662 lines
15 KiB
C
662 lines
15 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 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.
|
|
*/
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*/
|
|
|
|
#include "GPU_shader_interface.h"
|
|
|
|
#define SUPPRESS_GENERIC_MATRIX_API
|
|
#define USE_GPU_PY_MATRIX_API /* only so values are declared */
|
|
#include "GPU_matrix.h"
|
|
#undef USE_GPU_PY_MATRIX_API
|
|
|
|
#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 MatrixStack {
|
|
Mat4 stack[MATRIX_STACK_DEPTH];
|
|
uint top;
|
|
} MatrixStack;
|
|
|
|
typedef struct {
|
|
MatrixStack model_view_stack;
|
|
MatrixStack projection_stack;
|
|
|
|
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;
|
|
|
|
#define MATRIX_4X4_IDENTITY {{1.0f, 0.0f, 0.0f, 0.0f}, \
|
|
{0.0f, 1.0f, 0.0f, 0.0f}, \
|
|
{0.0f, 0.0f, 1.0f, 0.0f}, \
|
|
{0.0f, 0.0f, 0.0f, 1.0f}}
|
|
|
|
static MatrixState state = {
|
|
.model_view_stack = {{MATRIX_4X4_IDENTITY}, 0},
|
|
.projection_stack = {{MATRIX_4X4_IDENTITY}, 0},
|
|
.dirty = true,
|
|
};
|
|
|
|
#undef MATRIX_4X4_IDENTITY
|
|
|
|
#define ModelViewStack state.model_view_stack
|
|
#define ModelView ModelViewStack.stack[ModelViewStack.top]
|
|
|
|
#define ProjectionStack state.projection_stack
|
|
#define Projection ProjectionStack.stack[ProjectionStack.top]
|
|
|
|
void GPU_matrix_reset(void)
|
|
{
|
|
state.model_view_stack.top = 0;
|
|
state.projection_stack.top = 0;
|
|
unit_m4(ModelView);
|
|
unit_m4(Projection);
|
|
state.dirty = true;
|
|
}
|
|
|
|
#ifdef WITH_GPU_SAFETY
|
|
|
|
/* Check if matrix is numerically good */
|
|
static void checkmat(cosnt float *m)
|
|
{
|
|
const int n = 16;
|
|
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 GPU_matrix_push(void)
|
|
{
|
|
BLI_assert(ModelViewStack.top + 1 < MATRIX_STACK_DEPTH);
|
|
ModelViewStack.top++;
|
|
copy_m4_m4(ModelView, ModelViewStack.stack[ModelViewStack.top - 1]);
|
|
}
|
|
|
|
void GPU_matrix_pop(void)
|
|
{
|
|
BLI_assert(ModelViewStack.top > 0);
|
|
ModelViewStack.top--;
|
|
state.dirty = true;
|
|
}
|
|
|
|
void GPU_matrix_push_projection(void)
|
|
{
|
|
BLI_assert(ProjectionStack.top + 1 < MATRIX_STACK_DEPTH);
|
|
ProjectionStack.top++;
|
|
copy_m4_m4(Projection, ProjectionStack.stack[ProjectionStack.top - 1]);
|
|
}
|
|
|
|
void GPU_matrix_pop_projection(void)
|
|
{
|
|
BLI_assert(ProjectionStack.top > 0);
|
|
ProjectionStack.top--;
|
|
state.dirty = true;
|
|
}
|
|
|
|
void GPU_matrix_set(const float m[4][4])
|
|
{
|
|
copy_m4_m4(ModelView, m);
|
|
CHECKMAT(ModelView3D);
|
|
state.dirty = true;
|
|
}
|
|
|
|
void GPU_matrix_identity_projection_set(void)
|
|
{
|
|
unit_m4(Projection);
|
|
CHECKMAT(Projection3D);
|
|
state.dirty = true;
|
|
}
|
|
|
|
void GPU_matrix_projection_set(const float m[4][4])
