Files
test2/source/blender/gpu/GPU_matrix.h
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

227 lines
7.2 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2012 Blender Foundation */
/** \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: #66937.
*/
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 (*)[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)