Files
blender/source/blender/gpu/intern/gpu_matrix.c
Mike Erwin b02786ae6b Gawain: use ShaderInterface to manage uniforms
This eliminates tons of glGetUniformLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now!

- Batch_Uniform*
- immUniform*
- gpuBindMatrices
- and others
2017-04-13 01:07:51 -04:00

904 lines
19 KiB
C

/*
* ***** 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 ipmlied 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/intern/gpu_matrix.c
* \ingroup gpu
*/
#define SUPPRESS_GENERIC_MATRIX_API
#include "GPU_matrix.h"
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#define DEBUG_MATRIX_BIND 0
#define MATRIX_STACK_DEPTH 32
typedef float Mat4[4][4];
typedef float Mat3[3][3];
typedef struct {
Mat4 ModelViewStack3D[MATRIX_STACK_DEPTH];
Mat4 ProjectionMatrix3D;
Mat3 ModelViewStack2D[MATRIX_STACK_DEPTH];
Mat3 ProjectionMatrix2D;
MatrixMode mode;
unsigned top; /* of current stack (would have to replicate if gpuResume2D/3D are implemented) */
bool dirty;
/* TODO: cache of derived matrices (Normal, MVP, inverse MVP, etc)
* generate as needed for shaders, invalidate when original matrices change
*
* TODO: separate Model from View transform? Batches/objects have model,
* camera/eye has view & projection
*/
} MatrixState;
static MatrixState state; /* TODO(merwin): make part of GPUContext, alongside immediate mode & state tracker */
#define ModelView3D state.ModelViewStack3D[state.top]
#define ModelView2D state.ModelViewStack2D[state.top]
#define Projection3D state.ProjectionMatrix3D
#define Projection2D state.ProjectionMatrix2D
void gpuMatrixInit(void)
{
memset(&state, 0, sizeof(MatrixState));
}
void gpuMatrixBegin2D(void)
{
state.mode = MATRIX_MODE_2D;
state.top = 0;
unit_m3(ModelView2D);
unit_m3(Projection2D);
}
void gpuMatrixBegin3D(void)
{
state.mode = MATRIX_MODE_3D;
state.top = 0;
unit_m4(ModelView3D);
unit_m4(Projection3D);
}
void gpuMatrixEnd(void)
{
state.mode = MATRIX_MODE_INACTIVE;
}
#ifdef WITH_GPU_SAFETY
/* Check if matrix is numerically good */
static void checkmat(cosnt float *m)
{
const int n = state.mode == MATRIX_MODE_3D ? 16 : 9;
for (int i = 0; i < n; i++) {
#if _MSC_VER
BLI_assert(_finite(m[i]));
#else
BLI_assert(!isinf(m[i]));
#endif
}
}
#define CHECKMAT(m) checkmat((const float*)m)
#else
#define CHECKMAT(m)
#endif
void gpuPushMatrix(void)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glPushMatrix();
state.dirty = true;
return;
}
#endif
BLI_assert(state.mode != MATRIX_MODE_INACTIVE);
BLI_assert(state.top < MATRIX_STACK_DEPTH);
state.top++;
if (state.mode == MATRIX_MODE_3D)
copy_m4_m4(ModelView3D, state.ModelViewStack3D[state.top - 1]);
else
copy_m3_m3(ModelView2D, state.ModelViewStack2D[state.top - 1]);
}
void gpuPopMatrix(void)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glPopMatrix();
state.dirty = true;
return;
}
#endif
BLI_assert(state.mode != MATRIX_MODE_INACTIVE);
BLI_assert(state.top > 0);
state.top--;
state.dirty = true;
}
void gpuLoadMatrix3D(const float m[4][4])
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glLoadMatrixf((const float*) m);
state.dirty = true;
return;
}
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
copy_m4_m4(ModelView3D, m);
