/* * 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. */ /** \file * \ingroup gpu */ #pragma once #include "BLI_sys_types.h" #ifdef __cplusplus extern "C" { #endif struct GPUShader; /** * To Identity transform & empty stack. */ void GPU_matrix_reset(void); /* ModelView Matrix (2D or 3D) */ void GPU_matrix_push(void); /* TODO: PushCopy vs PushIdentity? */ void GPU_matrix_pop(void); void GPU_matrix_identity_set(void); void GPU_matrix_scale_1f(float factor); /* 3D ModelView Matrix */ void GPU_matrix_set(const float m[4][4]); void GPU_matrix_mul(const float m[4][4]); void GPU_matrix_translate_3f(float x, float y, float z); void GPU_matrix_translate_3fv(const float vec[3]); void GPU_matrix_scale_3f(float x, float y, float z); void GPU_matrix_scale_3fv(const float vec[3]); /** * Axis of rotation should be a unit vector. */ void GPU_matrix_rotate_3f(float deg, float x, float y, float z); /** * Axis of rotation should be a unit vector. */ void GPU_matrix_rotate_3fv(float deg, const float axis[3]); void GPU_matrix_rotate_axis(float deg, char axis); /* TODO: enum for axis? */ void GPU_matrix_look_at(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 GPU_matrix_translate_2f(float x, float y); void GPU_matrix_translate_2fv(const float vec[2]); void GPU_matrix_scale_2f(float x, float y); void GPU_matrix_scale_2fv(const float vec[2]); void GPU_matrix_rotate_2d(float deg); /* Projection Matrix (2D or 3D). */ void GPU_matrix_push_projection(void); void GPU_matrix_pop_projection(void); /* 3D Projection Matrix. */ void GPU_matrix_identity_projection_set(void); void GPU_matrix_projection_set(const float m[4][4]); void GPU_matrix_ortho_set(float left, float right, float bottom, float top, float near, float far); void GPU_matrix_ortho_set_z(float near, float far); void GPU_matrix_frustum_set( float left, float right, float bottom, float top, float near, float far); void GPU_matrix_perspective_set(float fovy, float aspect, float near, float far); /* 3D Projection between Window and World Space */ struct GPUMatrixUnproject_Precalc { float model_inverted[4][4]; float view[4]; bool is_persp; /** * Result of #projmat_dimensions_db. * Using double precision here is important as far clipping ranges * can cause divide-by-zero when using float, see: T66937. */ struct { double xmin, xmax; double ymin, ymax; double zmin, zmax; } dims; }; bool GPU_matrix_unproject_precalc(struct GPUMatrixUnproject_Precalc *unproj_precalc, const float model[4][4], const float proj[4][4], const int view[4]); void GPU_matrix_project_3fv(const float world[3], const float model[4][4], const float proj[4][4], const int view[4], float r_win[3]); void GPU_matrix_project_2fv(const float world[3], const float model[4][4], const float proj[4][4], const int view[4], float r_win[2]); bool GPU_matrix_unproject_3fv(const float win[3], const float model_inverted[4][4], const float proj[4][4], const int view[4], float r_world[3]); /* 2D Projection Matrix. */ void GPU_matrix_ortho_2d_set(float left, float right, float bottom, float top); /* Functions to get matrix values. */ const float (*GPU_matrix_model_view_get(float m[4][4]))[4]; const float (*GPU_matrix_projection_get(float m[4][4]))[4]; const float (*GPU_matrix_model_view_projection_get(float m[4][4]))[4]; const float (*GPU_matrix_normal_get(float m[3][3]))[3]; const float (*GPU_matrix_normal_inverse_get(float m[3][3]))[3]; /** * Set uniform values for currently