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authorMike Erwin <significant.bit@gmail.com>2017-04-13 11:00:19 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-13 11:00:19 +0300
commit1c426d5b6cf70dc4bf84b3bdc494b4543d68c715 (patch)
treeec57aaf0cc299b9d60d0ddda920e2fc87e5fd080 /source/blender/gpu/intern/gpu_matrix.c
parentfae01c3a54f1122341404e88e41ef9bf275af1d6 (diff)
OpenGL: implement 2D with 4x4 matrices
... even though 3x3 feels better. This is a compromise to get core profile up & running sooner. Eventually I'd like to finish the original 3x3 plans, but this commit will let us get on with other tasks. External API stays (almost) the same. Our GLSL shaders can use this without any changes. Part of T49450 and T51164
Diffstat (limited to 'source/blender/gpu/intern/gpu_matrix.c')
-rw-r--r--source/blender/gpu/intern/gpu_matrix.c232
1 files changed, 177 insertions, 55 deletions
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c
index 8195722917d..186e14e825f 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -48,8 +48,13 @@ typedef struct {
Mat4 ModelViewStack3D[MATRIX_STACK_DEPTH];
Mat4 ProjectionMatrix3D;
+#if MATRIX_2D_4x4
+ Mat4 ModelViewStack2D[MATRIX_STACK_DEPTH];
+ Mat4 ProjectionMatrix2D;
+#else
Mat3 ModelViewStack2D[MATRIX_STACK_DEPTH];
Mat3 ProjectionMatrix2D;
+#endif
MatrixMode mode;
unsigned top; /* of current stack (would have to replicate if gpuResume2D/3D are implemented) */
@@ -80,8 +85,13 @@ void gpuMatrixBegin2D(void)
{
state.mode = MATRIX_MODE_2D;
state.top = 0;
+#if MATRIX_2D_4x4
+ unit_m4(ModelView2D);
+ unit_m4(Projection2D);
+#else
unit_m3(ModelView2D);
unit_m3(Projection2D);
+#endif
}
void gpuMatrixBegin3D(void)
@@ -103,7 +113,11 @@ void gpuMatrixEnd(void)
/* Check if matrix is numerically good */
static void checkmat(cosnt float *m)
{
+#if MATRIX_2D_4x4
+ const int n = 16;
+#else
const int n = state.mode == MATRIX_MODE_3D ? 16 : 9;
+#endif
for (int i = 0; i < n; i++) {
#if _MSC_VER
BLI_assert(_finite(m[i]));
@@ -138,7 +152,11 @@ void gpuPushMatrix(void)
if (state.mode == MATRIX_MODE_3D)
copy_m4_m4(ModelView3D, state.ModelViewStack3D[state.top - 1]);
else
+#if MATRIX_2D_4x4
+ copy_m4_m4(ModelView2D, state.ModelViewStack2D[state.top - 1]);
+#else
copy_m3_m3(ModelView2D, state.ModelViewStack2D[state.top - 1]);
+#endif
}
void gpuPopMatrix(void)
@@ -200,6 +218,7 @@ void gpuLoadProjectionMatrix3D(const float m[4][4])
state.dirty = true;
}
+#if 0 /* unused at the moment */
void gpuLoadMatrix2D(const float m[3][3])
{
BLI_assert(state.mode == MATRIX_MODE_2D);
@@ -207,6 +226,7 @@ void gpuLoadMatrix2D(const float m[3][3])
CHECKMAT(ModelView2D);
state.dirty = true;
}
+#endif
void gpuLoadIdentity(void)
{
@@ -215,7 +235,11 @@ void gpuLoadIdentity(void)
unit_m4(ModelView3D);
break;
case MATRIX_MODE_2D:
+#if MATRIX_2D_4x4
+ unit_m4(ModelView2D);
+#else
unit_m3(ModelView2D);
+#endif
break;
#if SUPPORT_LEGACY_MATRIX
case MATRIX_MODE_INACTIVE:
@@ -238,10 +262,17 @@ void gpuTranslate2f(float x, float y)
}
#endif
+#if MATRIX_2D_4x4
+ Mat4 m;
+ unit_m4(m);
+ m[3][0] = x;
+ m[3][1] = y;
+#else
Mat3 m;
unit_m3(m);
m[2][0] = x;
m[2][1] = y;
+#endif
gpuMultMatrix2D(m);
}
@@ -292,16 +323,18 @@ void gpuScaleUniform(float factor)
}
case MATRIX_MODE_2D:
{
- #if 0
- Mat3 m;
- scale_m3_fl(m, factor);
- /* this does 3D scaling in a 3x3 matrix. Can 2D scaling use this safely, or must set m[2][2] = 1.0? */
- #else