CHECKMAT(ModelView3D);
state.dirty = true;
}
void gpuLoadProjectionMatrix3D(const float m[4][4])
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
}
glLoadMatrixf((const float*) m);
if (mode != GL_PROJECTION_MATRIX) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
copy_m4_m4(Projection3D, m);
CHECKMAT(Projection3D);
state.dirty = true;
}
void gpuLoadMatrix2D(const float m[3][3])
{
BLI_assert(state.mode == MATRIX_MODE_2D);
copy_m3_m3(ModelView2D, m);
CHECKMAT(ModelView2D);
state.dirty = true;
}
void gpuLoadIdentity(void)
{
switch (state.mode) {
case MATRIX_MODE_3D:
unit_m4(ModelView3D);
break;
case MATRIX_MODE_2D:
unit_m3(ModelView2D);
break;
#if SUPPORT_LEGACY_MATRIX
case MATRIX_MODE_INACTIVE:
glLoadIdentity();
break;
#endif
default:
BLI_assert(false);
}
state.dirty = true;
}
void gpuTranslate2f(float x, float y)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glTranslatef(x, y, 0.0f);
state.dirty = true;
return;
}
#endif
Mat3 m;
unit_m3(m);
m[2][0] = x;
m[2][1] = y;
gpuMultMatrix2D(m);
}
void gpuTranslate2fv(const float vec[2])
{
gpuTranslate2f(vec[0], vec[1]);
}
void gpuTranslate3f(float x, float y, float z)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glTranslatef(x, y, z);
state.dirty = true;
return;
}
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
#if 1
translate_m4(ModelView3D, x, y, z);
CHECKMAT(ModelView3D);
#else /* above works well in early testing, below is generic version */
Mat4 m;
unit_m4(m);
m[3][0] = x;
m[3][1] = y;
m[3][2] = z;
gpuMultMatrix3D(m);
#endif
state.dirty = true;
}
void gpuTranslate3fv(const float vec[3])
{
gpuTranslate3f(vec[0], vec[1], vec[2]);
}
void gpuScaleUniform(float factor)
{
switch (state.mode) {
case MATRIX_MODE_3D:
{
Mat4 m;
scale_m4_fl(m, factor);
gpuMultMatrix3D(m);
break;
}
case MATRIX_MODE_2D:
{
#if 0
Mat3 m;
scale_m3_fl(m, factor);
/* this does 3D scaling in a 3x3 matrix. Can 2D scaling use this safely, or must set m[2][2] = 1.0? */
#else
Mat3 m = {{0.0f}};
m[0][0] = factor;
m[1][1] = factor;
m[2][2] = 1.0f;
#endif
gpuMultMatrix2D(m);
break;
}
#if SUPPORT_LEGACY_MATRIX
case MATRIX_MODE_INACTIVE:
glScalef(factor, factor, factor); /* always scale Z since we can't distinguish 2D from 3D */
state.dirty = true;
break;
#endif
default:
BLI_assert(false);
}
}
void gpuScale2f(float x, float y)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glScalef(x, y, 1.0f);
state.dirty = true;
return;
}
#endif
Mat3 m = {{0.0f}};
m[0][0] = x;
m[1][1] = y;
m[2][2] = 1.0f;
gpuMultMatrix2D(m);
}
void gpuScale2fv(const float vec[2])
{
gpuScale2f(vec[0], vec[1]);
}
void gpuScale3f(float x, float y, float z)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glScalef(x, y, z);
state.dirty = true;
return;
}
#endif
Mat4 m = {{0.0f}};
m[0][0] = x;
m[1][1] = y;
m[2][2] = z;
m[3][3] = 1.0f;
gpuMultMatrix3D(m);
}
void gpuScale3fv(const float vec[3])
{
gpuScale3f(vec[0], vec[1], vec[2]);
}
void gpuMultMatrix3D(const float m[4][4])
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glMultMatrixf((const float*) m);
state.dirty = true;
return;
}
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
mul_m4_m4_post(ModelView3D, m);
CHECKMAT(ModelView3D);
state.dirty = true;
}
void gpuMultMatrix2D(const float m[3][3])
