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+/*
+ * Portions Copyright (C) 2003 Sun Microsystems, Inc.
+ * All rights reserved.
+ */
+
+/*
+ *
+ * COPYRIGHT NVIDIA CORPORATION 2003. ALL RIGHTS RESERVED.
+ * BY ACCESSING OR USING THIS SOFTWARE, YOU AGREE TO:
+ *
+ * 1) ACKNOWLEDGE NVIDIA'S EXCLUSIVE OWNERSHIP OF ALL RIGHTS
+ * IN AND TO THE SOFTWARE;
+ *
+ * 2) NOT MAKE OR DISTRIBUTE COPIES OF THE SOFTWARE WITHOUT
+ * INCLUDING THIS NOTICE AND AGREEMENT;
+ *
+ * 3) ACKNOWLEDGE THAT TO THE MAXIMUM EXTENT PERMITTED BY
+ * APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND
+ * THAT NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES,
+ * EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED
+ * TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
+ * FOR A PARTICULAR PURPOSE.
+ *
+ * IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY
+ * SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
+ * WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
+ * OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS
+ * INFORMATION, OR ANY OTHER PECUNIARY LOSS), INCLUDING ATTORNEYS'
+ * FEES, RELATING TO THE USE OF OR INABILITY TO USE THIS SOFTWARE,
+ * EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+ *
+ */
+
+package demos.infiniteShadowVolumes;
+
+import com.sun.opengl.util.gl2.GLUT;
+import demos.common.Demo;
+import demos.common.DemoListener;
+import demos.util.MD2;
+import gleem.BSphere;
+import gleem.BSphereProvider;
+import gleem.CameraParameters;
+import gleem.ExaminerViewer;
+import gleem.HandleBoxManip;
+import gleem.ManipManager;
+import gleem.MouseButtonHelper;
+import gleem.linalg.Mat4f;
+import gleem.linalg.Rotf;
+import gleem.linalg.Vec3f;
+import gleem.linalg.Vec4f;
+import java.awt.BorderLayout;
+import java.awt.Frame;
+import java.awt.event.KeyAdapter;
+import java.awt.event.KeyEvent;
+import java.awt.event.WindowAdapter;
+import java.awt.event.WindowEvent;
+import java.io.IOException;
+import java.nio.FloatBuffer;
+import javax.media.opengl.GL;
+import javax.media.opengl.GL2ES1;
+import javax.media.opengl.GL2;
+import javax.media.opengl.GLAutoDrawable;
+import javax.media.opengl.GLCapabilities;
+import javax.media.opengl.awt.AWTGLAutoDrawable;
+import javax.media.opengl.awt.GLCanvas;
+import javax.media.opengl.glu.GLU;
+
+
+
+/**
+ Infinite shadow volumes are described in the paper
+ "Practical and Robust Stenciled Shadow Volumes for
+ Hardware-Accelerated Rendering" which can be found
+ online at: <P>
+
+ <a href = "http://developer.nvidia.com/view.asp?IO=robust_shadow_volumes">http://developer.nvidia.com/view.asp?IO=robust_shadow_volumes</a><P>
+
+ This code is intended to illustrate the technique. It
+ is not optimized for performance. <P>
+
+ Cass Everitt <BR>
+ 04-04-2002 <P>
+
+ Ported to Java by Kenneth Russell
+*/
+
+public class InfiniteShadowVolumes extends Demo {
+ public static void main(String[] args) {
+ GLCapabilities caps = new GLCapabilities(null);
+ caps.setStencilBits(16);
+ final GLCanvas canvas = new GLCanvas(caps);
+ InfiniteShadowVolumes demo = new InfiniteShadowVolumes();
+ canvas.addGLEventListener(demo);
+
+ demo.setDemoListener(new DemoListener() {
+ public void shutdownDemo() {
+ runExit();
+ }
+ public void repaint() {
+ canvas.repaint();
+ }
+ });
+
+ Frame frame = new Frame("Infinite Stenciled Shadow Volumes");
+ frame.setLayout(new BorderLayout());
+ canvas.setSize(512, 512);
+ frame.add(canvas, BorderLayout.CENTER);
+ frame.pack();
+ frame.setVisible(true);
+ canvas.requestFocus();
+
+ frame.addWindowListener(new WindowAdapter() {
+ public void windowClosing(WindowEvent e) {
+ runExit();
+ }
+ });
+ }
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+
+ public void shutdownDemo() {
+ ManipManager.getManipManager().unregisterWindow((AWTGLAutoDrawable) drawable);
+ drawable.removeGLEventListener(this);
+ super.shutdownDemo();
+ }
+
+ static class Model {
+ Model() {
+ frame_num = 0;
+ frame_incr = 0.25f;
+ draw = true;
+ ambient = new Vec4f(0.1f, 0.1f, 0.1f, 1);
+ diffuse = new Vec4f(0.8f, 0, 0, 1);
+ specular = new Vec4f(0.6f, 0.6f, 0.6f, 1);
+ shininess = 64;
+ }
+
+ MD2.Model mod;
+ MD2.Frame interp_frame;
+ float frame_num;
+ float frame_incr;
+
+ Vec4f ambient;
+ Vec4f diffuse;
+ Vec4f specular;
+ float shininess;
+ boolean draw;
+ };
+
+ // You can load multiple models and
+ // position them independently. If they're
+ // quake2 models you can animate them as well.
