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authorGermano Cavalcante <germano.costa@ig.com.br>2021-08-11 00:05:48 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2021-08-11 00:06:52 +0300
commitfcd2d63b644edc9ad6a3be4b0fdbd41428a7392a (patch)
tree17976e740478b24b00591c44172beaef35be1c0d /source/blender
parent8652e69d8bd0ad3a6dcc6c1bbacfaf826df56744 (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')
-rw-r--r--source/blender/editors/space_view3d/view3d_project.c2
-rw-r--r--source/blender/gpu/GPU_matrix.h6
-rw-r--r--source/blender/gpu/intern/gpu_matrix.cc122
-rw-r--r--source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c8
4 files changed, 46 insertions, 92 deletions
diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c
index d926ea84e0f..88efc530484 100644
--- a/source/blender/editors/space_view3d/view3d_project.c
+++ b/source/blender/editors/space_view3d/view3d_project.c
@@ -843,7 +843,7 @@ bool ED_view3d_unproject_v3(
const int viewport[4] = {0, 0, region->winx, region->winy};
const float region_co[3] = {regionx, regiony, regionz};
- return GPU_matrix_unproject_3fv(region_co, rv3d->viewmat, rv3d->winmat, viewport, world);
+ return GPU_matrix_unproject_3fv(region_co, rv3d->viewinv, rv3d->winmat, viewport, world);
}
/** \} */
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;
}
diff --git a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
index 5ec26a7b208..b90e288776e 100644
--- a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
+++ b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
@@ -616,11 +616,7 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
const int viewport[4] = {0, 0, region->winx, region->winy};
float co_3d_origin[3];
- /* Avoid multiple calculations. */
- struct GPUMatrixUnproject_Precalc unproj_precalc;
- GPU_matrix_unproject_precalc(&unproj_precalc, rv3d->viewmat, rv3d->winmat, viewport);
-
- GPU_matrix_unproject_3fv_with_precalc(&unproj_precalc, co_screen, co_3d_origin);
+ GPU_matrix_unproject_3fv(co_screen, rv3d->viewinv, rv3d->winmat, viewport, co_3d_origin);
uint *buf_iter = buffer;
int hit_found = -1;
@@ -631,7 +627,7 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
wmGizmo *gz = visible_gizmos[buf_iter[3] >> 8];
float co_3d[3];
co_screen[2] = int_as_float(buf_iter[1]);
- GPU_matrix_unproject_3fv_with_precalc(&unproj_precalc, co_screen, co_3d);
+ GPU_matrix_unproject_3fv(co_screen, rv3d->viewinv, rv3d->winmat, viewport, co_3d_origin);
float select_bias = gz->select_bias;
if ((gz->flag & WM_GIZMO_DRAW_NO_SCALE) == 0) {
select_bias *= gz->scale_final;