 e6425aa2bf
			
		
	
	e6425aa2bf
	
	
	
		
			
			Previously, we had one global `GPU_matrix` stack, so the API was not thread safe. This patch makes the stack be per `GPUContext`, effectively making it local per thread (`GPUContext` is located in thread local storage). Reviewed By: brecht Differential Revision: https://developer.blender.org/D5405
		
			
				
	
	
		
			732 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			732 lines
		
	
	
		
			18 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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| 
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| /** \file
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|  * \ingroup gpu
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|  */
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| 
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| #include "GPU_shader_interface.h"
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| 
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| #include "gpu_context_private.h"
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| #include "gpu_matrix_private.h"
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| 
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| #define SUPPRESS_GENERIC_MATRIX_API
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| #define USE_GPU_PY_MATRIX_API /* only so values are declared */
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| #include "GPU_matrix.h"
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| #undef USE_GPU_PY_MATRIX_API
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| 
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| #include "BLI_math_matrix.h"
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| #include "BLI_math_rotation.h"
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| #include "BLI_math_vector.h"
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| 
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| #include "MEM_guardedalloc.h"
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| 
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| #define DEBUG_MATRIX_BIND 0
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| 
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| #define MATRIX_STACK_DEPTH 32
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| 
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| typedef float Mat4[4][4];
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| typedef float Mat3[3][3];
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| 
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| typedef struct MatrixStack {
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|   Mat4 stack[MATRIX_STACK_DEPTH];
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|   uint top;
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| } MatrixStack;
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| 
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| typedef struct GPUMatrixState {
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|   MatrixStack model_view_stack;
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|   MatrixStack projection_stack;
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| 
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|   bool dirty;
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| 
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|   /* TODO: cache of derived matrices (Normal, MVP, inverse MVP, etc)
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|    * generate as needed for shaders, invalidate when original matrices change
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|    *
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|    * TODO: separate Model from View transform? Batches/objects have model,
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|    * camera/eye has view & projection
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|    */
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| } GPUMatrixState;
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| 
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| #define ModelViewStack gpu_context_active_matrix_state_get()->model_view_stack
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| #define ModelView ModelViewStack.stack[ModelViewStack.top]
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| 
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| #define ProjectionStack gpu_context_active_matrix_state_get()->projection_stack
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| #define Projection ProjectionStack.stack[ProjectionStack.top]
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| 
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| GPUMatrixState *GPU_matrix_state_create(void)
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| {
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| #define MATRIX_4X4_IDENTITY \
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|   { \
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|     {1.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f, 0.0f}, \
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|     { \
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|       0.0f, 0.0f, 0.0f, 1.0f \
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|     } \
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|   }
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| 
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|   GPUMatrixState *state = MEM_mallocN(sizeof(*state), __func__);
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|   const MatrixStack identity_stack = {{MATRIX_4X4_IDENTITY}, 0};
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| 
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|   state->model_view_stack = state->projection_stack = identity_stack;
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|   state->dirty = true;
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| 
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| #undef MATRIX_4X4_IDENTITY
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| 
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|   return state;
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| }
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| 
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| void GPU_matrix_state_discard(GPUMatrixState *state)
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| {
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|   MEM_freeN(state);
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| }
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| 
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| static void gpu_matrix_state_active_set_dirty(bool value)
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| {
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|   GPUMatrixState *state = gpu_context_active_matrix_state_get();
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|   state->dirty = value;
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| }
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| 
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| void GPU_matrix_reset(void)
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| {
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|   GPUMatrixState *state = gpu_context_active_matrix_state_get();
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|   state->model_view_stack.top = 0;
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|   state->projection_stack.top = 0;