+
+ private static final int MAX_MODELS = 4;
+ private Model[] m = new Model[MAX_MODELS];
+ private int curr_model = 0;
+ private int num_models = 0;
+
+ // selector for the current view mode
+ private static final int CAMERA_VIEW = 0;
+ private static final int SCENE_VIEW = 1;
+ private static final int CLIP_VIEW = 2;
+ private int curr_view = CAMERA_VIEW;
+
+ private GLU glu = new GLU();
+ private GLUT glut = new GLUT();
+
+ private GLAutoDrawable drawable;
+ private ExaminerViewer viewer;
+ private HandleBoxManip objectManip;
+ private HandleBoxManip lightManip;
+ private Mat4f objectManipXform;
+ private Mat4f lightManipXform;
+ int faceDisplayList;
+ int wallTexObject;
+
+ private boolean[] b = new boolean[256];
+
+ Vec4f light_position = new Vec4f(0,0,0,1);
+ float light_object_scale = 1;
+ float volume_alpha = .1f;
+ float room_ambient = .3f;
+
+ boolean doViewAll = true;
+
+ private boolean enableDepthClampNV;
+ private boolean toggleDepthClampNV;
+ private boolean animateContinually;
+ private boolean animateForward;
+ private boolean animateBackward;
+ private boolean hideCurrentModel;
+ private boolean toggleWireframe;
+
+ public void init(GLAutoDrawable drawable) {
+ GL2 gl = drawable.getGL().getGL2();
+
+ gl.glClearStencil(128);
+ //glEnable(GL2.GL_DEPTH_CLAMP_NV);
+ gl.glEnable(GL2.GL_DEPTH_TEST);
+ gl.glDepthFunc(GL2.GL_LESS);
+ gl.glEnable(GL2.GL_NORMALIZE);
+ gl.glLightModeli(GL2.GL_LIGHT_MODEL_TWO_SIDE, GL2.GL_FALSE);
+ float[] ambient = new float[] {0.3f, 0.3f, 0.3f, 1};
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, ambient, 0);
+ faceDisplayList = gl.glGenLists(1);
+ gl.glNewList(faceDisplayList, GL2.GL_COMPILE);
+ drawMesh(gl, 20, 40);
+ gl.glEndList();
+
+ int[] tmp = new int[1];
+ gl.glGenTextures(1, tmp, 0);
+ wallTexObject = tmp[0];
+ gl.glBindTexture(GL2.GL_TEXTURE_2D, wallTexObject);
+ gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_GENERATE_MIPMAP, GL2.GL_TRUE);
+ gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_LINEAR_MIPMAP_LINEAR);
+ gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR);
+
+ float[] tex = new float[32*32];
+ for(int i=0; i < 32; i++) {
+ for(int j=0; j < 32; j++) {
+ if ((i>>4 ^ j>>4) != 0)
+ tex[i+j*32] = 1;
+ else
+ tex[i+j*32] = .9f;
+ }
+ }
+ gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGBA, 32, 32, 0, GL2.GL_LUMINANCE, GL2.GL_FLOAT, FloatBuffer.wrap(tex));
+
+ initModel();
+
+ b['S'] = true; // no silhouette outlines
+ b['v'] = true; // no volume drawing
+ b['I'] = true; // use infinite far plane
+ b['L'] = true; // use local light for shadowing
+
+ doViewAll = true;
+
+ //TODO drawable has no addKeyListener
+// drawable.addKeyListener(new KeyAdapter() {
+// public void keyTyped(KeyEvent e) {
+// dispatchKey(e.getKeyChar());
+// demoListener.repaint();
+// }
+// });
+
+ // Register the window with the ManipManager