+#if MATRIX_2D_4x4
+ Mat4 m = {{0.0f}};
+ m[0][0] = factor;
+ m[1][1] = factor;
+ m[2][2] = 1.0f;
+ m[3][3] = 1.0f;
+#else
Mat3 m = {{0.0f}};
m[0][0] = factor;
m[1][1] = factor;
m[2][2] = 1.0f;
- #endif
+#endif
gpuMultMatrix2D(m);
break;
}
@@ -326,10 +359,18 @@ void gpuScale2f(float x, float y)
}
#endif
+#if MATRIX_2D_4x4
+ Mat4 m = {{0.0f}};
+ m[0][0] = x;
+ m[1][1] = y;
+ m[2][2] = 1.0f;
+ m[3][3] = 1.0f;
+#else
Mat3 m = {{0.0f}};
m[0][0] = x;
m[1][1] = y;
m[2][2] = 1.0f;
+#endif
gpuMultMatrix2D(m);
}
@@ -377,6 +418,15 @@ void gpuMultMatrix3D(const float m[4][4])
state.dirty = true;
}
+#if MATRIX_2D_4x4
+void gpuMultMatrix2D(const float m[4][4])
+{
+ BLI_assert(state.mode == MATRIX_MODE_2D);
+ mul_m4_m4_post(ModelView2D, m);
+ CHECKMAT(ModelView2D);
+ state.dirty = true;
+}
+#else
void gpuMultMatrix2D(const float m[3][3])
{
BLI_assert(state.mode == MATRIX_MODE_2D);
@@ -384,6 +434,7 @@ void gpuMultMatrix2D(const float m[3][3])
CHECKMAT(ModelView2D);
state.dirty = true;
}
+#endif
void gpuRotate2D(float deg)
{
@@ -395,7 +446,14 @@ void gpuRotate2D(float deg)
}
#endif
+#if MATRIX_2D_4x4
+ /* essentially RotateAxis('Z')
+ * TODO: simpler math for 2D case
+ */
+ rotate_m4(ModelView2D, 'Z', DEG2RADF(deg));
+#else
BLI_assert(false); /* TODO: finish for MATRIX_MODE_2D */
+#endif
}
void gpuRotate3f(float deg, float x, float y, float z)
@@ -437,15 +495,10 @@ void gpuRotateAxis(float deg, char axis)
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
-#if 1 /* rotate_m4 works in place, right? */
+ /* rotate_m4 works in place */
rotate_m4(ModelView3D, axis, DEG2RADF(deg));
CHECKMAT(ModelView3D);
state.dirty = true;
-#else /* rotate_m4 creates a new matrix */
- Mat4 m;
- rotate_m4(m, axis, DEG2RADF(deg));
- gpuMultMatrix3D(m);
-#endif
}
static void mat4_ortho_set(float m[4][4], float left, float right, float bottom, float top, float near, float far)
@@ -614,11 +667,13 @@ void gpuOrtho2D(float left, float right, float bottom, float top)
}
#endif
- /* TODO: this function, but correct */
BLI_assert(state.mode == MATRIX_MODE_2D);
+#if MATRIX_2D_4x4
Mat4 m;
mat4_ortho_set(m, left, right, bottom, top, -1.0f, 1.0f);
- copy_m3_m4(Projection2D, m);
+#else
+ /* TODO: correct 3x3 implementation */
+#endif
CHECKMAT(Projection2D);
state.dirty = true;
}
@@ -829,6 +884,49 @@ const float *gpuGetNormalMatrixInverse(float m[3][3])
return (const float*)m;
}
+#if MATRIX_2D_4x4
+static const float *gpuGetModelViewMatrix2D(float m[4][4])
+{
+ BLI_assert(state.mode == MATRIX_MODE_2D);
+
+ if (m) {
+ copy_m4_m4(m, ModelView2D);
+ return (const float*)m;
+ }
+ else {
+ return (const float*)ModelView2D;
+ }
+}
+
+static const float *gpuGetProjectionMatrix2D(float m[4][4])
+{
+ BLI_assert(state.mode == MATRIX_MODE_2D);
+
+ if (m) {
+ copy_m4_m4(m, Projection2D);
+ return (const float*)m;
+ }
+ else {
+ return (const float*)Projection2D;
+ }
+}
+
+static const float *gpuGetModelViewProjectionMatrix2D(float m[4][4])
+{
+ BLI_assert(state.mode == MATRIX_MODE_2D);
+
+ if (m == NULL) {
+ static Mat4 temp;
+ m = temp;
+ }
+
+ mul_m4_m4m4(m, Projection2D, ModelView2D);
+ return (const float*)m;
+}
+#else /* not MATRIX_2D_4x4 */
+/* TODO: implement 3x3 getters */
+#endif
+
void gpuBindMatrices(const ShaderInterface* shaderface)
{
/* set uniform values to matrix stack values
@@ -839,59 +937,83 @@ void gpuBindMatrices(const ShaderInterface* shaderface)
