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blender-archive/source/blender/gpu/GPU_matrix.h
Sergey Sharybin 3f11be3f7d Get rid of glMatrixMode calls
With the explicit calls we don't need to worry about current state
outside of the GPU module now. In fact. we don't need to worry about
current matrix mode in core profile at all.

Legacy OpenGL now has some code which ensures current matrix mode
when using explicit calls to push/pop matrix.
2017-04-19 15:22:58 +02:00

191 lines
6.6 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. */
#ifdef WITH_GL_PROFILE_CORE
# define SUPPORT_LEGACY_MATRIX 0
#else
# define SUPPORT_LEGACY_MATRIX 1
#endif
void gpuMatrixReset(void); /* to Identity transform & empty 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 gpuLoadMatrix(const float m[4][4]);
void gpuMultMatrix(const 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 */
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);
/* Projection Matrix (2D or 3D) */
void gpuPushProjectionMatrix(void);
void gpuPopProjectionMatrix(void);
/* 3D Projection Matrix */
void gpuLoadIdentityProjectionMatrix(void);
void gpuLoadProjectionMatrix(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 (*gpuGetModelViewMatrix(float m[4][4]))[4];
const float (*gpuGetProjectionMatrix(float m[4][4]))[4];
const float (*gpuGetModelViewProjectionMatrix(float m[4][4]))[4];
const float (*gpuGetNormalMatrix(float m[3][3]))[3];
const float (*gpuGetNormalMatrixInverse(float m[3][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
#if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
#define _GPU_MAT3_CONST_CAST(x) (_Generic((x), \
void *: (const float (*)[3])(x), \
float *: (const float (*)[3])(x), \
float [9]: (const float (*)[3])(x), \
float (*)[4]: (const float (*)[3])(x), \
float [4][4]: (const float (*)[3])(x), \
const void *: (const float (*)[3])(x), \
const float *: (const float (*)[3])(x), \
const float [9]: (const float (*)[3])(x), \
const float (*)[3]: (const float (*)[3])(x), \
const float [3][3]: (const float (*)[3])(x)) \
)
#define _GPU_MAT3_CAST(x) (_Generic((x), \
void *: (float (*)[3])(x), \
float *: (float (*)[3])(x), \
float [9]: (float (*)[3])(x), \
float (*)[3]: (float (*)[3])(x), \
float [3][3]: (float (*)[3])(x)) \
)
#define _GPU_MAT4_CONST_CAST(x) (_Generic((x), \
void *: (const float (*)[4])(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 void *: (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 _GPU_MAT4_CAST(x) (_Generic((x), \
void *: (float (*)[4])(x), \
float *: (float (*)[4])(x), \
float [16]: (float (*)[4])(x), \
float (*)[4]: (float (*)[4])(x), \
float [4][4]: (float (*)[4])(x)) \
)
#else
# define _GPU_MAT3_CONST_CAST(x) (const float (*)[3])(x)
# define _GPU_MAT3_CAST(x) (float (*)[3])(x)
# define _GPU_MAT4_CONST_CAST(x) (const float (*)[4])(x)
# define _GPU_MAT4_CAST(x) (float (*)[4])(x)
#endif /* C11 */
/* make matrix inputs generic, to avoid warnings */
# define gpuMultMatrix(x) gpuMultMatrix(_GPU_MAT4_CONST_CAST(x))
# define gpuLoadMatrix(x) gpuLoadMatrix(_GPU_MAT4_CONST_CAST(x))
# define gpuLoadProjectionMatrix(x) gpuLoadProjectionMatrix(_GPU_MAT4_CONST_CAST(x))
# define gpuGetModelViewMatrix(x) gpuGetModelViewMatrix(_GPU_MAT4_CAST(x))
# define gpuGetProjectionMatrix(x) gpuGetProjectionMatrix(_GPU_MAT4_CAST(x))
# define gpuGetModelViewProjectionMatrix(x) gpuGetModelViewProjectionMatrix(_GPU_MAT4_CAST(x))
# define gpuGetNormalMatrix(x) gpuGetNormalMatrix(_GPU_MAT3_CAST(x))
# define gpuGetNormalMatrixInverse(x) gpuGetNormalMatrixInverse(_GPU_MAT3_CAST(x))
#endif /* SUPPRESS_GENERIC_MATRIX_API */
#endif /* __GPU_MATRIX_H__ */