+ ManipManager manager = ManipManager.getManipManager();
+ manager.registerWindow((AWTGLAutoDrawable) drawable);
+ this.drawable = drawable;
+
+ objectManip = new HandleBoxManip();
+ manager.showManipInWindow(objectManip, (AWTGLAutoDrawable) drawable);
+ objectManip.setTranslation(new Vec3f(0, 0, -2));
+ objectManip.setRotation(new Rotf(new Vec3f(1, 0, 0), (float) Math.toRadians(-90)));
+
+ lightManip = new HandleBoxManip();
+ manager.showManipInWindow(lightManip, (AWTGLAutoDrawable) drawable);
+ lightManip.setTranslation(new Vec3f(0.5f, 0.5f, -1));
+ lightManip.setGeometryScale(new Vec3f(0.1f, 0.1f, 0.1f));
+
+ viewer = new ExaminerViewer(MouseButtonHelper.numMouseButtons());
+ viewer.attach((AWTGLAutoDrawable) drawable, new BSphereProvider() {
+ public BSphere getBoundingSphere() {
+ return new BSphere(objectManip.getTranslation(), 1.0f);
+ }
+ });
+ viewer.setZNear(1.0f);
+ viewer.setZFar(100.0f);
+ viewer.setOrientation(new Rotf(new Vec3f(0, 1, 0), (float) Math.toRadians(15)));
+
+ // FIXME
+ // glutAddMenuEntry("mouse controls view [1]", '1');
+ // glutAddMenuEntry("mouse controls model [2]", '2');
+ // glutAddMenuEntry("mouse controls light [3]", '3');
+ // glutAddMenuEntry("mouse controls room [4]", '4');
+ // glutAddMenuEntry("enable depth clamp [!]", '!');
+ // glutAddMenuEntry("disable depth clamp [~]", '~');
+ // glutAddMenuEntry("start animation [ ]", ' ');
+ // glutAddMenuEntry("step animation forward [a]", 'a');
+ // glutAddMenuEntry("step animation backward [b]", 'b');
+ // glutAddMenuEntry("toggle drawing silhouette [S]", 'S');
+ // glutAddMenuEntry("toggle drawing shadow [s]", 's');
+ // glutAddMenuEntry("toggle drawing visible shadow volume [v]", 'v');
+ // glutAddMenuEntry("toggle drawing model geometry[m]", 'm');
+
+ // glutAddMenuEntry("increase shadow volume alpha [;]", ';');
+ // glutAddMenuEntry("decrease shadow volume alpha [:]", ':');
+
+ // glutAddMenuEntry("next model [,]", ',');
+ // glutAddMenuEntry("hide current model [.]", '.');
+
+ // glutAddMenuEntry("toggle view frustum clip planes [X]", 'X');
+
+ // glutAddMenuEntry("camera view [5]", '5');
+ // glutAddMenuEntry("scene view [6]", '6');
+ // glutAddMenuEntry("clipspace view [7]", '7');
+
+ // glutAddMenuEntry("enable depth clamp [!]", '!');
+ // glutAddMenuEntry("disable depth clamp [~]", '~');
+
+ // glutAddMenuEntry("increase light size [n]", 'n');
+ // glutAddMenuEntry("decrease light size [N]", 'N');
+
+ // glutAddMenuEntry("move near plane in [[]", '[');
+ // glutAddMenuEntry("move near plane out []]", ']');
+ // glutAddMenuEntry("move far plane in [{]", '[');
+ // glutAddMenuEntry("move far plane out [}]", ']');
+
+ // glutAddMenuEntry("toggle local/infinite light [L]", 'L');
+
+ // glutAddMenuEntry("hide room [R]", 'R');
+
+ // glutAddMenuEntry("view all with camera [c]", 'c');
+
+ // glutAddMenuEntry("quit [<esc>]", 27);
+ }
+
