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blender-archive/source/blender/gpu/GPU_matrix.h
Campbell Barton f71cf99616 GPU: add 2D projection function
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.
2021-06-01 12:49:53 +10:00

244 lines
8.6 KiB
C++

/*
* 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.
*/
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_sys_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct GPUShader;
void GPU_matrix_reset(void); /* to Identity transform & empty stack */
/* ModelView Matrix (2D or 3D) */
void GPU_matrix_push(void); /* TODO: PushCopy vs PushIdentity? */
void GPU_matrix_pop(void);
void GPU_matrix_identity_set(void);
void GPU_matrix_scale_1f(float factor);
/* 3D ModelView Matrix */
void GPU_matrix_set(const float m[4][4]);
void GPU_matrix_mul(const float m[4][4]);
void GPU_matrix_translate_3f(float x, float y, float z);
void GPU_matrix_translate_3fv(const float vec[3]);
void GPU_matrix_scale_3f(float x, float y, float z);
void GPU_matrix_scale_3fv(const float vec[3]);
/* Axis of rotation should be a unit vector. */
void GPU_matrix_rotate_3f(float deg, float x, float y, float z);
/* Axis of rotation should be a unit vector. */
void GPU_matrix_rotate_3fv(float deg, const float axis[3]);
void GPU_matrix_rotate_axis(float deg, char axis); /* TODO: enum for axis? */
void GPU_matrix_look_at(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 GPU_matrix_translate_2f(float x, float y);
void GPU_matrix_translate_2fv(const float vec[2]);
void GPU_matrix_scale_2f(float x, float y);
void GPU_matrix_scale_2fv(const float vec[2]);
void GPU_matrix_rotate_2d(float deg);
/* Projection Matrix (2D or 3D) */
void GPU_matrix_push_projection(void);
void GPU_matrix_pop_projection(void);
/* 3D Projection Matrix */
void GPU_matrix_identity_projection_set(void);
void GPU_matrix_projection_set(const float m[4][4]);
void GPU_matrix_ortho_set(float left, float right, float bottom, float top, float near, float far);
void GPU_matrix_ortho_set_z(float near, float far);
void GPU_matrix_frustum_set(
float left, float right, float bottom, float top, float near, float far);
void GPU_matrix_perspective_set(float fovy, float aspect, float near, float far);
/* 3D Projection between Window and World Space */
struct GPUMatrixUnproject_Precalc {
float model_inverted[4][4];
float view[4];
bool is_persp;
/**
* Result of #projmat_dimensions_db.
* Using double precision here is important as far clipping ranges
* can cause divide-by-zero when using float, see: T66937.
*/
struct {
double xmin, xmax;
double ymin, ymax;
double zmin, zmax;
} dims;
};
bool GPU_matrix_unproject_precalc(struct GPUMatrixUnproject_Precalc *unproj_precalc,
const float model[4][4],
const float proj[4][4],
const int view[4]);
void GPU_matrix_project_3fv(const float world[3],
const float model[4][4],
const float proj[4][4],
const int view[4],
float r_win[3]);
void GPU_matrix_project_2fv(const float world[3],
const float model[4][4],
const float proj[4][4],
const int view[4],
float r_win[2]);
bool GPU_matrix_unproject_3fv(const float win[3],
const float model[4][4],
const float proj[4][4],
const int view[4],
float r_world[3]);
void GPU_matrix_unproject_3fv_with_precalc(const struct GPUMatrixUnproject_Precalc *unproj_precalc,
const float win[3],
float r_world[3]);
/* 2D Projection Matrix */
void GPU_matrix_ortho_2d_set(float left, float right, float bottom, float top);
/* functions to get matrix values */
const float (*GPU_matrix_model_view_get(float m[4][4]))[4];
const float (*GPU_matrix_projection_get(float m[4][4]))[4];
const float (*GPU_matrix_model_view_projection_get(float m[4][4]))[4];
const float (*GPU_matrix_normal_get(float m[3][3]))[3];
const float (*GPU_matrix_normal_inverse_get(float m[3][3]))[3];
/* set uniform values for currently bound shader */
void GPU_matrix_bind(struct GPUShader *shader);
bool GPU_matrix_dirty_get(void); /* since last bind */
/* own working polygon offset */
float GPU_polygon_offset_calc(const float (*winmat)[4], float viewdist, float dist);
void GPU_polygon_offset(float viewdist, float dist);
/* Python API needs to be able to inspect the stack so errors raise exceptions
* instead of crashing. */
#ifdef USE_GPU_PY_MATRIX_API
int GPU_matrix_stack_level_get_model_view(void);
int GPU_matrix_stack_level_get_projection(void);
/* static assert ensures this doesn't change! */
# define GPU_PY_MATRIX_STACK_LEN 31
#endif /* USE_GPU_PY_MATRIX_API */
#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 GPU_matrix_mul(x) GPU_matrix_mul(_GPU_MAT4_CONST_CAST(x))
# define GPU_matrix_set(x) GPU_matrix_set(_GPU_MAT4_CONST_CAST(x))
# define GPU_matrix_projection_set(x) GPU_matrix_projection_set(_GPU_MAT4_CONST_CAST(x))
# define GPU_matrix_model_view_get(x) GPU_matrix_model_view_get(_GPU_MAT4_CAST(x))
# define GPU_matrix_projection_get(x) GPU_matrix_projection_get(_GPU_MAT4_CAST(x))
# define GPU_matrix_model_view_projection_get(x) \
GPU_matrix_model_view_projection_get(_GPU_MAT4_CAST(x))
# define GPU_matrix_normal_get(x) GPU_matrix_normal_get(_GPU_MAT3_CAST(x))
# define GPU_matrix_normal_inverse_get(x) GPU_matrix_normal_inverse_get(_GPU_MAT3_CAST(x))
#endif /* SUPPRESS_GENERIC_MATRIX_API */
/* Not part of the GPU_matrix API,
* however we need to check these limits in code that calls into these API's. */
#define GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT (-100)
#define GPU_MATRIX_ORTHO_CLIP_FAR_DEFAULT (100)