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blender-archive/source/blender/gpu/GPU_matrix.h
Mike Erwin 1c426d5b6c OpenGL: implement 2D with 4x4 matrices
... even though 3x3 feels better.
 
This is a compromise to get core profile up & running sooner. Eventually I'd like to finish the original 3x3 plans, but this commit will let us get on with other tasks.

External API stays (almost) the same. Our GLSL shaders can use this without any changes.

Part of T49450 and T51164
2017-04-13 04:00:19 -04:00

201 lines
6.7 KiB
C++

/*
* ***** 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 implied 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/GPU_matrix.h
* \ingroup gpu
*/
#ifndef _GPU_MATRIX_H_
#define _GPU_MATRIX_H_
#include "BLI_sys_types.h"
#include "GPU_glew.h"
#include "../../../intern/gawain/gawain/shader_interface.h"
#ifdef __cplusplus
extern "C" {
#endif
/* For now we support the legacy matrix stack in gpuGetMatrix functions.
* Will remove this after switching to core profile, which can happen after
* we convert all code to use the API in this file. */
#define SUPPORT_LEGACY_MATRIX 1
/* implement 2D parts with 4x4 matrices, even though 3x3 feels better
* this is a compromise to get core profile up & running sooner
* external API stays (almost) the same
*/
#define MATRIX_2D_4x4 1
void gpuMatrixInit(void); /* called by system -- make private? */
/* MatrixMode is conceptually different from GL_MATRIX_MODE */
typedef enum {
MATRIX_MODE_INACTIVE,
MATRIX_MODE_2D,
MATRIX_MODE_3D
} MatrixMode;
MatrixMode gpuMatrixMode(void);
void gpuMatrixBegin2D(void);
void gpuMatrixBegin3D(void);
void gpuMatrixEnd(void);
/* TODO: gpuMatrixResume2D & gpuMatrixResume3D to switch modes but not reset stack */
/* ModelView Matrix (2D or 3D) */
void gpuPushMatrix(void); /* TODO: PushCopy vs PushIdentity? */
void gpuPopMatrix(void);
void gpuLoadIdentity(void);
void gpuScaleUniform(float factor);
/* 3D ModelView Matrix */
void gpuLoadMatrix3D(const float m[4][4]);
void gpuMultMatrix3D(const float m[4][4]);
//const float *gpuGetMatrix3D(float m[4][4]);
void gpuTranslate3f(float x, float y, float z);
void gpuTranslate3fv(const float vec[3]);
void gpuScale3f(float x, float y, float z);
void gpuScale3fv(const float vec[3]);
void gpuRotate3f(float deg, float x, float y, float z); /* axis of rotation should be a unit vector */
void gpuRotate3fv(float deg, const float axis[3]); /* axis of rotation should be a unit vector */
void gpuRotateAxis(float deg, char axis); /* TODO: enum for axis? */
void gpuLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ);
/* TODO: variant that takes eye[3], center[3], up[3] */
/* 2D ModelView Matrix */
#if MATRIX_2D_4x4
void gpuMultMatrix2D(const float m[4][4]);
#else
void gpuLoadMatrix2D(const float m[3][3]);
void gpuMultMatrix2D(const float m[3][3]);
#endif
void gpuTranslate2f(float x, float y);
void gpuTranslate2fv(const float vec[2]);
void gpuScale2f(float x, float y);
void gpuScale2fv(const float vec[2]);
void gpuRotate2D(float deg);
/* 3D Projection Matrix */
void gpuLoadProjectionMatrix3D(const float m[4][4]);
void gpuOrtho(float left, float right, float bottom, float top, float near, float far);
void gpuFrustum(float left, float right, float bottom, float top, float near, float far);
void gpuPerspective(float fovy, float aspect, float near, float far);
/* 3D Projection between Window and World Space */
void gpuProject(const float world[3], const float model[4][4], const float proj[4][4], const int view[4], float win[3]);
bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const int view[4], float world[3]);
/* 2D Projection Matrix */
void gpuOrtho2D(float left, float right, float bottom, float top);
/* functions to get matrix values */
const float *gpuGetModelViewMatrix3D(float m[4][4]);
const float *gpuGetProjectionMatrix3D(float m[4][4]);
const float *gpuGetModelViewProjectionMatrix3D(float m[4][4]);
const float *gpuGetNormalMatrix(float m[3][3]);
const float *gpuGetNormalMatrixInverse(float m[3][3]);
/* set uniform values for currently bound shader */
void gpuBindMatrices(const ShaderInterface*);
bool gpuMatricesDirty(void); /* since last bind */
#ifdef __cplusplus
}
#endif
#ifndef SUPPRESS_GENERIC_MATRIX_API
/* make matrix inputs generic, to avoid warnings */
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
# define gpuMultMatrix3D(x) \
gpuMultMatrix3D(_Generic((x), \
float *: (const float (*)[4])(x), \
float [16]: (const float (*)[4])(x), \
float (*)[4]: (const float (*)[4])(x), \
float [4][4]: (const float (*)[4])(x), \
const float *: (const float (*)[4])(x), \
const float [16]: (const float (*)[4])(x), \
const float (*)[4]: (const float (*)[4])(x), \
const float [4][4]: (const float (*)[4])(x)) \
)
# define gpuLoadMatrix3D(x) \
gpuLoadMatrix3D(_Generic((x), \
float *: (const float (*)[4])(x), \
float [16]: (const float (*)[4])(x), \
float (*)[4]: (const float (*)[4])(x), \
float [4][4]: (const float (*)[4])(x), \
const float *: (const float (*)[4])(x), \
const float [16]: (const float (*)[4])(x), \
const float (*)[4]: (const float (*)[4])(x), \
const float [4][4]: (const float (*)[4])(x)) \
)
/* TODO: finish this in a simpler way --^ */
#else
# define gpuMultMatrix3D(x) gpuMultMatrix3D((const float (*)[4])(x))
# define gpuLoadMatrix3D(x) gpuLoadMatrix3D((const float (*)[4])(x))
# define gpuLoadProjectionMatrix3D(x) gpuLoadProjectionMatrix3D((const float (*)[4])(x))
# if MATRIX_2D_4x4
# define gpuMultMatrix2D(x) gpuMultMatrix2D((const float (*)[4])(x))
# else
# define gpuMultMatrix2D(x) gpuMultMatrix2D((const float (*)[3])(x))
# define gpuLoadMatrix2D(x) gpuLoadMatrix2D((const float (*)[3])(x))
# endif
# define gpuGetModelViewMatrix3D(x) gpuGetModelViewMatrix3D((float (*)[4])(x))
# define gpuGetProjectionMatrix3D(x) gpuGetProjectionMatrix3D((float (*)[4])(x))
# define gpuGetModelViewProjectionMatrix3D(x) gpuGetModelViewProjectionMatrix3D((float (*)[4])(x))
# define gpuGetNormalMatrix(x) gpuGetNormalMatrix((float (*)[3])(x))
# define gpuGetNormalMatrixInverse(x) gpuGetNormalMatrixInverse((float (*)[3])(x))
#endif /* C11 */
#endif /* SUPPRESS_GENERIC_MATRIX_API */
#endif /* GPU_MATRIX_H */