const ShaderInput *MV = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_3D);
const ShaderInput *P = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_3D);
const ShaderInput *MVP = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MVP_3D);
- const ShaderInput *N = ShaderInterface_builtin_uniform(shaderface, UNIFORM_NORMAL_3D);
+ /* TODO: teach ShaderInterface to distinguish 2D from 3D --^ */
- if (MV) {
- #if DEBUG_MATRIX_BIND
- puts("setting 3D MV matrix");
- #endif
+ if (state.mode == MATRIX_MODE_2D) {
+ if (MV) {
+ #if DEBUG_MATRIX_BIND
+ puts("setting 2D MV matrix");
+ #endif
- glUniformMatrix4fv(MV->location, 1, GL_FALSE, gpuGetModelViewMatrix3D(NULL));
- }
+ glUniformMatrix4fv(MV->location, 1, GL_FALSE, gpuGetModelViewMatrix2D(NULL));
+ }
- if (P) {
- #if DEBUG_MATRIX_BIND
- puts("setting 3D P matrix");
- #endif
+ if (P) {
+ #if DEBUG_MATRIX_BIND
+ puts("setting 2D P matrix");
+ #endif
- glUniformMatrix4fv(P->location, 1, GL_FALSE, gpuGetProjectionMatrix3D(NULL));
- }
+ glUniformMatrix4fv(P->location, 1, GL_FALSE, gpuGetProjectionMatrix2D(NULL));
+ }
- if (MVP) {
- #if DEBUG_MATRIX_BIND
- puts("setting 3D MVP matrix");
- #endif
+ if (MVP) {
+ #if DEBUG_MATRIX_BIND
+ puts("setting 2D MVP matrix");
+ #endif
- glUniformMatrix4fv(MVP->location, 1, GL_FALSE, gpuGetModelViewProjectionMatrix3D(NULL));
+ glUniformMatrix4fv(MVP->location, 1, GL_FALSE, gpuGetModelViewProjectionMatrix2D(NULL));
+ }
}
+ else {
+ const ShaderInput *N = ShaderInterface_builtin_uniform(shaderface, UNIFORM_NORMAL_3D);
+ const ShaderInput *MV_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_INV_3D);
+ const ShaderInput *P_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_INV_3D);
- if (N) {
- #if DEBUG_MATRIX_BIND
- puts("setting 3D normal matrix");
- #endif
+ if (MV) {
+ #if DEBUG_MATRIX_BIND
+ puts("setting 3D MV matrix");
+ #endif
- glUniformMatrix3fv(N->location, 1, GL_FALSE, gpuGetNormalMatrix(NULL));
- }
+ glUniformMatrix4fv(MV->location, 1, GL_FALSE, gpuGetModelViewMatrix3D(NULL));
+ }
- /* also needed by material.glsl
- * - ProjectionMatrixInverse
- * - ModelViewMatrixInverse
- */
- const ShaderInput *MV_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_INV_3D);
- const ShaderInput *P_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_INV_3D);
+ if (P) {
+ #if DEBUG_MATRIX_BIND
+ puts("setting 3D P matrix");
+ #endif
- if (MV_inv) {
- Mat4 m;
- gpuGetModelViewMatrix3D(m);
- invert_m4(m);
- glUniformMatrix4fv(MV_inv->location, 1, GL_FALSE, (const float*) m);
- }
+ glUniformMatrix4fv(P->location, 1, GL_FALSE, gpuGetProjectionMatrix3D(NULL));
+ }
+
+ if (MVP) {
+ #if DEBUG_MATRIX_BIND
+ puts("setting 3D MVP matrix");
+ #endif
+
+ glUniformMatrix4fv(MVP->location, 1, GL_FALSE, gpuGetModelViewProjectionMatrix3D(NULL));
+ }
+
+ if (N) {
+ #if DEBUG_MATRIX_BIND
+ puts("setting 3D normal matrix");
+ #endif
+
+ glUniformMatrix3fv(N->location, 1, GL_FALSE, gpuGetNormalMatrix(NULL));
+ }
+
+ if (MV_inv) {
+ Mat4 m;
+ gpuGetModelViewMatrix3D(m);
+ invert_m4(m);
+ glUniformMatrix4fv(MV_inv->location, 1, GL_FALSE, (const float*) m);
+ }
- if (P_inv) {
- Mat4 m;
- gpuGetProjectionMatrix3D(m);
- invert_m4(m);
- glUniformMatrix4fv(P_inv->location, 1, GL_FALSE, (const float*) m);
+ if (P_inv) {
+ Mat4 m;
+ gpuGetProjectionMatrix3D(m);
+ invert_m4(m);
+ glUniformMatrix4fv(P_inv->location, 1, GL_FALSE, (const float*) m);
+ }
}
state.dirty = false;