+ public void dispose(GLAutoDrawable drawable) {
+ GL2 gl = drawable.getGL().getGL2();
+
+ gl.glDeleteLists(faceDisplayList, 1);
+ faceDisplayList=0;
+
+ int[] tmp = new int[1];
+ tmp[0]=wallTexObject;
+ gl.glDeleteTextures(1, tmp, 0);
+ wallTexObject = 0;
+
+ objectManip = null;
+ lightManip = null;
+ viewer = null;
+ }
+
+ public void display(GLAutoDrawable drawable) {
+ GL2 gl = drawable.getGL().getGL2();
+
+ gl.glMatrixMode(GL2.GL_PROJECTION);
+ gl.glLoadIdentity();
+
+ if (doViewAll) {
+ viewer.viewAll(gl);
+ doViewAll = false;
+ }
+
+ objectManipXform = objectManip.getTransform();
+ lightManipXform = lightManip.getTransform();
+
+ // TODO GL_DEPTH_CLAMP_NV not available
+// if (toggleDepthClampNV) {
+// if (enableDepthClampNV) {
+// gl.glEnable(GL2.GL_DEPTH_CLAMP_NV);
+// } else {
+// gl.glDisable(GL2.GL_DEPTH_CLAMP_NV);
+// }
+// toggleDepthClampNV = false;
+// }
+
+ if (b[' ']) {
+ animateForward = true;
+ }
+
+ if (animateForward) {
+ Model mm = m[curr_model];
+ mm.frame_num += mm.frame_incr;
+ if (mm.frame_num >= mm.mod.f.length)
+ mm.frame_num = 0;
+ interpolate_frame();
+ animateForward = false;
+ }
+
+ if (animateBackward) {
+ Model mm = m[curr_model];
+ mm.frame_num -= mm.frame_incr;
+ if (mm.frame_num < 0)
+ mm.frame_num += mm.mod.f.length;
+ interpolate_frame();
+ animateBackward = false;
+ }
+
+ if (hideCurrentModel) {
+ gl.glNewList(faceDisplayList, GL2.GL_COMPILE);
+ drawMesh(gl, 20, 40);
+ gl.glEndList();
+ hideCurrentModel = false;
+ }
+
+ if (toggleWireframe) {
+ if(b['w'])
+ gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);
+ else
+ gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL);
+ }
+
+ if(b['I']) {
+ // push far plane to infinity
+ switch (curr_view) {
+ case CAMERA_VIEW:
+ viewer.update(gl);
+ // Undo perspective effects of ExaminerViewer
+ gl.glMatrixMode(GL2.GL_PROJECTION);
+ gl.glLoadIdentity();
+ applyInfinitePerspective(gl, viewer);
+ break;
+
+ case SCENE_VIEW:
+ applyInfinitePerspective(gl, viewer);
+ // FIXME: do we need more primitives in the ExaminerViewer class?
+ // scenecam.apply_inverse_transform();
+ break;
+
+ case CLIP_VIEW:
+ applyInfinitePerspective(gl, viewer);
+ // FIXME
+ // clipcam.apply_inverse_transform();
+ gl.glScalef(10,10,-10);
+ applyInfinitePerspective(gl, viewer);
+ break;
+
+ default:
+ break;
+ }
+ } else {
+ switch (curr_view) {
+ case CAMERA_VIEW:
+ viewer.update(gl);
+ break;
+
+ case SCENE_VIEW:
+ applyInfinitePerspective(gl, viewer);
+ // FIXME
+ // scenecam.apply_inverse_transform();
+ break;
+
+ case CLIP_VIEW:
+ applyInfinitePerspective(gl, viewer);
+ // FIXME
+ // clipcam.apply_inverse_transform();
+ gl.glScalef(10,10,-10);
+ // FIXME
+ // reshaper.apply_projection();
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ gl.glMatrixMode(GL2.GL_MODELVIEW);
+
+ // FIXME
+ if (b['X']) {
+ gl.glLoadIdentity();
+ if(b['I']) {
+ // FIXME
