782 lines
20 KiB
C++
782 lines
20 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 implied 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_context_private.hh"
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#include "gpu_matrix_private.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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#include "MEM_guardedalloc.h"
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using namespace blender::gpu;
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#define MATRIX_STACK_DEPTH 32
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using Mat4 = float[4][4];
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using Mat3 = float[3][3];
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struct MatrixStack {
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Mat4 stack[MATRIX_STACK_DEPTH];
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uint top;
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};
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struct GPUMatrixState {
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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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};
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#define ModelViewStack Context::get()->matrix_state->model_view_stack
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#define ModelView ModelViewStack.stack[ModelViewStack.top]
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#define ProjectionStack Context::get()->matrix_state->projection_stack
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#define Projection ProjectionStack.stack[ProjectionStack.top]
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GPUMatrixState *GPU_matrix_state_create(void)
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{
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#define MATRIX_4X4_IDENTITY \
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{ \
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{1.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f, 0.0f}, \
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{ \
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0.0f, 0.0f, 0.0f, 1.0f \
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} \
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}
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GPUMatrixState *state = (GPUMatrixState *)MEM_mallocN(sizeof(*state), __func__);
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const MatrixStack identity_stack = {{MATRIX_4X4_IDENTITY}, 0};
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state->model_view_stack = state->projection_stack = identity_stack;
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state->dirty = true;
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#undef MATRIX_4X4_IDENTITY
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return state;
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}
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void GPU_matrix_state_discard(GPUMatrixState *state)
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{
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MEM_freeN(state);
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}
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static void gpu_matrix_state_active_set_dirty(bool value)
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{
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GPUMatrixState *state = Context::get()->matrix_state;
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state->dirty = value;
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}
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void GPU_matrix_reset(void)
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{
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GPUMatrixState *state = Context::get()->matrix_state;
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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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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_dirty(true);
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}
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static void mat4_ortho_set(
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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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gpu_matrix_state_active_set_dirty(true);
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}
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static void mat4_frustum_set(
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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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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_dirty(true);
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}
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void GPU_matrix_ortho_set_z(float near, float far)
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{
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CHECKMAT(Projection);
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Projection[2][2] = -2.0f / (far - near);
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Projection[3][2] = -(far + near) / (far - near);
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gpu_matrix_state_active_set_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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gpu_matrix_state_active_set_dirty(true);
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}
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void GPU_matrix_frustum_set(
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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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gpu_matrix_state_active_set_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,
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float eyeY,
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float eyeZ,
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float centerX,
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float centerY,
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float centerZ,
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float upX,
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float upY,
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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],
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const float model[4][4],
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const float proj[4][4],
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const int view[4],
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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) {
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mul_v3_fl(v, 1.0f / v[3]);
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}
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win[0] = view[0] + (view[2] * (v[0] + 1)) * 0.5f;
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win[1] = view[1] + (view[3] * (v[1] + 1)) * 0.5f;
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win[2] = (v[2] + 1) * 0.5f;
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}
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/**
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* The same result could be obtained as follows:
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*
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* \code{.c}
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* float projinv[4][4];
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* invert_m4_m4(projinv, projmat);
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* co[0] = 2 * co[0] - 1;
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* co[1] = 2 * co[1] - 1;
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* co[2] = 2 * co[2] - 1;
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* mul_project_m4_v3(projinv, co);
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* \endcode
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*
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* But that solution loses much precision.
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* Therefore, get the same result without inverting the matrix.
|
|
*/
|
|
static void gpu_mul_invert_projmat_m4_unmapped_v3_with_precalc(
|
|
const struct GPUMatrixUnproject_Precalc *precalc, float co[3])
|
|
{
|
|
/* 'precalc->dims' is the result of 'projmat_dimensions(proj, ...)'. */
|
|
co[0] = precalc->dims.xmin + co[0] * (precalc->dims.xmax - precalc->dims.xmin);
|
|
co[1] = precalc->dims.ymin + co[1] * (precalc->dims.ymax - precalc->dims.ymin);
|
|
|
|
if (precalc->is_persp) {
|
|
co[2] = precalc->dims.zmax * precalc->dims.zmin /
|
|
(precalc->dims.zmax + co[2] * (precalc->dims.zmin - precalc->dims.zmax));
|
|
co[0] *= co[2];
|
|
co[1] *= co[2];
|
|
}
|
|
else {
|
|
co[2] = precalc->dims.zmin + co[2] * (precalc->dims.zmax - precalc->dims.zmin);
|
|
}
|
|
co[2] *= -1;
|
|
}
|
|
|
|
bool GPU_matrix_unproject_precalc(struct GPUMatrixUnproject_Precalc *precalc,
|
|
const float model[4][4],
|
|
const float proj[4][4],
|
|
const int view[4])
|
|
{
|
|
precalc->is_persp = proj[3][3] == 0.0f;
|
|
projmat_dimensions_db(proj,
|
|
&precalc->dims.xmin,
|
|
&precalc->dims.xmax,
|
|
&precalc->dims.ymin,
|
|
&precalc->dims.ymax,
|
|
&precalc->dims.zmin,
|
|
&precalc->dims.zmax);
|
|
if (isinf(precalc->dims.zmax)) {
|
|
/* We cannot retrieve the actual value of the clip_end.
