/* * ***** 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 */ #ifndef _GPU_MATRIX_H_ #define _GPU_MATRIX_H_ #include "BLI_sys_types.h" #include "GPU_glew.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 gpuRotate3f(float deg, float x, float y, float z); /* axis of rotation should be a unit vector */ 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); /* 3D Projection between Window and World Space */ void gpuProject(const float world[3], const float model[4][4], const float proj[4][4], const int view[4], float win[3]); bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const int view[4], float world[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); /* call after using glScale, glTranslate, etc. between draw calls */ void gpuMatrixUpdate_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 */