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|   unit_m4(ModelView);
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|   unit_m4(Projection);
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| #ifdef WITH_GPU_SAFETY
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| 
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| /* Check if matrix is numerically good */
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| static void checkmat(cosnt float *m)
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| {
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|   const int n = 16;
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|   for (int i = 0; i < n; i++) {
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| #  if _MSC_VER
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|     BLI_assert(_finite(m[i]));
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| #  else
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|     BLI_assert(!isinf(m[i]));
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| #  endif
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|   }
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| }
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| 
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| #  define CHECKMAT(m) checkmat((const float *)m)
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| 
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| #else
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| 
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| #  define CHECKMAT(m)
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| 
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| #endif
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| 
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| void GPU_matrix_push(void)
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| {
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|   BLI_assert(ModelViewStack.top + 1 < MATRIX_STACK_DEPTH);
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|   ModelViewStack.top++;
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|   copy_m4_m4(ModelView, ModelViewStack.stack[ModelViewStack.top - 1]);
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| }
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| 
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| void GPU_matrix_pop(void)
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| {
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|   BLI_assert(ModelViewStack.top > 0);
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|   ModelViewStack.top--;
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| void GPU_matrix_push_projection(void)
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| {
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|   BLI_assert(ProjectionStack.top + 1 < MATRIX_STACK_DEPTH);
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|   ProjectionStack.top++;
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|   copy_m4_m4(Projection, ProjectionStack.stack[ProjectionStack.top - 1]);
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| }
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| 
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| void GPU_matrix_pop_projection(void)
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| {
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|   BLI_assert(ProjectionStack.top > 0);
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|   ProjectionStack.top--;
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| void GPU_matrix_set(const float m[4][4])
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| {
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|   copy_m4_m4(ModelView, m);
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|   CHECKMAT(ModelView3D);
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| void GPU_matrix_identity_projection_set(void)
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| {
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|   unit_m4(Projection);
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|   CHECKMAT(Projection3D);
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| void GPU_matrix_projection_set(const float m[4][4])
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| {
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|   copy_m4_m4(Projection, m);
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|   CHECKMAT(Projection3D);
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| void GPU_matrix_identity_set(void)
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| {
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|   unit_m4(ModelView);
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| void GPU_matrix_translate_2f(float x, float y)
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| {
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|   Mat4 m;
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|   unit_m4(m);
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|   m[3][0] = x;
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|   m[3][1] = y;
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|   GPU_matrix_mul(m);
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| }
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| 
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| void GPU_matrix_translate_2fv(const float vec[2])
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| {
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|   GPU_matrix_translate_2f(vec[0], vec[1]);
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| }
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| 
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| void GPU_matrix_translate_3f(float x, float y, float z)
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| {
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| #if 1
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|   translate_m4(ModelView, x, y, z);
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|   CHECKMAT(ModelView);
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| #else /* above works well in early testing, below is generic version */
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|   Mat4 m;
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|   unit_m4(m);
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|   m[3][0] = x;
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|   m[3][1] = y;
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|   m[3][2] = z;
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|   GPU_matrix_mul(m);
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| #endif
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| void GPU_matrix_translate_3fv(const float vec[3])
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| {
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|   GPU_matrix_translate_3f(vec[0], vec[1], vec[2]);
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| }
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| 
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| void GPU_matrix_scale_1f(float factor)
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| {
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|   Mat4 m;
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|   scale_m4_fl(m, factor);
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|   GPU_matrix_mul(m);
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| }
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| 
