diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2021-08-11 00:05:48 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2021-08-11 00:06:52 +0300 |
commit | fcd2d63b644edc9ad6a3be4b0fdbd41428a7392a (patch) | |
tree | 17976e740478b24b00591c44172beaef35be1c0d /source/blender/gpu | |
parent | 8652e69d8bd0ad3a6dcc6c1bbacfaf826df56744 (diff) |
Fix 'GPU_matrix_unproject_3fv' not working with out-of-bounds points
To solve this, the unproject code was redone in order to simplify and optimize.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/GPU_matrix.h | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_matrix.cc | 122 |
2 files changed, 43 insertions, 85 deletions
diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h index e073263f352..edf16f04349 100644 --- a/source/blender/gpu/GPU_matrix.h +++ b/source/blender/gpu/GPU_matrix.h @@ -131,15 +131,11 @@ void GPU_matrix_project_2fv(const float world[3], float r_win[2]); bool GPU_matrix_unproject_3fv(const float win[3], - const float model[4][4], + const float model_inverted[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); diff --git a/source/blender/gpu/intern/gpu_matrix.cc b/source/blender/gpu/intern/gpu_matrix.cc index efa04568401..e277dda3812 100644 --- a/source/blender/gpu/intern/gpu_matrix.cc +++ b/source/blender/gpu/intern/gpu_matrix.cc @@ -513,93 +513,55 @@ void GPU_matrix_project_2fv(const float world[3], win[1] = view[1] + (view[3] * (v[1] + 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_with_precalc( - const struct GPUMatrixUnproject_Precalc *precalc, float co[3]) -{ - /* 'precalc->dims' is the result of 'projmat_dimensions(proj, ...)'. */ - co[0] = (float)scalenormd(precalc->dims.xmin, precalc->dims.xmax, co[0]); - co[1] = (float)scalenormd(precalc->dims.ymin, precalc->dims.ymax, co[1]); - - 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] / precalc->dims.zmin; - co[1] *= co[2] / precalc->dims.zmin; - } - else { - co[2] = (float)scalenormd(precalc->dims.zmin, precalc->dims.zmax, co[2]); - } - 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_db(proj, - &precalc->dims.xmin, - &precalc->dims.xmax, - &precalc->dims.ymin, - &precalc->dims.ymax, - &precalc->dims.zmin, - &precalc->dims.zmax); - if (isinf(precalc->dims.zmax)) { - /* We cannot retrieve the actual value of the clip_end. - * Use `FLT_MAX` to avoid NAN's. */ - precalc->dims.zmax = FLT_MAX; - } - 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_3fv_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_3fv(const float win[3], - const float model[4][4], + const float model_inverted[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); + zero_v3(r_world); + float in[3] = { + 2 * ((win[0] - view[0]) / view[2]) - 1.0f, + 2 * ((win[1] - view[1]) / view[3]) - 1.0f, + 2 * win[2] - 1.0f, + }; + + /** + * The same result could be obtained as follows: + * + * \code{.c} + * float projinv[4][4]; + * invert_m4_m4(projinv, projview); + * copy_v3_v3(r_world, in); + * mul_project_m4_v3(projinv, r_world); + * \endcode + * + * But that solution loses much precision. + * Therefore, get the same result without inverting the project view matrix. + */ + + float out[3]; + const bool is_persp = proj[3][3] == 0.0f; + if (is_persp) { + out[2] = proj[3][2] / (proj[2][2] + in[2]); + if (isinf(out[2])) { + out[2] = FLT_MAX; + } + out[0] = out[2] * ((proj[2][0] + in[0]) / proj[0][0]); + out[1] = out[2] * ((proj[2][1] + in[1]) / proj[1][1]); + out[2] *= -1; + } + else { + out[0] = (-proj[3][0] + in[0]) / proj[0][0]; + out[1] = (-proj[3][1] + in[1]) / proj[1][1]; + out[2] = (-proj[3][2] + in[2]) / proj[2][2]; + } + + if (!is_finite_v3(out)) { return false; } - GPU_matrix_unproject_3fv_with_precalc(&precalc, win, r_world); + + mul_v3_m4v3(r_world, model_inverted, out); return true; } |