|
|
{
|
|
copy_m4_m4(Projection, m);
|
|
CHECKMAT(Projection3D);
|
|
state.dirty = true;
|
|
}
|
|
|
|
void GPU_matrix_identity_set(void)
|
|
{
|
|
unit_m4(ModelView);
|
|
state.dirty = true;
|
|
}
|
|
|
|
void GPU_matrix_translate_2f(float x, float y)
|
|
{
|
|
Mat4 m;
|
|
unit_m4(m);
|
|
m[3][0] = x;
|
|
m[3][1] = y;
|
|
GPU_matrix_mul(m);
|
|
}
|
|
|
|
void GPU_matrix_translate_2fv(const float vec[2])
|
|
{
|
|
GPU_matrix_translate_2f(vec[0], vec[1]);
|
|
}
|
|
|
|
void GPU_matrix_translate_3f(float x, float y, float z)
|
|
{
|
|
#if 1
|
|
translate_m4(ModelView, x, y, z);
|
|
CHECKMAT(ModelView);
|
|
#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;
|
|
GPU_matrix_mul(m);
|
|
#endif
|
|
state.dirty = true;
|
|
}
|
|
|
|
void GPU_matrix_translate_3fv(const float vec[3])
|
|
{
|
|
GPU_matrix_translate_3f(vec[0], vec[1], vec[2]);
|
|
}
|
|
|
|
void GPU_matrix_scale_1f(float factor)
|
|
{
|
|
Mat4 m;
|
|
scale_m4_fl(m, factor);
|
|
GPU_matrix_mul(m);
|
|
}
|
|
|
|
void GPU_matrix_scale_2f(float x, float y)
|
|
{
|
|
Mat4 m = {{0.0f}};
|
|
m[0][0] = x;
|
|
m[1][1] = y;
|
|
m[2][2] = 1.0f;
|
|
m[3][3] = 1.0f;
|
|
GPU_matrix_mul(m);
|
|
}
|
|
|
|
void GPU_matrix_scale_2fv(const float vec[2])
|
|
{
|
|
GPU_matrix_scale_2f(vec[0], vec[1]);
|
|
}
|
|
|
|
void GPU_matrix_scale_3f(float x, float y, float z)
|
|
{
|
|
Mat4 m = {{0.0f}};
|
|
m[0][0] = x;
|
|
m[1][1] = y;
|
|
m[2][2] = z;
|
|
m[3][3] = 1.0f;
|
|
GPU_matrix_mul(m);
|
|
}
|
|
|
|
void GPU_matrix_scale_3fv(const float vec[3])
|
|
{
|
|
GPU_matrix_scale_3f(vec[0], vec[1], vec[2]);
|
|
}
|
|
|
|
void GPU_matrix_mul(const float m[4][4])
|
|
{
|
|
mul_m4_m4_post(ModelView, m);
|
|
CHECKMAT(ModelView);
|
|
state.dirty = true;
|
|
}
|
|
|
|
void GPU_matrix_rotate_2d(float deg)
|
|
{
|
|
/* essentially RotateAxis('Z')
|
|
* TODO: simpler math for 2D case
|
|
*/
|
|
rotate_m4(ModelView, 'Z', DEG2RADF(deg));
|
|
}
|
|
|
|
void GPU_matrix_rotate_3f(float deg, float x, float y, float z)
|
|
{
|
|
const float axis[3] = {x, y, z};
|
|
GPU_matrix_rotate_3fv(deg, axis);
|
|
}
|
|
|
|
void GPU_matrix_rotate_3fv(float deg, const float axis[3])
|
|
{
|
|
Mat4 m;
|
|
axis_angle_to_mat4(m, axis, DEG2RADF(deg));
|
|
GPU_matrix_mul(m);
|
|
}
|
|
|
|
void GPU_matrix_rotate_axis(float deg, char axis)
|
|
{
|
|
/* rotate_m4 works in place */
|
|
rotate_m4(ModelView, axis, DEG2RADF(deg));
|
|
CHECKMAT(ModelView);
|
|
state.dirty = true;
|
|
}
|
|
|
|
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][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 GPU_matrix_ortho_set(float left, float right, float bottom, float top, float near, float far)
|
|
{
|
|
mat4_ortho_set(Projection, left, right, bottom, top, near, far);
|
|
CHECKMAT(Projection);
|
|
state.dirty = true;
|
|
}
|
|
|
|