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| void GPU_matrix_scale_2f(float x, float y)
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| {
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|   Mat4 m = {{0.0f}};
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|   m[0][0] = x;
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|   m[1][1] = y;
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|   m[2][2] = 1.0f;
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|   m[3][3] = 1.0f;
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|   GPU_matrix_mul(m);
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| }
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| 
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| void GPU_matrix_scale_2fv(const float vec[2])
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| {
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|   GPU_matrix_scale_2f(vec[0], vec[1]);
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| }
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| 
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| void GPU_matrix_scale_3f(float x, float y, float z)
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| {
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|   Mat4 m = {{0.0f}};
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|   m[0][0] = x;
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|   m[1][1] = y;
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|   m[2][2] = z;
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|   m[3][3] = 1.0f;
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|   GPU_matrix_mul(m);
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| }
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| 
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| void GPU_matrix_scale_3fv(const float vec[3])
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| {
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|   GPU_matrix_scale_3f(vec[0], vec[1], vec[2]);
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| }
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| 
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| void GPU_matrix_mul(const float m[4][4])
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| {
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|   mul_m4_m4_post(ModelView, m);
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|   CHECKMAT(ModelView);
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| void GPU_matrix_rotate_2d(float deg)
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| {
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|   /* essentially RotateAxis('Z')
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|    * TODO: simpler math for 2D case
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|    */
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|   rotate_m4(ModelView, 'Z', DEG2RADF(deg));
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| }
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| 
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| void GPU_matrix_rotate_3f(float deg, float x, float y, float z)
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| {
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|   const float axis[3] = {x, y, z};
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|   GPU_matrix_rotate_3fv(deg, axis);
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| }
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| 
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| void GPU_matrix_rotate_3fv(float deg, const float axis[3])
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| {
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|   Mat4 m;
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|   axis_angle_to_mat4(m, axis, DEG2RADF(deg));
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|   GPU_matrix_mul(m);
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| }
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| 
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| void GPU_matrix_rotate_axis(float deg, char axis)
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| {
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|   /* rotate_m4 works in place */
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|   rotate_m4(ModelView, axis, DEG2RADF(deg));
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|   CHECKMAT(ModelView);
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| static void mat4_ortho_set(
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|     float m[4][4], float left, float right, float bottom, float top, float near, float far)
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| {
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|   m[0][0] = 2.0f / (right - left);
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|   m[1][0] = 0.0f;
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|   m[2][0] = 0.0f;
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|   m[3][0] = -(right + left) / (right - left);
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| 
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|   m[0][1] = 0.0f;
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|   m[1][1] = 2.0f / (top - bottom);
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|   m[2][1] = 0.0f;
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|   m[3][1] = -(top + bottom) / (top - bottom);
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| 
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|   m[0][2] = 0.0f;
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|   m[1][2] = 0.0f;
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|   m[2][2] = -2.0f / (far - near);
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|   m[3][2] = -(far + near) / (far - near);
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| 
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|   m[0][3] = 0.0f;
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|   m[1][3] = 0.0f;
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|   m[2][3] = 0.0f;
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|   m[3][3] = 1.0f;
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| 
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| static void mat4_frustum_set(
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|     float m[4][4], float left, float right, float bottom, float top, float near, float far)
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| {
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|   m[0][0] = 2.0f * near / (right - left);
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|   m[1][0] = 0.0f;
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|   m[2][0] = (right + left) / (right - left);
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|   m[3][0] = 0.0f;
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| 
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|   m[0][1] = 0.0f;
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|   m[1][1] = 2.0f * near / (top - bottom);
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|   m[2][1] = (top + bottom) / (top - bottom);
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|   m[3][1] = 0.0f;
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| 
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|   m[0][2] = 0.0f;
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|   m[1][2] = 0.0f;
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|   m[2][2] = -(far + near) / (far - near);