bound shader. */ void GPU_matrix_bind(struct GPUShader *shader); bool GPU_matrix_dirty_get(void); /* since last bind */ /** * Own working polygon offset. */ float GPU_polygon_offset_calc(const float (*winmat)[4], float viewdist, float dist); /** * \note \a viewdist is only for orthographic projections at the moment. */ void GPU_polygon_offset(float viewdist, float dist); /* Python API needs to be able to inspect the stack so errors raise exceptions * instead of crashing. */ #ifdef USE_GPU_PY_MATRIX_API int GPU_matrix_stack_level_get_model_view(void); int GPU_matrix_stack_level_get_projection(void); /* static assert ensures this doesn't change! */ # define GPU_PY_MATRIX_STACK_LEN 31 #endif /* USE_GPU_PY_MATRIX_API */ #ifdef __cplusplus } #endif #ifndef SUPPRESS_GENERIC_MATRIX_API # if defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L) # define _GPU_MAT3_CONST_CAST(x) \ (_Generic((x), \ void *: (const float (*)[3])(x), \ float *: (const float (*)[3])(x), \ float [9]: (const float (*)[3])(x), \ float (*)[4]: (const float (*)[3])(x), \ float [4][4]: (const float (*)[3])(x), \ const void *: (const float (*)[3])(x), \ const float *: (const float (*)[3])(x), \ const float [9]: (const float (*)[3])(x), \ const float (*)[3]: (const float (*)[3])(x), \ const float [3][3]: (const float (*)[3])(x)) \ ) # define _GPU_MAT3_CAST(x) \ (_Generic((x), \ void *: (float (*)[3])(x), \ float *: (float (*)[3])(x), \ float [9]: (float (*)[3])(x), \ float (*)[3]: (float (*)[3])(x), \ float [3][3]: (float (*)[3])(x)) \ ) # define _GPU_MAT4_CONST_CAST(x) \ (_Generic((x), \ void *: (const float (*)[4])(x), \ float *: (const float (*)[4])(x), \ float [16]: (const float (*)[4])(x), \ float (*)[4]: (const float (*)[4])(x), \ float [4][4]: (const float (*)[4])(x), \ const void *: (const float (*)[4])(x), \ const float *: (const float (*)[4])(x), \ const float [16]: (const float (*)[4])(x), \ const float (*)[4]: (const float (*)[4])(x), \ const float [4][4]: (const float (*)[4])(x)) \ ) # define _GPU_MAT4_CAST(x) \ (_Generic((x), \ void *: (float (*)[4])(x), \ float *: (float (*)[4])(x), \ float [16]: (float (*)[4])(x), \ float (*)[4]: (float (*)[4])(x), \ float [4][4]: (float (*)[4])(x)) \ ) # else # define _GPU_MAT3_CONST_CAST(x) (const float(*)[3])(x) # define _GPU_MAT3_CAST(x) (float(*)[3])(x) # define _GPU_MAT4_CONST_CAST(x) (const float(*)[4])(x) # define _GPU_MAT4_CAST(x) (float(*)[4])(x) # endif /* C11 */ /* make matrix inputs generic, to avoid warnings */ # define GPU_matrix_mul(x) GPU_matrix_mul(_GPU_MAT4_CONST_CAST(x)) # define GPU_matrix_set(x) GPU_matrix_set(_GPU_MAT4_CONST_CAST(x)) # define GPU_matrix_projection_set(x) GPU_matrix_projection_set(_GPU_MAT4_CONST_CAST(x)) # define GPU_matrix_model_view_get(x) GPU_matrix_model_view_get(_GPU_MAT4_CAST(x)) # define GPU_matrix_projection_get(x) GPU_matrix_projection_get(_GPU_MAT4_CAST(x)) # define GPU_matrix_model_view_projection_get(x) \ GPU_matrix_model_view_projection_get(_GPU_MAT4_CAST(x)) # define GPU_matrix_normal_get(x) GPU_matrix_normal_get(_GPU_MAT3_CAST(x)) # define GPU_matrix_normal_inverse_get(x) GPU_matrix_normal_inverse_get(_GPU_MAT3_CAST(x)) #endif /* SUPPRESS_GENERIC_MATRIX_API */ /* Not part of the GPU_matrix API, * however we need to check these limits in code that calls into these API's. */ #define GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT (-100) #define GPU_MATRIX_ORTHO_CLIP_FAR_DEFAULT (100)