
const float (*GPU_matrix_projection_get(float m[4][4]))[4]
 | 
						|
{
 | 
						|
	if (m) {
 | 
						|
		copy_m4_m4(m, Projection);
 | 
						|
		return m;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		return Projection;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
const float (*GPU_matrix_model_view_projection_get(float m[4][4]))[4]
 | 
						|
{
 | 
						|
	if (m == NULL) {
 | 
						|
		static Mat4 temp;
 | 
						|
		m = temp;
 | 
						|
	}
 | 
						|
 | 
						|
	mul_m4_m4m4(m, Projection, ModelView);
 | 
						|
	return m;
 | 
						|
}
 | 
						|
 | 
						|
const float (*GPU_matrix_normal_get(float m[3][3]))[3]
 | 
						|
{
 | 
						|
	if (m == NULL) {
 | 
						|
		static Mat3 temp3;
 | 
						|
		m = temp3;
 | 
						|
	}
 | 
						|
 | 
						|
	copy_m3_m4(m, (const float (*)[4])GPU_matrix_model_view_get(NULL));
 | 
						|
 | 
						|
	invert_m3(m);
 | 
						|
	transpose_m3(m);
 | 
						|
 | 
						|
	return m;
 | 
						|
}
 | 
						|
 | 
						|
const float (*GPU_matrix_normal_inverse_get(float m[3][3]))[3]
 | 
						|
{
 | 
						|
	if (m == NULL) {
 | 
						|
		static Mat3 temp3;
 | 
						|
		m = temp3;
 | 
						|
	}
 | 
						|
 | 
						|
	GPU_matrix_normal_get(m);
 | 
						|
	invert_m3(m);
 | 
						|
 | 
						|
	return m;
 | 
						|
}
 | 
						|
 | 
						|
void GPU_matrix_bind(const GPUShaderInterface *shaderface)
 | 
						|
{
 | 
						|
	/* set uniform values to matrix stack values
 | 
						|
	 * call this before a draw call if desired matrices are dirty
 | 
						|
	 * call glUseProgram before this, as glUniform expects program to be bound
 | 
						|
	 */
 | 
						|
 | 
						|
	const GPUShaderInput *MV = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW);
 | 
						|
	const GPUShaderInput *P = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION);
 | 
						|
	const GPUShaderInput *MVP = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MVP);
 | 
						|
 | 
						|
	const GPUShaderInput *N = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_NORMAL);
 | 
						|
	const GPUShaderInput *MV_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW_INV);
 | 
						|
	const GPUShaderInput *P_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION_INV);
 | 
						|
 | 
						|
	if (MV) {
 | 
						|
#if DEBUG_MATRIX_BIND
 | 
						|
		puts("setting MV matrix");
 | 
						|
#endif
 | 
						|
 | 
						|
		glUniformMatrix4fv(MV->location, 1, GL_FALSE, (const float *)GPU_matrix_model_view_get(NULL));
 | 
						|
	}
 | 
						|
 | 
						|
	if (P) {
 | 
						|
#if DEBUG_MATRIX_BIND
 | 
						|
		puts("setting P matrix");
 | 
						|
#endif
 | 
						|
 | 
						|
		glUniformMatrix4fv(P->location, 1, GL_FALSE, (const float *)GPU_matrix_projection_get(NULL));
 | 
						|
	}
 | 
						|
 | 
						|
	if (MVP) {
 | 
						|
#if DEBUG_MATRIX_BIND
 | 
						|
		puts("setting MVP matrix");
 | 
						|
#endif
 | 
						|
 | 
						|
		glUniformMatrix4fv(MVP->location, 1, GL_FALSE, (const float *)GPU_matrix_model_view_projection_get(NULL));
 | 
						|
	}
 | 
						|
 | 
						|
	if (N) {
 | 
						|
#if DEBUG_MATRIX_BIND
 | 
						|
		puts("setting normal matrix");
 | 
						|
#endif
 | 
						|
 | 
						|
		glUniformMatrix3fv(N->location, 1, GL_FALSE, (const float *)GPU_matrix_normal_get(NULL));
 | 
						|
	}
 | 
						|
 | 
						|
	if (MV_inv) {
 | 
						|
		Mat4 m;
 | 
						|
		GPU_matrix_model_view_get(m);
 | 
						|
		invert_m4(m);
 | 
						|
		glUniformMatrix4fv(MV_inv->location, 1, GL_FALSE, (const float *)m);
 | 
						|
	}
 | 
						|
 | 
						|
	if (P_inv) {
 | 
						|
		Mat4 m;
 | 
						|
		GPU_matrix_projection_get(m);
 | 
						|
		invert_m4(m);
 | 
						|
		glUniformMatrix4fv(P_inv->location, 1, GL_FALSE, (const float *)m);
 | 
						|
	}
 | 
						|
 | 
						|
	state.dirty = false;
 | 
						|
}
 | 
						|
 | 
						|
bool GPU_matrix_dirty_get(void)
 | 
						|
{
 | 
						|
	return state.dirty;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/* -------------------------------------------------------------------- */
 | 
						|
/** \name Python API Helpers
 | 
						|
 * \{ */
 | 
						|
BLI_STATIC_ASSERT(GPU_PY_MATRIX_STACK_LEN + 1 == MATRIX_STACK_DEPTH, "define mismatch");
 | 
						|
 | 
						|
/* Return int since caller is may subtract. */
 | 
						|
 | 
						|
int GPU_matrix_stack_level_get_model_view(void)
 | 
						|
{
 | 
						|
	return (int)state.model_view_stack.top;
 | 
						|
}
 | 
						|
 | 
						|
int GPU_matrix_stack_level_get_projection(void)
 | 
						|
{
 | 
						|
	return (int)state.projection_stack.top;
 | 
						|
}
 | 
						|
 | 
						|
/** \} */
 |