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|   m[3][2] = -2.0f * far * near / (far - near);
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| 
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|   m[0][3] = 0.0f;
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|   m[1][3] = 0.0f;
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|   m[2][3] = -1.0f;
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|   m[3][3] = 0.0f;
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| 
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| static void mat4_look_from_origin(float m[4][4], float lookdir[3], float camup[3])
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| {
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|   /* This function is loosely based on Mesa implementation.
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|    *
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|    * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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|    * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
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|    *
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|    * Permission is hereby granted, free of charge, to any person obtaining a
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|    * copy of this software and associated documentation files (the "Software"),
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|    * to deal in the Software without restriction, including without limitation
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|    * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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|    * and/or sell copies of the Software, and to permit persons to whom the
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|    * Software is furnished to do so, subject to the following conditions:
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|    *
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|    * The above copyright notice including the dates of first publication and
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|    * either this permission notice or a reference to
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|    * http://oss.sgi.com/projects/FreeB/
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|    * shall be included in all copies or substantial portions of the Software.
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|    *
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|    * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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|    * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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|    * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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|    * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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|    * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
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|    * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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|    * SOFTWARE.
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|    *
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|    * Except as contained in this notice, the name of Silicon Graphics, Inc.
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|    * shall not be used in advertising or otherwise to promote the sale, use or
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|    * other dealings in this Software without prior written authorization from
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|    * Silicon Graphics, Inc.
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|    */
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|   float side[3];
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| 
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|   normalize_v3(lookdir);
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| 
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|   cross_v3_v3v3(side, lookdir, camup);
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| 
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|   normalize_v3(side);
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| 
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|   cross_v3_v3v3(camup, side, lookdir);
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| 
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|   m[0][0] = side[0];
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|   m[1][0] = side[1];
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|   m[2][0] = side[2];
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|   m[3][0] = 0.0f;
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| 
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|   m[0][1] = camup[0];
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|   m[1][1] = camup[1];
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|   m[2][1] = camup[2];
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|   m[3][1] = 0.0f;
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| 
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|   m[0][2] = -lookdir[0];
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|   m[1][2] = -lookdir[1];
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|   m[2][2] = -lookdir[2];
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|   m[3][2] = 0.0f;
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| 
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|   m[0][3] = 0.0f;
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|   m[1][3] = 0.0f;
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|   m[2][3] = 0.0f;
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|   m[3][3] = 1.0f;
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| 
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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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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| {
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|   mat4_ortho_set(Projection, left, right, bottom, top, near, far);
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|   CHECKMAT(Projection);
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| void GPU_matrix_ortho_2d_set(float left, float right, float bottom, float top)
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| {
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|   Mat4 m;
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|   mat4_ortho_set(m, left, right, bottom, top, -1.0f, 1.0f);
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|   CHECKMAT(Projection2D);
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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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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| {
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|   mat4_frustum_set(Projection, left, right, bottom, top, near, far);
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|   CHECKMAT(Projection);
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|   gpu_matrix_state_active_set_dirty(true);
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| }
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| 
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| void GPU_matrix_perspective_set(float fovy, float aspect, float near, float far)