void GPU_matrix_ortho_2d_set(float left, float right, float bottom, float top)
|
|
{
|
|
Mat4 m;
|
|
mat4_ortho_set(m, left, right, bottom, top, -1.0f, 1.0f);
|
|
CHECKMAT(Projection2D);
|
|
state.dirty = true;
|
|
}
|
|
|
|
void GPU_matrix_frustum_set(float left, float right, float bottom, float top, float near, float far)
|
|
{
|
|
mat4_frustum_set(Projection, left, right, bottom, top, near, far);
|
|
CHECKMAT(Projection);
|
|
state.dirty = true;
|
|
}
|
|
|
|
void GPU_matrix_perspective_set(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;
|
|
GPU_matrix_frustum_set(-half_width, +half_width, -half_height, +half_height, near, far);
|
|
}
|
|
|
|
void GPU_matrix_look_at(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);
|
|
|
|
GPU_matrix_mul(cm);
|
|
GPU_matrix_translate_3f(-eyeX, -eyeY, -eyeZ);
|
|
}
|
|
|
|
void GPU_matrix_project(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;
|
|
}
|
|
|
|
/**
|
|
* The same result could be obtained as follows:
|
|
*
|
|
* \code{.c}
|
|
* float projinv[4][4];
|
|
* invert_m4_m4(projinv, projmat);
|
|
* co[0] = 2 * co[0] - 1;
|
|
* co[1] = 2 * co[1] - 1;
|
|
* co[2] = 2 * co[2] - 1;
|
|
* mul_project_m4_v3(projinv, co);
|
|
* \endcode
|
|
*
|
|
* But that solution loses much precision.
|
|
* Therefore, get the same result without inverting the matrix.
|
|
*/
|
|
static void gpu_mul_invert_projmat_m4_unmapped_v3(const float projmat[4][4], float co[3])
|
|
{
|
|
float left, right, bottom, top, near, far;
|
|
bool is_persp = projmat[3][3] == 0.0f;
|
|
|
|
projmat_dimensions(
|
|
projmat, &left, &right, &bottom, &top, &near, &far);
|
|
|
|
co[0] = left + co[0] * (right - left);
|
|
co[1] = bottom + co[1] * (top - bottom);
|
|
|
|
if (is_persp) {
|
|
co[2] = far * near / (far + co[2] * (near - far));
|
|
co[0] *= co[2];
|
|
co[1] *= co[2];
|
|
}
|
|
else {
|
|
co[2] = near + co[2] * (far - near);
|
|
}
|
|
co[2] *= -1;
|
|
}
|
|
|
|
bool GPU_matrix_unproject(const float win[3], const float model[4][4], const float proj[4][4], const int view[4], float world[3])
|
|
{
|
|
float in[3];
|
|
float viewinv[4][4];
|
|
|
|
if (!invert_m4_m4(viewinv, model)) {
|
|
zero_v3(world);
|
|
return false;
|
|
}
|
|
|
|
copy_v3_v3(in, win);
|
|
|
|
/* Map x and y from window coordinates */
|
|
in[0] = (in[0] - view[0]) / view[2];
|
|
in[1] = (in[1] - view[1]) / view[3];
|
|
|
|
gpu_mul_invert_projmat_m4_unmapped_v3(proj, in);
|
|
mul_v3_m4v3(world, viewinv, in);
|
|
|
|
return true;
|
|
}
|
|
|
|
const float (*GPU_matrix_model_view_get(float m[4][4]))[4]
|
|
{
|
|
if (m) {
|
|
copy_m4_m4(m, ModelView);
|
|
return m;
|
|
}
|
|
else {
|
|
return ModelView;
|
|
}
|
|
}
|
|
|
|
const float (*GPU_matrix_projection_get(float m[4][4]))[4]
|
|
{
|
|
if (m) {
|
|
copy_m4_m4(m, Projection);
|
|
