When projecting into screen space Z value isn't always needed. Add 2D projection functions, renaming them to avoid accidents happening again. - Add GPU_matrix_project_2fv - Add ED_view3d_project_v2 - Rename ED_view3d_project to ED_view3d_project_v3 - Use the 2D versions of these functions when the Z value isn't used.
244 lines
8.6 KiB
C++
244 lines
8.6 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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#pragma once
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#include "BLI_sys_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct GPUShader;
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void GPU_matrix_reset(void); /* to Identity transform & empty stack */
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/* ModelView Matrix (2D or 3D) */
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void GPU_matrix_push(void); /* TODO: PushCopy vs PushIdentity? */
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void GPU_matrix_pop(void);
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void GPU_matrix_identity_set(void);
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void GPU_matrix_scale_1f(float factor);
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/* 3D ModelView Matrix */
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void GPU_matrix_set(const float m[4][4]);
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void GPU_matrix_mul(const float m[4][4]);
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void GPU_matrix_translate_3f(float x, float y, float z);
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void GPU_matrix_translate_3fv(const float vec[3]);
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void GPU_matrix_scale_3f(float x, float y, float z);
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void GPU_matrix_scale_3fv(const float vec[3]);
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/* Axis of rotation should be a unit vector. */
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void GPU_matrix_rotate_3f(float deg, float x, float y, float z);
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/* Axis of rotation should be a unit vector. */
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void GPU_matrix_rotate_3fv(float deg, const float axis[3]);
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void GPU_matrix_rotate_axis(float deg, char axis); /* TODO: enum for axis? */
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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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/* TODO: variant that takes eye[3], center[3], up[3] */
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/* 2D ModelView Matrix */
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void GPU_matrix_translate_2f(float x, float y);
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void GPU_matrix_translate_2fv(const float vec[2]);
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void GPU_matrix_scale_2f(float x, float y);
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void GPU_matrix_scale_2fv(const float vec[2]);
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void GPU_matrix_rotate_2d(float deg);
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/* Projection Matrix (2D or 3D) */
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void GPU_matrix_push_projection(void);
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void GPU_matrix_pop_projection(void);
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/* 3D Projection Matrix */
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void GPU_matrix_identity_projection_set(void);
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void GPU_matrix_projection_set(const float m[4][4]);
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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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void GPU_matrix_ortho_set_z(float near, float far);
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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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void GPU_matrix_perspective_set(float fovy, float aspect, float near, float far);
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/* 3D Projection between Window and World Space */
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struct GPUMatrixUnproject_Precalc {
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float model_inverted[4][4];
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float view[4];
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bool is_persp;
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/**
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* Result of #projmat_dimensions_db.
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* Using double precision here is important as far clipping ranges
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* can cause divide-by-zero when using float, see: T66937.
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*/
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struct {
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double xmin, xmax;
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double ymin, ymax;
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double zmin, zmax;
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} dims;
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};
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bool GPU_matrix_unproject_precalc(struct GPUMatrixUnproject_Precalc *unproj_precalc,
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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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void GPU_matrix_project_3fv(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 r_win[3]);
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void GPU_matrix_project_2fv(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 r_win[2]);
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bool GPU_matrix_unproject_3fv(const float win[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 r_world[3]);
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void GPU_matrix_unproject_3fv_with_precalc(const struct GPUMatrixUnproject_Precalc *unproj_precalc,
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const float win[3],
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float r_world[3]);
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/* 2D Projection Matrix */
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void GPU_matrix_ortho_2d_set(float left, float right, float bottom, float top);
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/* functions to get matrix values */
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const float (*GPU_matrix_model_view_get(float m[4][4]))[4];
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const float (*GPU_matrix_projection_get(float m[4][4]))[4];
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const float (*GPU_matrix_model_view_projection_get(float m[4][4]))[4];
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const float (*GPU_matrix_normal_get(float m[3][3]))[3];
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const float (*GPU_matrix_normal_inverse_get(float m[3][3]))[3];
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/* set uniform values for currently bound shader */
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void GPU_matrix_bind(struct GPUShader *shader);