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| {
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|   float half_height = tanf(fovy * (float)(M_PI / 360.0)) * near;
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|   float half_width = half_height * aspect;
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|   GPU_matrix_frustum_set(-half_width, +half_width, -half_height, +half_height, near, far);
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| }
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| 
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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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| {
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|   Mat4 cm;
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|   float lookdir[3];
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|   float camup[3] = {upX, upY, upZ};
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| 
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|   lookdir[0] = centerX - eyeX;
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|   lookdir[1] = centerY - eyeY;
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|   lookdir[2] = centerZ - eyeZ;
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| 
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|   mat4_look_from_origin(cm, lookdir, camup);
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| 
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|   GPU_matrix_mul(cm);
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|   GPU_matrix_translate_3f(-eyeX, -eyeY, -eyeZ);
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| }
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| 
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| void GPU_matrix_project(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 win[3])
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| {
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|   float v[4];
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| 
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|   mul_v4_m4v3(v, model, world);
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|   mul_m4_v4(proj, v);
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| 
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|   if (v[3] != 0.0f) {
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|     mul_v3_fl(v, 1.0f / v[3]);
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|   }
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| 
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|   win[0] = view[0] + (view[2] * (v[0] + 1)) * 0.5f;
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|   win[1] = view[1] + (view[3] * (v[1] + 1)) * 0.5f;
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|   win[2] = (v[2] + 1) * 0.5f;
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| }
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| 
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| /**
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|  * The same result could be obtained as follows:
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|  *
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|  * \code{.c}
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|  * float projinv[4][4];
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|  * invert_m4_m4(projinv, projmat);
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|  * co[0] = 2 * co[0] - 1;
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|  * co[1] = 2 * co[1] - 1;
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|  * co[2] = 2 * co[2] - 1;
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|  * mul_project_m4_v3(projinv, co);
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|  * \endcode
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|  *
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|  * But that solution loses much precision.
 | |
|  * Therefore, get the same result without inverting the matrix.
 | |
|  */
 | |
| static void gpu_mul_invert_projmat_m4_unmapped_v3_with_precalc(
 | |
|     const struct GPUMatrixUnproject_Precalc *precalc, float co[3])
 | |
| {
 | |
|   /* 'precalc->dims' is the result of 'projmat_dimensions(proj, ...)'. */
 | |
|   co[0] = precalc->dims.xmin + co[0] * (precalc->dims.xmax - precalc->dims.xmin);
 | |
|   co[1] = precalc->dims.ymin + co[1] * (precalc->dims.ymax - precalc->dims.ymin);
 | |
| 
 | |
|   if (precalc->is_persp) {
 | |
|     co[2] = precalc->dims.zmax * precalc->dims.zmin /
 | |
|             (precalc->dims.zmax + co[2] * (precalc->dims.zmin - precalc->dims.zmax));
 | |
|     co[0] *= co[2];
 | |
|     co[1] *= co[2];
 | |
|   }
 | |
|   else {
 | |
|     co[2] = precalc->dims.zmin + co[2] * (precalc->dims.zmax - precalc->dims.zmin);
 | |
|   }
 | |
|   co[2] *= -1;
 | |
| }
 | |
| 
 | |
| bool GPU_matrix_unproject_precalc(struct GPUMatrixUnproject_Precalc *precalc,
 | |
|                                   const float model[4][4],
 | |
|                                   const float proj[4][4],
 | |
|                                   const int view[4])
 | |
| {
 | |
|   precalc->is_persp = proj[3][3] == 0.0f;
 | |
|   projmat_dimensions(proj,
 | |
|                      &precalc->dims.xmin,
 | |
|                      &precalc->dims.xmax,
 | |
|                      &precalc->dims.ymin,
 | |
|                      &precalc->dims.ymax,
 | |
|                      &precalc->dims.zmin,
 | |
|                      &precalc->dims.zmax);
 | |
|   for (int i = 0; i < 4; i++) {
 | |
|     precalc->view[i] = (float)view[i];
 | |
|   }
 | |
|   if (!invert_m4_m4(precalc->model_inverted, model)) {
 | |
|     unit_m4(precalc->model_inverted);
 | |
|     return false;
 | |
|   }
 | |
|   return true;
 | |
| }
 | |
| 
 | |
| void GPU_matrix_unproject_with_precalc(const struct GPUMatrixUnproject_Precalc *precalc,
 | |
|                                        const float win[3],
 | |
|                                        float r_world[3])
 | |
| {
 | |
|   float in[3] = {
 | |
|       (win[0] - precalc->view[0]) / precalc->view[2],
 | |
|       (win[1] - precalc->view[1]) / precalc->view[3],
 | |
|       win[2],
 | |
|   };
 | |
|   gpu_mul_invert_projmat_m4_unmapped_v3_with_precalc(precalc, in);
 | |
|   mul_v3_m4v3(r_world, precalc->model_inverted, in);
 | |
| }
 | |
| 
 | |
| bool GPU_matrix_unproject(const float win[3],
 | |
|                           const float model[4][4],
 | |
|                           const float proj[4][4],
 | |
|                           const int view[4],
 | |
|                           float r_world[3])
 | |
| {
 | |
|   struct GPUMatrixUnproject_Precalc precalc;
 | |
|   if (!GPU_matrix_unproject_precalc(&precalc, model, proj, view)) {
 | |
|     zero_v3(r_world);
 | |
|     return false;
 | |
|   }
 | |
|   GPU_matrix_unproject_with_precalc(&precalc, win, r_world);
 | |
|   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);
 | |
|   }
 | |
| 
 | |
|   gpu_matrix_state_active_set_dirty(false);
 | |
| }
 | |
| 
 | |
| bool GPU_matrix_dirty_get(void)
 | |
| {
 | |
|   GPUMatrixState *state = gpu_context_active_matrix_state_get();
 | |
|   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)
 | |
| {
 | |
|   GPUMatrixState *state = gpu_context_active_matrix_state_get();
 | |
|   return (int)state->model_view_stack.top;
 | |
| }
 | |
| 
 | |
| int GPU_matrix_stack_level_get_projection(void)
 | |
| {
 | |
|   GPUMatrixState *state = gpu_context_active_matrix_state_get();
 | |
|   return (int)state->projection_stack.top;
 | |
| }
 | |
| 
 | |
| /** \} */
 |