Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/gpu/intern/gpu_matrix.cc')
-rw-r--r--source/blender/gpu/intern/gpu_matrix.cc122
1 files changed, 42 insertions, 80 deletions
diff --git a/source/blender/gpu/intern/gpu_matrix.cc b/source/blender/gpu/intern/gpu_matrix.cc
index efa04568401..bbcc241f5e3 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;
}