{
BLI_assert(state.mode == MATRIX_MODE_2D);
mul_m3_m3_post(ModelView2D, m);
CHECKMAT(ModelView2D);
state.dirty = true;
}
void gpuRotate2D(float deg)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glRotatef(deg, 0.0f, 0.0f, 1.0f);
state.dirty = true;
return;
}
#endif
BLI_assert(false); /* TODO: finish for MATRIX_MODE_2D */
}
void gpuRotate3f(float deg, float x, float y, float z)
{
const float axis[3] = {x, y, z};
gpuRotate3fv(deg, axis);
}
void gpuRotate3fv(float deg, const float axis[3])
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
glRotatef(deg, axis[0], axis[1], axis[2]);
state.dirty = true;
return;
}
#endif
Mat4 m;
axis_angle_to_mat4(m, axis, DEG2RADF(deg));
gpuMultMatrix3D(m);
}
void gpuRotateAxis(float deg, char axis)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
float a[3] = { 0.0f };
switch (axis) {
case 'X': a[0] = 1.0f; break;
case 'Y': a[1] = 1.0f; break;
case 'Z': a[2] = 1.0f; break;
default: BLI_assert(false); /* bad axis */
}
glRotatef(deg, a[0], a[1], a[2]);
state.dirty = true;
return;
}
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
#if 1 /* rotate_m4 works in place, right? */
rotate_m4(ModelView3D, axis, DEG2RADF(deg));
CHECKMAT(ModelView3D);
state.dirty = true;
#else /* rotate_m4 creates a new matrix */
Mat4 m;
rotate_m4(m, axis, DEG2RADF(deg));
gpuMultMatrix3D(m);
#endif
}
static void mat4_ortho_set(float m[4][4], float left, float right, float bottom, float top, float near, float far)
{
m[0][0] = 2.0f / (right - left);
m[1][0] = 0.0f;
m[2][0] = 0.0f;
m[3][0] = -(right + left) / (right - left);
m[0][1] = 0.0f;
m[1][1] = 2.0f / (top - bottom);
m[2][1] = 0.0f;
m[3][1] = -(top + bottom) / (top - bottom);
m[0][2] = 0.0f;
m[1][2] = 0.0f;
m[2][2] = -2.0f / (far - near);
m[3][2] = -(far + near) / (far - near);
m[0][3] = 0.0f;
m[1][3] = 0.0f;
m[2][3] = 0.0f;
m[3][3] = 1.0f;
state.dirty = true;
}
static void mat4_frustum_set(float m[4][4], float left, float right, float bottom, float top, float near, float far)
{
m[0][0] = 2.0f * near / (right - left);
m[1][0] = 0.0f;
m[2][0] = (right + left) / (right - left);
m[3][0] = 0.0f;
m[0][1] = 0.0f;
m[1][1] = 2.0f * near / (top - bottom);
m[2][1] = (top + bottom) / (top - bottom);
m[3][1] = 0.0f;
m[0][2] = 0.0f;
m[1][2] = 0.0f;
m[2][2] = -(far + near) / (far - near);
m[3][2] = -2.0f * far * near / (far - near);
m[0][3] = 0.0f;
m[1][3] = 0.0f;
m[2][3] = -1.0f;
m[3][3] = 0.0f;
state.dirty = true;
}
static void mat4_look_from_origin(float m[4][4], float lookdir[3], float camup[3])
{
/* This function is loosely based on Mesa implementation.
*
* SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
* Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice including the dates of first publication and
* either this permission notice or a reference to
* http://oss.sgi.com/projects/FreeB/
* shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
* OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Except as contained in this notice, the name of Silicon Graphics, Inc.
* shall not be used in advertising or otherwise to promote the sale, use or
* other dealings in this Software without prior written authorization from
* Silicon Graphics, Inc.