|
|
* Use `FLT_MAX` to avoid nans. */
|
|
precalc->dims.zmax = FLT_MAX;
|
|
}
|
|
for (int i = 0; i < 4; i++) {
|
|
precalc->view[i] = (float)view[i];
|
|
}
|
|
if (!invert_m4_m4(precalc->model_inverted, model)) {
|
|
unit_m4(precalc->model_inverted);
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void GPU_matrix_unproject_with_precalc(const struct GPUMatrixUnproject_Precalc *precalc,
|
|
const float win[3],
|
|
float r_world[3])
|
|
{
|
|
float in[3] = {
|
|
(win[0] - precalc->view[0]) / precalc->view[2],
|
|
(win[1] - precalc->view[1]) / precalc->view[3],
|
|
win[2],
|
|
};
|
|
gpu_mul_invert_projmat_m4_unmapped_v3_with_precalc(precalc, in);
|
|
mul_v3_m4v3(r_world, precalc->model_inverted, in);
|
|
}
|
|
|
|
bool GPU_matrix_unproject(const float win[3],
|
|
const float model[4][4],
|
|
const float proj[4][4],
|
|
const int view[4],
|
|
float r_world[3])
|
|
{
|
|
struct GPUMatrixUnproject_Precalc precalc;
|
|
if (!GPU_matrix_unproject_precalc(&precalc, model, proj, view)) {
|
|
zero_v3(r_world);
|
|
return false;
|
|
}
|
|
GPU_matrix_unproject_with_precalc(&precalc, win, r_world);
|
|
return true;
|
|
}
|
|
|
|
const float (*GPU_matrix_model_view_get(float m[4][4]))[4]
|
|
{
|
|
if (m) {
|
|
copy_m4_m4(m, ModelView);
|
|
return m;
|
|
}
|
|
|
|
return ModelView;
|
|
}
|
|
|
|
const float (*GPU_matrix_projection_get(float m[4][4]))[4]
|
|
{
|
|
if (m) {
|
|
copy_m4_m4(m, Projection);
|
|
return m;
|
|
}
|
|
|
|
return Projection;
|
|
}
|
|
|
|
const float (*GPU_matrix_model_view_projection_get(float m[4][4]))[4]
|
|
{
|
|
if (m == nullptr) {
|
|
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 == nullptr) {
|
|
static Mat3 temp3;
|
|
m = temp3;
|
|
}
|
|
|
|
copy_m3_m4(m, (const float(*)[4])GPU_matrix_model_view_get(nullptr));
|
|
|
|
invert_m3(m);
|
|
transpose_m3(m);
|
|
|
|
return m;
|
|
}
|
|
|
|
const float (*GPU_matrix_normal_inverse_get(float m[3][3]))[3]
|
|
{
|
|
if (m == nullptr) {
|
|
static Mat3 temp3;
|
|
m = temp3;
|
|
}
|
|
|
|
GPU_matrix_normal_get(m);
|
|
invert_m3(m);
|
|
|
|
return m;
|
|
}
|
|
|
|
void GPU_matrix_bind(GPUShader *shader)
|
|
{
|
|
/* 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
|
|
*/
|
|
int32_t MV = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW);
|
|
int32_t P = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION);
|
|
int32_t MVP = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP);
|
|
|
|
int32_t N = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL);
|
|
int32_t MV_inv = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV);
|
|
int32_t P_inv = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_PROJECTION_INV);
|
|
|
|
if (MV != -1) {
|
|
GPU_shader_uniform_vector(
|
|
shader, MV, 16, 1, (const float *)GPU_matrix_model_view_get(nullptr));
|
|
}
|
|
if (P != -1) {
|
|
GPU_shader_uniform_vector(shader, P, 16, 1, (const float *)GPU_matrix_projection_get(nullptr));
|
|
}
|
|
if (MVP != -1) {
|
|