+ applyInfinitePerspectiveInverse(gl, viewer);
+ } else {
+ // FIXME
+ // reshaper.apply_projection_inverse();
+ }
+ double[] pos_x = new double[] {-1, 0, 0, 1};
+ double[] neg_x = new double[] { 1, 0, 0, 1};
+ double[] pos_y = new double[] { 0,-1, 0, 1};
+ double[] neg_y = new double[] { 0, 1, 0, 1};
+ double[] pos_z = new double[] { 0, 0,-1, 1};
+ double[] neg_z = new double[] { 0, 0, 1, 1};
+ gl.glClipPlane(GL2.GL_CLIP_PLANE0, pos_x, 0);
+ gl.glClipPlane(GL2.GL_CLIP_PLANE1, neg_x, 0);
+ gl.glClipPlane(GL2.GL_CLIP_PLANE2, pos_y, 0);
+ gl.glClipPlane(GL2.GL_CLIP_PLANE3, neg_y, 0);
+ gl.glClipPlane(GL2.GL_CLIP_PLANE4, pos_z, 0);
+ gl.glClipPlane(GL2.GL_CLIP_PLANE5, neg_z, 0);
+ gl.glEnable(GL2.GL_CLIP_PLANE0);
+ gl.glEnable(GL2.GL_CLIP_PLANE1);
+ gl.glEnable(GL2.GL_CLIP_PLANE2);
+ gl.glEnable(GL2.GL_CLIP_PLANE3);
+ gl.glEnable(GL2.GL_CLIP_PLANE4);
+ gl.glEnable(GL2.GL_CLIP_PLANE5);
+ gl.glLoadIdentity();
+ }
+
+ gl.glPushMatrix();
+ // FIXME
+ // camera.apply_inverse_transform();
+ // light.apply_transform();
+ gl.glMultMatrixf(getData(lightManipXform), 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, getData(light_position), 0);
+ gl.glPopMatrix();
+ gl.glEnable(GL2.GL_LIGHT0);
+
+ // FIXME
+ gl.glPushMatrix();
+ // gl.glLoadIdentity();
+ // camera.apply_inverse_transform();
+
+ gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT | GL2.GL_STENCIL_BUFFER_BIT);
+
+ ManipManager.getManipManager().updateCameraParameters((AWTGLAutoDrawable) drawable, viewer.getCameraParameters());
+ ManipManager.getManipManager().render((AWTGLAutoDrawable) drawable, gl);
+
+ if (!b['R']) {
+ drawRoom(gl, false);
+ }
+
+ if (!b['m']) {
+ for (int i = 0; i < num_models; i++)
+ if (m[i].draw)
+ drawModel(gl, i, false);
+ }
+
+ if (b['X']) {
+ gl.glDisable(GL2.GL_CLIP_PLANE0);
+ gl.glDisable(GL2.GL_CLIP_PLANE1);
+ gl.glDisable(GL2.GL_CLIP_PLANE2);
+ gl.glDisable(GL2.GL_CLIP_PLANE3);
+ gl.glDisable(GL2.GL_CLIP_PLANE4);
+ gl.glDisable(GL2.GL_CLIP_PLANE5);
+ }
+
+ if (!b['s']) {
+ for (int i = 0; i < num_models; i++)
+ if (m[i].draw)
+ drawShadowVolumeToStencil(gl, i);
+ }
+
+ // Be aware that this can cause some multipass artifacts
+ // due to invariance issues.
+ if (b['X']) {
+ gl.glEnable(GL2.GL_CLIP_PLANE0);
+ gl.glEnable(GL2.GL_CLIP_PLANE1);
+ gl.glEnable(GL2.GL_CLIP_PLANE2);
+ gl.glEnable(GL2.GL_CLIP_PLANE3);
+ gl.glEnable(GL2.GL_CLIP_PLANE4);
+ gl.glEnable(GL2.GL_CLIP_PLANE5);
+ }
+ if (!b['d']) {
+ if (!b['R'])
+ drawRoom(gl, true);
+ if (!b['m'])
+ for (int i = 0; i < num_models; i++)
+ if (m[i].draw)
+ drawModel(gl, i, true);
+ }
+
+ if(!b['S']) {
+ for (int i = 0; i < num_models; i++)
+ if (m[i].draw)
+ drawPossibleSilhouette(gl, i);
+ }
+
+ if (!b['v']) {
+ for (int i = 0; i < num_models; i++)
+ if (m[i].draw)
+ drawShadowVolumeToColor(gl, i);
+ }
+
+ // Be aware that this can cause some multipass artifacts
+ // due to invariance issues.
