GPU_matrix: Add GPU_matrix_unproject_precalc
Pre-calculates values needed for unprojecting to avoid a matrix invert and extracting projection matrix dimensions for every call to GPU_matrix_unproject. Use for gizmo selection drawing.
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@ -96,21 +96,38 @@ void GPU_matrix_perspective_set(float fovy, float aspect, float near, float far)
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/* 3D Projection between Window and World Space */
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struct GPUMatrixUnproject_Precalc {
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float model_inverted[4][4];
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float view[4];
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bool is_persp;
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/** Result of 'projmat_dimensions'. */
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struct {
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float xmin, xmax;
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float ymin, ymax;
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float zmin, zmax;
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} dims;
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};
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bool GPU_matrix_unproject_precalc(struct GPUMatrixUnproject_Precalc *unproj_precalc,
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const float model[4][4],
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const float proj[4][4],
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const int view[4]);
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void GPU_matrix_project(const float world[3],
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const float model[4][4],
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const float proj[4][4],
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const int view[4],
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float win[3]);
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float r_win[3]);
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bool GPU_matrix_unproject(const float win[3],
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const float model[4][4],
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const float proj[4][4],
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const int view[4],
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float world[3]);
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void GPU_matrix_unproject_model_inverted(const float win[3],
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const float model_inverted[4][4],
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const float proj[4][4],
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const int view[4],
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float world[3]);
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float r_world[3]);
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void GPU_matrix_unproject_with_precalc(const struct GPUMatrixUnproject_Precalc *unproj_precalc,
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const float win[3],
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float r_world[3]);
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/* 2D Projection Matrix */
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@ -481,58 +481,73 @@ void GPU_matrix_project(const float world[3],
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* But that solution loses much precision.
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* Therefore, get the same result without inverting the matrix.
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*/
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static void gpu_mul_invert_projmat_m4_unmapped_v3(const float projmat[4][4], float co[3])
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static void gpu_mul_invert_projmat_m4_unmapped_v3_with_precalc(
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const struct GPUMatrixUnproject_Precalc *precalc, float co[3])
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{
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float left, right, bottom, top, near, far;
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bool is_persp = projmat[3][3] == 0.0f;
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/* 'precalc->dims' is the result of 'projmat_dimensions(proj, ...)'. */
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co[0] = precalc->dims.xmin + co[0] * (precalc->dims.xmax - precalc->dims.xmin);
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co[1] = precalc->dims.ymin + co[1] * (precalc->dims.ymax - precalc->dims.ymin);
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projmat_dimensions(projmat, &left, &right, &bottom, &top, &near, &far);
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co[0] = left + co[0] * (right - left);
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co[1] = bottom + co[1] * (top - bottom);
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if (is_persp) {
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co[2] = far * near / (far + co[2] * (near - far));
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if (precalc->is_persp) {
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co[2] = precalc->dims.zmax * precalc->dims.zmin /
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(precalc->dims.zmax + co[2] * (precalc->dims.zmin - precalc->dims.zmax));
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co[0] *= co[2];
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co[1] *= co[2];
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}
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else {
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co[2] = near + co[2] * (far - near);
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co[2] = precalc->dims.zmin + co[2] * (precalc->dims.zmax - precalc->dims.zmin);
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}
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co[2] *= -1;
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}
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void GPU_matrix_unproject_model_inverted(const float win[3],
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const float model_inverted[4][4],
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const float proj[4][4],
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const int view[4],
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float world[3])
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bool GPU_matrix_unproject_precalc(struct GPUMatrixUnproject_Precalc *precalc,
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const float model[4][4],
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const float proj[4][4],
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const int view[4])
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{
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float in[3];
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precalc->is_persp = proj[3][3] == 0.0f;
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projmat_dimensions(proj,
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&precalc->dims.xmin,
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&precalc->dims.xmax,
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&precalc->dims.ymin,
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&precalc->dims.ymax,
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&precalc->dims.zmin,
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&precalc->dims.zmax);
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for (int i = 0; i < 4; i++) {
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precalc->view[i] = (float)view[i];
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}
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if (!invert_m4_m4(precalc->model_inverted, model)) {
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unit_m4(precalc->model_inverted);
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return false;
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}
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return true;
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}
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copy_v3_v3(in, win);
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/* Map x and y from window coordinates */
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in[0] = (in[0] - view[0]) / view[2];
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in[1] = (in[1] - view[1]) / view[3];
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gpu_mul_invert_projmat_m4_unmapped_v3(proj, in);
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mul_v3_m4v3(world, model_inverted, in);
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void GPU_matrix_unproject_with_precalc(const struct GPUMatrixUnproject_Precalc *precalc,
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const float win[3],
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float r_world[3])
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{
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float in[3] = {
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(win[0] - precalc->view[0]) / precalc->view[2],
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(win[1] - precalc->view[1]) / precalc->view[3],
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win[2],
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};
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gpu_mul_invert_projmat_m4_unmapped_v3_with_precalc(precalc, in);
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mul_v3_m4v3(r_world, precalc->model_inverted, in);
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}
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bool GPU_matrix_unproject(const float win[3],
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const float model[4][4],
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const float proj[4][4],
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const int view[4],
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float world[3])
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float r_world[3])
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{
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float model_inverted[4][4];
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if (!invert_m4_m4(model_inverted, model)) {
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zero_v3(world);
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struct GPUMatrixUnproject_Precalc precalc;
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if (!GPU_matrix_unproject_precalc(&precalc, model, proj, view)) {
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zero_v3(r_world);
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return false;
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}
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GPU_matrix_unproject_model_inverted(win, model_inverted, proj, view, world);
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GPU_matrix_unproject_with_precalc(&precalc, win, r_world);
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return true;
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}
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@ -571,8 +571,11 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
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const int viewport[4] = {0, 0, ar->winx, ar->winy};
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float co_3d_origin[3];
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GPU_matrix_unproject_model_inverted(
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co_screen, rv3d->viewinv, rv3d->winmat, viewport, co_3d_origin);
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/* Avoid multiple calculations. */
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struct GPUMatrixUnproject_Precalc unproj_precalc;
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GPU_matrix_unproject_precalc(&unproj_precalc, rv3d->viewmat, rv3d->winmat, viewport);
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GPU_matrix_unproject_with_precalc(&unproj_precalc, co_screen, co_3d_origin);
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GLuint *buf_iter = buffer;
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int hit_found = -1;
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@ -583,7 +586,7 @@ static int gizmo_find_intersected_3d_intern(wmGizmo **visible_gizmos,
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wmGizmo *gz = visible_gizmos[buf_iter[3] >> 8];
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float co_3d[3];
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co_screen[2] = int_as_float(buf_iter[1]);
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GPU_matrix_unproject_model_inverted(co_screen, rv3d->viewinv, rv3d->winmat, viewport, co_3d);
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GPU_matrix_unproject_with_precalc(&unproj_precalc, co_screen, co_3d);
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float select_bias = gz->select_bias;
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if ((gz->flag & WM_GIZMO_DRAW_NO_SCALE) == 0) {
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select_bias *= gz->scale_final;
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