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bool GPU_matrix_dirty_get(void); /* since last bind */
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/* own working polygon offset */
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float GPU_polygon_offset_calc(const float (*winmat)[4], float viewdist, float dist);
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void GPU_polygon_offset(float viewdist, float dist);
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/* Python API needs to be able to inspect the stack so errors raise exceptions
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* instead of crashing. */
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#ifdef USE_GPU_PY_MATRIX_API
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int GPU_matrix_stack_level_get_model_view(void);
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int GPU_matrix_stack_level_get_projection(void);
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/* static assert ensures this doesn't change! */
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# define GPU_PY_MATRIX_STACK_LEN 31
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#endif /* USE_GPU_PY_MATRIX_API */
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#ifdef __cplusplus
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}
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#endif
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#ifndef SUPPRESS_GENERIC_MATRIX_API
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# if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L)
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# define _GPU_MAT3_CONST_CAST(x) \
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(_Generic((x), \
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void *: (const float (*)[3])(x), \
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float *: (const float (*)[3])(x), \
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float [9]: (const float (*)[3])(x), \
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float (*)[4]: (const float (*)[3])(x), \
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float [4][4]: (const float (*)[3])(x), \
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const void *: (const float (*)[3])(x), \
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const float *: (const float (*)[3])(x), \
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const float [9]: (const float (*)[3])(x), \
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const float (*)[3]: (const float (*)[3])(x), \
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const float [3][3]: (const float (*)[3])(x)) \
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)
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# define _GPU_MAT3_CAST(x) \
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(_Generic((x), \
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void *: (float (*)[3])(x), \
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float *: (float (*)[3])(x), \
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float [9]: (float (*)[3])(x), \
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float (*)[3]: (float (*)[3])(x), \
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float [3][3]: (float (*)[3])(x)) \
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)
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# define _GPU_MAT4_CONST_CAST(x) \
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(_Generic((x), \
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void *: (const float (*)[4])(x), \
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float *: (const float (*)[4])(x), \
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float [16]: (const float (*)[4])(x), \
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float (*)[4]: (const float (*)[4])(x), \
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float [4][4]: (const float (*)[4])(x), \
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const void *: (const float (*)[4])(x), \
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const float *: (const float (*)[4])(x), \
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const float [16]: (const float (*)[4])(x), \
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const float (*)[4]: (const float (*)[4])(x), \
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const float [4][4]: (const float (*)[4])(x)) \
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)
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# define _GPU_MAT4_CAST(x) \
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(_Generic((x), \
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void *: (float (*)[4])(x), \
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float *: (float (*)[4])(x), \
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float [16]: (float (*)[4])(x), \
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float (*)[4]: (float (*)[4])(x), \
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float [4][4]: (float (*)[4])(x)) \
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)
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# else
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# define _GPU_MAT3_CONST_CAST(x) (const float(*)[3])(x)
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# define _GPU_MAT3_CAST(x) (float(*)[3])(x)
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# define _GPU_MAT4_CONST_CAST(x) (const float(*)[4])(x)
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# define _GPU_MAT4_CAST(x) (float(*)[4])(x)
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# endif /* C11 */
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/* make matrix inputs generic, to avoid warnings */
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# define GPU_matrix_mul(x) GPU_matrix_mul(_GPU_MAT4_CONST_CAST(x))
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# define GPU_matrix_set(x) GPU_matrix_set(_GPU_MAT4_CONST_CAST(x))
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# define GPU_matrix_projection_set(x) GPU_matrix_projection_set(_GPU_MAT4_CONST_CAST(x))
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# define GPU_matrix_model_view_get(x) GPU_matrix_model_view_get(_GPU_MAT4_CAST(x))
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# define GPU_matrix_projection_get(x) GPU_matrix_projection_get(_GPU_MAT4_CAST(x))
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# define GPU_matrix_model_view_projection_get(x) \
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GPU_matrix_model_view_projection_get(_GPU_MAT4_CAST(x))
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# define GPU_matrix_normal_get(x) GPU_matrix_normal_get(_GPU_MAT3_CAST(x))
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# define GPU_matrix_normal_inverse_get(x) GPU_matrix_normal_inverse_get(_GPU_MAT3_CAST(x))
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#endif /* SUPPRESS_GENERIC_MATRIX_API */
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/* Not part of the GPU_matrix API,
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* however we need to check these limits in code that calls into these API's. */
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#define GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT (-100)
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#define GPU_MATRIX_ORTHO_CLIP_FAR_DEFAULT (100)
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