*/
float side[3];
normalize_v3(lookdir);
cross_v3_v3v3(side, lookdir, camup);
normalize_v3(side);
cross_v3_v3v3(camup, side, lookdir);
m[0][0] = side[0];
m[1][0] = side[1];
m[2][0] = side[2];
m[3][0] = 0.0f;
m[0][1] = camup[0];
m[1][1] = camup[1];
m[2][1] = camup[2];
m[3][1] = 0.0f;
m[0][2] = -lookdir[0];
m[1][2] = -lookdir[1];
m[2][2] = -lookdir[2];
m[3][2] = 0.0f;
m[0][3] = 0.0f;
m[1][3] = 0.0f;
m[2][3] = 0.0f;
m[3][3] = 1.0f;
state.dirty = true;
}
void gpuOrtho(float left, float right, float bottom, float top, float near, float far)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
}
glLoadIdentity();
glOrtho(left, right, bottom, top, near, far);
if (mode != GL_PROJECTION_MATRIX) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
mat4_ortho_set(Projection3D, left, right, bottom, top, near, far);
CHECKMAT(Projection3D);
state.dirty = true;
}
void gpuOrtho2D(float left, float right, float bottom, float top)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
}
glLoadIdentity();
glOrtho(left, right, bottom, top, -1.0f, 1.0f);
if (mode != GL_PROJECTION_MATRIX) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
/* TODO: this function, but correct */
BLI_assert(state.mode == MATRIX_MODE_2D);
Mat4 m;
mat4_ortho_set(m, left, right, bottom, top, -1.0f, 1.0f);
copy_m3_m4(Projection2D, m);
CHECKMAT(Projection2D);
state.dirty = true;
}
void gpuFrustum(float left, float right, float bottom, float top, float near, float far)
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
GLenum mode;
glGetIntegerv(GL_MATRIX_MODE, (GLint*)&mode);
if (mode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
}
glLoadIdentity();
glFrustum(left, right, bottom, top, near, far);
if (mode != GL_PROJECTION_MATRIX) {
glMatrixMode(mode); /* restore */
}
state.dirty = true;
return;
}
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
mat4_frustum_set(Projection3D, left, right, bottom, top, near, far);
CHECKMAT(Projection3D);
state.dirty = true;
}
void gpuPerspective(float fovy, float aspect, float near, float far)
{
float half_height = tanf(fovy * (float)(M_PI / 360.0)) * near;
float half_width = half_height * aspect;
gpuFrustum(-half_width, +half_width, -half_height, +half_height, near, far);
}
void gpuLookAt(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)
{
Mat4 cm;
float lookdir[3];
float camup[3] = {upX, upY, upZ};
lookdir[0] = centerX - eyeX;
lookdir[1] = centerY - eyeY;
lookdir[2] = centerZ - eyeZ;
mat4_look_from_origin(cm, lookdir, camup);
gpuMultMatrix3D(cm);
gpuTranslate3f(-eyeX, -eyeY, -eyeZ);
}
void gpuProject(const float world[3], const float model[4][4], const float proj[4][4], const int view[4], float win[3])
{
float v[4];
mul_v4_m4v3(v, model, world);
mul_m4_v4(proj, v);
if (v[3] != 0.0f) {
mul_v3_fl(v, 1.0f / v[3]);
}
win[0] = view[0] + (view[2] * (v[0] + 1)) * 0.5f;
win[1] = view[1] + (view[3] * (v[1] + 1)) * 0.5f;
win[2] = (v[2] + 1) * 0.5f;
}
bool gpuUnProject(const float win[3], const float model[4][4], const float proj[4][4], const int view[4], float world[3])
{
float pm[4][4];
float in[4];
float out[4];
mul_m4_m4m4(pm, proj, model);
if (!invert_m4(pm)) {
zero_v3(world);
return false;
}
in[0] = win[0];
in[1] = win[1];
in[2] = win[2];
in[3] = 1;
/* Map x and y from window coordinates */
in[0] = (in[0] - view[0]) / view[2];
in[1] = (in[1] - view[1]) / view[3];
/* Map to range -1 to +1 */
in[0] = 2 * in[0] - 1;
in[1] = 2 * in[1] - 1;
in[2] = 2 * in[2] - 1;
mul_v4_m4v3(out, pm, in);
if (out[3] == 0.0f) {
copy_v3_v3(world, out);