return m;
|
|
}
|
|
else {
|
|
return Projection;
|
|
}
|
|
}
|
|
|
|
const float (*GPU_matrix_model_view_projection_get(float m[4][4]))[4]
|
|
{
|
|
if (m == NULL) {
|
|
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 == NULL) {
|
|
static Mat3 temp3;
|
|
m = temp3;
|
|
}
|
|
|
|
copy_m3_m4(m, (const float (*)[4])GPU_matrix_model_view_get(NULL));
|
|
|
|
invert_m3(m);
|
|
transpose_m3(m);
|
|
|
|
return m;
|
|
}
|
|
|
|
const float (*GPU_matrix_normal_inverse_get(float m[3][3]))[3]
|
|
{
|
|
if (m == NULL) {
|
|
static Mat3 temp3;
|
|
m = temp3;
|
|
}
|
|
|
|
GPU_matrix_normal_get(m);
|
|
invert_m3(m);
|
|
|
|
return m;
|
|
}
|
|
|
|
void GPU_matrix_bind(const GPUShaderInterface *shaderface)
|
|
{
|
|
/* 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
|
|
*/
|
|
|
|
const GPUShaderInput *MV = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW);
|
|
const GPUShaderInput *P = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION);
|
|
const GPUShaderInput *MVP = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MVP);
|
|
|
|
const GPUShaderInput *N = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_NORMAL);
|
|
const GPUShaderInput *MV_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW_INV);
|
|
const GPUShaderInput *P_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION_INV);
|
|
|
|
if (MV) {
|
|
#if DEBUG_MATRIX_BIND
|
|
puts("setting MV matrix");
|
|
#endif
|
|
|
|
glUniformMatrix4fv(MV->location, 1, GL_FALSE, (const float *)GPU_matrix_model_view_get(NULL));
|
|
}
|
|
|
|
if (P) {
|
|
#if DEBUG_MATRIX_BIND
|
|
puts("setting P matrix");
|
|
#endif
|
|
|
|
glUniformMatrix4fv(P->location, 1, GL_FALSE, (const float *)GPU_matrix_projection_get(NULL));
|
|
}
|
|
|
|
if (MVP) {
|
|
#if DEBUG_MATRIX_BIND
|
|
puts("setting MVP matrix");
|
|
#endif
|
|
|
|
glUniformMatrix4fv(MVP->location, 1, GL_FALSE, (const float *)GPU_matrix_model_view_projection_get(NULL));
|
|
}
|
|
|
|
if (N) {
|
|
#if DEBUG_MATRIX_BIND
|
|
puts("setting normal matrix");
|
|
#endif
|
|
|
|
glUniformMatrix3fv(N->location, 1, GL_FALSE, (const float *)GPU_matrix_normal_get(NULL));
|
|
}
|
|
|
|
if (MV_inv) {
|
|
Mat4 m;
|
|
GPU_matrix_model_view_get(m);
|
|
invert_m4(m);
|
|
glUniformMatrix4fv(MV_inv->location, 1, GL_FALSE, (const float *)m);
|
|
}
|
|
|
|
if (P_inv) {
|
|
Mat4 m;
|
|
GPU_matrix_projection_get(m);
|
|
invert_m4(m);
|
|
glUniformMatrix4fv(P_inv->location, 1, GL_FALSE, (const float *)m);
|
|
}
|
|
|
|
state.dirty = false;
|
|
}
|
|
|
|
bool GPU_matrix_dirty_get(void)
|
|
{
|
|
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)
|
|
{
|
|
return (int)state.model_view_stack.top;
|
|
}
|
|
|
|
int GPU_matrix_stack_level_get_projection(void)
|
|
{
|
|
return (int)state.projection_stack.top;
|
|
}
|
|
|
|
/** \} */
|