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Diffstat (limited to 'source/blender/gpu/GPU_matrix.h')
-rw-r--r--source/blender/gpu/GPU_matrix.h147
1 files changed, 147 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h
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+#ifndef _GPU_MATRIX_H_
+#define _GPU_MATRIX_H_
+
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2012 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Alexandr Kuznetsov, Jason Wilkins, Mike Erwin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file source/blender/gpu/GPU_matrix.h
+ * \ingroup gpu
+ */
+
+#include "GPU_glew.h"
+#include <stdbool.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* For now we support the legacy matrix stack in gpuGetMatrix functions.
+ * Will remove this after switching to core profile, which can happen after
+ * we convert all code to use the API in this file. */
+#define SUPPORT_LEGACY_MATRIX 1
+
+
+void gpuMatrixInit(void); /* called by system -- make private? */
+
+
+/* MatrixMode is conceptually different from GL_MATRIX_MODE */
+
+typedef enum {
+ MATRIX_MODE_INACTIVE,
+ MATRIX_MODE_2D,
+ MATRIX_MODE_3D
+} MatrixMode;
+
+MatrixMode gpuMatrixMode(void);
+
+void gpuMatrixBegin2D(void);
+void gpuMatrixBegin3D(void);
+void gpuMatrixEnd(void);
+/* TODO: gpuMatrixResume2D & gpuMatrixResume3D to switch modes but not reset stack */
+
+
+/* ModelView Matrix (2D or 3D) */
+
+void gpuPushMatrix(void); /* TODO: PushCopy vs PushIdentity? */
+void gpuPopMatrix(void);
+
+void gpuLoadIdentity(void);
+
+void gpuScaleUniform(float factor);
+
+
+/* 3D ModelView Matrix */
+
+void gpuLoadMatrix3D(const float m[4][4]);
+void gpuMultMatrix3D(const float m[4][4]);
+//const float *gpuGetMatrix3D(float m[4][4]);
+
+void gpuTranslate3f(float x, float y, float z);
+void gpuTranslate3fv(const float vec[3]);
+void gpuScale3f(float x, float y, float z);
+void gpuScale3fv(const float vec[3]);
+void gpuRotate3fv(float deg, const float axis[3]); /* axis of rotation should be a unit vector */
+void gpuRotateAxis(float deg, char axis); /* TODO: enum for axis? */
+
+void gpuLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ);
+/* TODO: variant that takes eye[3], center[3], up[3] */
+
+
+/* 2D ModelView Matrix */
+
+void gpuLoadMatrix2D(const float m[3][3]);
+void gpuMultMatrix2D(const float m[3][3]);
+
+void gpuTranslate2f(float x, float y);
+void gpuTranslate2fv(const float vec[2]);
+void gpuScale2f(float x, float y);
+void gpuScale2fv(const float vec[2]);
+void gpuRotate2D(float deg);
+
+
+/* 3D Projection Matrix */
+
+void gpuOrtho(float left, float right, float bottom, float top, float near, float far);
+void gpuFrustum(float left, float right, float bottom, float top, float near, float far);
+void gpuPerspective(float fovy, float aspect, float near, float far);
+
+/* pass vector through current transform (world --> screen) */
+void gpuProject(const float obj[3], const float model[4][4], const float proj[4][4], const GLint view[4], float win[3]);
+
+/* pass vector through inverse transform (world <-- screen) */
+bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const GLint view[4], float obj[3]);
+
+
+/* 2D Projection Matrix */
+
+void gpuOrtho2D(float left, float right, float bottom, float top);
+
+
+/* functions to get matrix values */
+const float *gpuGetModelViewMatrix3D(float m[4][4]);
+const float *gpuGetProjectionMatrix3D(float m[4][4]);
+const float *gpuGetModelViewProjectionMatrix3D(float m[4][4]);
+
+const float *gpuGetNormalMatrix(float m[3][3]);
+const float *gpuGetNormalMatrixInverse(float m[3][3]);
+
+
+#if SUPPORT_LEGACY_MATRIX
+/* copy top matrix from each legacy stack into new fresh stack */
+void gpuMatrixBegin3D_legacy(void);
+#endif
+
+
+/* set uniform values for currently bound shader */
+void gpuBindMatrices(GLuint program);
+bool gpuMatricesDirty(void); /* since last bind */
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* GPU_MATRIX_H */