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blender-archive/source/blender/gpu/intern/gpu_matrix.c
Mike Erwin 231b5d96bb track dirty state of legacy matrix API
This is used to send latest matrix values to shader when drawing.

Previously handled by calling OpenGL matrix functions, followed by gpuMatrixUpdate_legacy. With this change that function is no longer needed.

Part of T49450
2017-03-21 00:25:47 -04:00

820 lines
18 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 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)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glPushMatrix();
state.dirty = true;
return;
}
#endif
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)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glPopMatrix();
state.dirty = true;
return;
}
#endif
BLI_assert(state.mode != MATRIX_MODE_INACTIVE);
BLI_assert(state.top > 0);
state.top--;
state.dirty = true;
}
void gpuLoadMatrix3D(const float m[4][4])
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glLoadMatrixf((const float*) m);
state.dirty = true;
return;
}
#endif
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;
#if SUPPORT_LEGACY_MATRIX
case MATRIX_MODE_INACTIVE:
glLoadIdentity();
break;
#endif
default:
BLI_assert(false);
}
state.dirty = true;
}
void gpuTranslate2f(float x, float y)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glTranslatef(x, y, 0.0f);
state.dirty = true;
return;
}
#endif
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)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glTranslatef(x, y, z);
state.dirty = true;
return;
}
#endif
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;
}
#if SUPPORT_LEGACY_MATRIX
case MATRIX_MODE_INACTIVE:
glScalef(factor, factor, factor); /* always scale Z since we can't distinguish 2D from 3D */
state.dirty = true;
break;
#endif
default:
BLI_assert(false);
}
}
void gpuScale2f(float x, float y)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glScalef(x, y, 1.0f);
state.dirty = true;
return;
}
#endif
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)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glScalef(x, y, z);
state.dirty = true;
return;
}
#endif
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])
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glMultMatrixf((const float*) m);
state.dirty = true;
return;
}
#endif
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 gpuRotate2D(float deg)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glRotatef(deg, 0.0f, 0.0f, 1.0f);
state.dirty = true;
return;
}
#endif
BLI_assert(false); /* TODO: finish for MATRIX_MODE_2D */
}
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])
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glRotatef(deg, axis[0], axis[1], axis[2]);
state.dirty = true;
return;
}
#endif
Mat4 m;
axis_angle_to_mat4(m, axis, DEG2RADF(deg));
gpuMultMatrix3D(m);
}
void gpuRotateAxis(float deg, char axis)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
float a[3] = { 0.0f };
switch (axis) {
case 'X': a[0] = 1.0f; break;
case 'Y': a[1] = 1.0f; break;
case 'Z': a[2] = 1.0f; break;
default: BLI_assert(false); /* bad axis */
}
glRotatef(deg, a[0], a[1], a[2]);
state.dirty = true;
return;
}
#endif
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 world[3], const float model[4][4], const float proj[4][4], const int view[4], float win[3])
{
float v[4];
mul_v4_m4v3(v, model, world);
mul_m4_v4(proj, v);
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;
}
bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const int view[4], float world[3])
{
float pm[4][4];
float in[4];
float out[4];
mul_m4_m4m4(pm, proj, model);
if (!invert_m4(pm)) {
zero_v3(world);
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) {
copy_v3_v3(world, out);
return false;
}
mul_v3_v3fl(world, out, 1.0f / out[3]);
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 (m == NULL) {
static Mat4 temp;
m = temp;
}
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
Mat4 proj;
glGetFloatv(GL_MODELVIEW_MATRIX, (float*)m);
glGetFloatv(GL_PROJECTION_MATRIX, (float*)proj);
mul_m4_m4_pre(m, proj);
return (const float*)m;
}
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
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