GPU_shader_uniform_vector(
|
|
shader, MVP, 16, 1, (const float *)GPU_matrix_model_view_projection_get(nullptr));
|
|
}
|
|
if (N != -1) {
|
|
GPU_shader_uniform_vector(shader, N, 9, 1, (const float *)GPU_matrix_normal_get(nullptr));
|
|
}
|
|
if (MV_inv != -1) {
|
|
Mat4 m;
|
|
GPU_matrix_model_view_get(m);
|
|
invert_m4(m);
|
|
GPU_shader_uniform_vector(shader, MV_inv, 16, 1, (const float *)m);
|
|
}
|
|
if (P_inv != -1) {
|
|
Mat4 m;
|
|
GPU_matrix_projection_get(m);
|
|
invert_m4(m);
|
|
GPU_shader_uniform_vector(shader, P_inv, 16, 1, (const float *)m);
|
|
}
|
|
|
|
gpu_matrix_state_active_set_dirty(false);
|
|
}
|
|
|
|
bool GPU_matrix_dirty_get(void)
|
|
{
|
|
GPUMatrixState *state = Context::get()->matrix_state;
|
|
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)
|
|
{
|
|
GPUMatrixState *state = Context::get()->matrix_state;
|
|
return (int)state->model_view_stack.top;
|
|
}
|
|
|
|
int GPU_matrix_stack_level_get_projection(void)
|
|
{
|
|
GPUMatrixState *state = Context::get()->matrix_state;
|
|
return (int)state->projection_stack.top;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Polygon Offset Hack
|
|
*
|
|
* Workaround the fact that polygon-offset is implementation dependent.
|
|
* We modify the projection matrix \a winmat in order to change the final depth a tiny amount.
|
|
* \{ */
|
|
|
|
float GPU_polygon_offset_calc(const float (*winmat)[4], float viewdist, float dist)
|
|
{
|
|
/* Seems like we have a factor of 2 more offset than 2.79 for some reason. Correct for this. */
|
|
dist *= 0.5f;
|
|
|
|
if (winmat[3][3] > 0.5f) {
|
|
#if 1
|
|
return 0.00001f * dist * viewdist; // ortho tweaking
|
|
#else
|
|
static float depth_fac = 0.0f;
|
|
if (depth_fac == 0.0f) {
|
|
/* Hard-code for 24 bit precision. */
|
|
int depthbits = 24;
|
|
depth_fac = 1.0f / (float)((1 << depthbits) - 1);
|
|
}
|
|
offs = (-1.0 / winmat[2][2]) * dist * depth_fac;
|
|
|
|
UNUSED_VARS(viewdist);
|
|
#endif
|
|
}
|
|
|
|
/* This adjustment effectively results in reducing the Z value by 0.25%.
|
|
*
|
|
* winmat[4][3] actually evaluates to `-2 * far * near / (far - near)`,
|
|
* is very close to -0.2 with default clip range,
|
|
* and is used as the coefficient multiplied by `w / z`,
|
|
* thus controlling the z dependent part of the depth value.
|
|
*/
|
|
return winmat[3][2] * -0.0025f * dist;
|
|
}
|
|
|
|
/**
|
|
* \note \a viewdist is only for ortho at the moment.
|
|
*/
|
|
void GPU_polygon_offset(float viewdist, float dist)
|
|
{
|
|
static float winmat[4][4], offset = 0.0f;
|
|
|
|
if (dist != 0.0f) {
|
|
/* hack below is to mimic polygon offset */
|
|
GPU_matrix_projection_get(winmat);
|
|
|
|
/* dist is from camera to center point */
|
|
|
|
float offs = GPU_polygon_offset_calc(winmat, viewdist, dist);
|
|
|
|
winmat[3][2] -= offs;
|
|
offset += offs;
|
|
}
|
|
else {
|
|
winmat[3][2] += offset;
|
|
offset = 0.0;
|
|
}
|
|
|
|
GPU_matrix_projection_set(winmat);
|
|
}
|
|
|
|
/** \} */
|