tornavis/source/blender/gpu/GPU_matrix.hh

228 lines
7.4 KiB
C++

/* SPDX-FileCopyrightText: 2012 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "BLI_sys_types.h"
struct GPUShader;
/**
* To Identity transform & empty stack.
*/
void GPU_matrix_reset();
/* ModelView Matrix (2D or 3D) */
/**
* Push a new matrix unto the stack (copying the previous matrix).
*
* \note A function `GPU_matrix_push_identity` could be added
* instead of calling #GPU_matrix_identity_set after pushing.
*/
void GPU_matrix_push();
void GPU_matrix_pop();
/**
* Set the model-view to an identity matrix.
*/
void GPU_matrix_identity_set();
/**
* Scale the model-view matrix.
*/
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 GPU_matrix_pop_projection();
/* 3D Projection Matrix. */
void GPU_matrix_identity_projection_set();
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: #66937.
*/
struct {
double xmin, xmax;
double ymin, ymax;
double zmin, zmax;
} dims;
};
bool GPU_matrix_unproject_precalc(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(GPUShader *shader);
bool GPU_matrix_dirty_get(); /* 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();
int GPU_matrix_stack_level_get_projection();
/* static assert ensures this doesn't change! */
# define GPU_PY_MATRIX_STACK_LEN 31
#endif /* USE_GPU_PY_MATRIX_API */
#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(*)[4]: (const float(*)[3])(x), \
const void *: (const float(*)[3])(x), \
const float *: (const float(*)[3])(x), \
const float(*)[3]: (const float(*)[3])(x)))
# define _GPU_MAT3_CAST(x) \
(_Generic((x), \
void *: (float(*)[3])(x), \
float *: (float(*)[3])(x), \
float(*)[3]: (float(*)[3])(x)))
# define _GPU_MAT4_CONST_CAST(x) \
(_Generic((x), \
void *: (const float(*)[4])(x), \
float *: (const float(*)[4])(x), \
float(*)[4]: (const float(*)[4])(x), \
const void *: (const float(*)[4])(x), \
const float *: (const float(*)[4])(x), \
const float(*)[4]: (const float(*)[4])(x)))
# define _GPU_MAT4_CAST(x) \
(_Generic((x), \
void *: (float(*)[4])(x), \
float *: (float(*)[4])(x), \
float(*)[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)