return false;
}
mul_v3_v3fl(world, out, 1.0f / out[3]);
return true;
}
const float *gpuGetModelViewMatrix3D(float m[4][4])
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
if (m == NULL) {
static Mat4 temp;
m = temp;
}
glGetFloatv(GL_MODELVIEW_MATRIX, (float*)m);
return (const float*)m;
}
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
if (m) {
copy_m4_m4(m, ModelView3D);
return (const float*)m;
}
else {
return (const float*)ModelView3D;
}
}
const float *gpuGetProjectionMatrix3D(float m[4][4])
{
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
if (m == NULL) {
static Mat4 temp;
m = temp;
}
glGetFloatv(GL_PROJECTION_MATRIX, (float*)m);
return (const float*)m;
}
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
if (m) {
copy_m4_m4(m, Projection3D);
return (const float*)m;
}
else {
return (const float*)Projection3D;
}
}
const float *gpuGetModelViewProjectionMatrix3D(float m[4][4])
{
if (m == NULL) {
static Mat4 temp;
m = temp;
}
#if SUPPORT_LEGACY_MATRIX
if (state.mode == MATRIX_MODE_INACTIVE) {
Mat4 proj;
glGetFloatv(GL_MODELVIEW_MATRIX, (float*)m);
glGetFloatv(GL_PROJECTION_MATRIX, (float*)proj);
mul_m4_m4_pre(m, proj);
return (const float*)m;
}
#endif
BLI_assert(state.mode == MATRIX_MODE_3D);
mul_m4_m4m4(m, Projection3D, ModelView3D);
return (const float*)m;
}
const float *gpuGetNormalMatrix(float m[3][3])
{
if (m == NULL) {
static Mat3 temp3;
m = temp3;
}
copy_m3_m4(m, (const float (*)[4])gpuGetModelViewMatrix3D(NULL));
invert_m3(m);
transpose_m3(m);
return (const float*)m;
}
const float *gpuGetNormalMatrixInverse(float m[3][3])
{
if (m == NULL) {
static Mat3 temp3;
m = temp3;
}
gpuGetNormalMatrix(m);
invert_m3(m);
return (const float*)m;
}
void gpuBindMatrices(const ShaderInterface* shaderface)
{
/* set uniform values to matrix stack values
* call this before a draw call if desired matrices are dirty
* call glUseProgram before this, as glUniform expects program to be bound
*/
const ShaderInput *MV = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_3D);
const ShaderInput *P = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_3D);
const ShaderInput *MVP = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MVP_3D);
const ShaderInput *N = ShaderInterface_builtin_uniform(shaderface, UNIFORM_NORMAL_3D);
if (MV) {
#if DEBUG_MATRIX_BIND
puts("setting 3D MV matrix");
#endif
glUniformMatrix4fv(MV->location, 1, GL_FALSE, gpuGetModelViewMatrix3D(NULL));
}
if (P) {
#if DEBUG_MATRIX_BIND
puts("setting 3D P matrix");
#endif
glUniformMatrix4fv(P->location, 1, GL_FALSE, gpuGetProjectionMatrix3D(NULL));
}
if (MVP) {
#if DEBUG_MATRIX_BIND
puts("setting 3D MVP matrix");
#endif
glUniformMatrix4fv(MVP->location, 1, GL_FALSE, gpuGetModelViewProjectionMatrix3D(NULL));
}
if (N) {
#if DEBUG_MATRIX_BIND
puts("setting 3D normal matrix");
#endif
glUniformMatrix3fv(N->location, 1, GL_FALSE, gpuGetNormalMatrix(NULL));
}
/* also needed by material.glsl
* - ProjectionMatrixInverse
* - ModelViewMatrixInverse
*/
const ShaderInput *MV_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_INV_3D);
const ShaderInput *P_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_INV_3D);
if (MV_inv) {
Mat4 m;
gpuGetModelViewMatrix3D(m);
invert_m4(m);
glUniformMatrix4fv(MV_inv->location, 1, GL_FALSE, (const float*) m);
}
if (P_inv) {
Mat4 m;
gpuGetProjectionMatrix3D(m);
invert_m4(m);
glUniformMatrix4fv(P_inv->location, 1, GL_FALSE, (const float*) m);
}
state.dirty = false;
}
bool gpuMatricesDirty(void)
{
return state.dirty;
}