No longer needed since 231b5d96bb
tracks dirty state of legacy matrix stacks.
Part of T49450
147 lines
4.4 KiB
C++
147 lines
4.4 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* The Original Code is: all of this file.
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*
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* Contributor(s): Alexandr Kuznetsov, Jason Wilkins, Mike Erwin
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file source/blender/gpu/GPU_matrix.h
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* \ingroup gpu
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*/
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#ifndef _GPU_MATRIX_H_
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#define _GPU_MATRIX_H_
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#include "BLI_sys_types.h"
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#include "GPU_glew.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* For now we support the legacy matrix stack in gpuGetMatrix functions.
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* Will remove this after switching to core profile, which can happen after
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* we convert all code to use the API in this file. */
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#define SUPPORT_LEGACY_MATRIX 1
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void gpuMatrixInit(void); /* called by system -- make private? */
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/* MatrixMode is conceptually different from GL_MATRIX_MODE */
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typedef enum {
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MATRIX_MODE_INACTIVE,
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MATRIX_MODE_2D,
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MATRIX_MODE_3D
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} MatrixMode;
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MatrixMode gpuMatrixMode(void);
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void gpuMatrixBegin2D(void);
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void gpuMatrixBegin3D(void);
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void gpuMatrixEnd(void);
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/* TODO: gpuMatrixResume2D & gpuMatrixResume3D to switch modes but not reset stack */
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/* ModelView Matrix (2D or 3D) */
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void gpuPushMatrix(void); /* TODO: PushCopy vs PushIdentity? */
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void gpuPopMatrix(void);
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void gpuLoadIdentity(void);
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void gpuScaleUniform(float factor);
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/* 3D ModelView Matrix */
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void gpuLoadMatrix3D(const float m[4][4]);
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void gpuMultMatrix3D(const float m[4][4]);
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//const float *gpuGetMatrix3D(float m[4][4]);
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void gpuTranslate3f(float x, float y, float z);
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void gpuTranslate3fv(const float vec[3]);
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void gpuScale3f(float x, float y, float z);
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void gpuScale3fv(const float vec[3]);
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void gpuRotate3f(float deg, float x, float y, float z); /* axis of rotation should be a unit vector */
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void gpuRotate3fv(float deg, const float axis[3]); /* axis of rotation should be a unit vector */
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void gpuRotateAxis(float deg, char axis); /* TODO: enum for axis? */
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void gpuLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, 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 gpuLoadMatrix2D(const float m[3][3]);
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void gpuMultMatrix2D(const float m[3][3]);
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void gpuTranslate2f(float x, float y);
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void gpuTranslate2fv(const float vec[2]);
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void gpuScale2f(float x, float y);
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void gpuScale2fv(const float vec[2]);
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void gpuRotate2D(float deg);
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/* 3D Projection Matrix */
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void gpuOrtho(float left, float right, float bottom, float top, float near, float far);
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void gpuFrustum(float left, float right, float bottom, float top, float near, float far);
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void gpuPerspective(float fovy, float aspect, float near, float far);
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/* 3D Projection between Window and World Space */
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void gpuProject(const float world[3], const float model[4][4], const float proj[4][4], const int view[4], float win[3]);
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bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const int view[4], float world[3]);
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/* 2D Projection Matrix */
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void gpuOrtho2D(float left, float right, float bottom, float top);
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/* functions to get matrix values */
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const float *gpuGetModelViewMatrix3D(float m[4][4]);
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const float *gpuGetProjectionMatrix3D(float m[4][4]);
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const float *gpuGetModelViewProjectionMatrix3D(float m[4][4]);
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const float *gpuGetNormalMatrix(float m[3][3]);
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const float *gpuGetNormalMatrixInverse(float m[3][3]);
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#if SUPPORT_LEGACY_MATRIX
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/* copy top matrix from each legacy stack into new fresh stack */
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void gpuMatrixBegin3D_legacy(void);
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#endif
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/* set uniform values for currently bound shader */
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void gpuBindMatrices(GLuint program);
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bool gpuMatricesDirty(void); /* since last bind */
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#ifdef __cplusplus
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}
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#endif
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#endif /* GPU_MATRIX_H */
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