+ if (b['X']) {
+ gl.glDisable(GL2.GL_CLIP_PLANE0);
+ gl.glDisable(GL2.GL_CLIP_PLANE1);
+ gl.glDisable(GL2.GL_CLIP_PLANE2);
+ gl.glDisable(GL2.GL_CLIP_PLANE3);
+ gl.glDisable(GL2.GL_CLIP_PLANE4);
+ gl.glDisable(GL2.GL_CLIP_PLANE5);
+ }
+
+ drawLight(gl);
+
+ gl.glPopMatrix();
+
+ // In an "external" viewing mode, show the camera's view volume
+ // as a yellow wireframe cube or frustum.
+ if (curr_view != CAMERA_VIEW) {
+ gl.glPushMatrix();
+ if (b['I']) {
+ // FIXME
+ applyInfinitePerspectiveInverse(gl, viewer);
+ } else {
+ // FIXME
+ // reshaper.apply_projection_inverse();
+ }
+ gl.glColor3f(.75f,.75f,0);
+ gl.glLineWidth(3);
+ glut.glutWireCube(2);
+ gl.glLineWidth(1);
+ gl.glPopMatrix();
+ }
+
+ if (b[' ']) {
+ // Animating continually. Schedule another repaint soon.
+ demoListener.repaint();
+ }
+ }
+
+ // Unused routines
+ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {}
+ public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
+
+ private void dispatchKey(char k) {
+ b[k] = ! b[k];
+ if (k==27 || k=='q') {
+ shutdownDemo();
+ return;
+ }
+
+ if(';' == k) {
+ volume_alpha *= 1.1f;
+ }
+ if(':' == k) {
+ volume_alpha /= 1.1f;
+ }
+
+ if('\'' == k) {
+ room_ambient += .025f;
+ }
+ if('"' == k) {
+ room_ambient -= .025f;
+ }
+
+ if(',' == k) {
+ curr_model++;
+ curr_model %= num_models;
+ // FIXME
+ // key('2',0,0);
+ }
+ if('.' == k) {
+ m[curr_model].draw = ! m[curr_model].draw;
+ }
+ if('w' == k) {
+ toggleWireframe = true;
+ }
+ if('1' == k) {
+ // FIXME
+ /*
+ curr_manip = 1;
+ camera.disable();
+ clipcam.disable();
+ scenecam.disable();
+ if(curr_view == 0)
+ camera.enable();
+ else if(curr_view == 1)
+ scenecam.enable();
+ else
+ clipcam.enable();
+ for(int i=0; i < num_models; i++)
+ object[i].disable();
+ light.disable();
+ room.disable();
+ */
+ }
+ if('2' == k) {
+ // FIXME
+ /*
+ curr_manip = 2;
+ camera.disable();
+ clipcam.disable();
+ scenecam.disable();
+ light.disable();
+ for(int i=0; i < num_models; i++)
+ object[i].disable();
+ object[curr_model].enable();
+ room.disable();
+ */
+ }
+ if('3' == k) {
+ // FIXME
+ /*
+ curr_manip = 3;
+ camera.disable();
+ clipcam.disable();
+ scenecam.disable();
+ light.enable();
+ for(int i=0; i < num_models; i++)
+ object[i].disable();
+ room.disable();
+ */
+ }
+ if('4' == k) {
+ // FIXME
+ /*
+ curr_manip = 4;
+ camera.disable();
+ clipcam.disable();
+ scenecam.disable();
+ light.disable();
+ for(int i=0; i < num_models; i++)
+ object[i].disable();
+ room.enable();
+ */
+ }
+
+ if('5' == k) {
+ // FIXME
+ /*
+ curr_view = 0;
+ if(curr_manip == 1)
+ key('1',0,0);
+ */
+ }
+
+ if('6' == k) {
+ // FIXME
+ /*
+ curr_view = 1;
+ if(curr_manip == 1)
+ key('1',0,0);
+ */
+ }
+
+ if('7' == k) {
+ // FIXME
+ /*
+ curr_view = 2;
+ if(curr_manip == 1)
+ key('1',0,0);
+ */
+ }
+
+ if('[' == k) {
+ // FIXME: correct?
+ viewer.setZNear(viewer.getZNear() / 2);
+ // reshaper.zNear /= 2;
+ }
+ if(']' == k) {
+ // FIXME: correct?
+ viewer.setZNear(viewer.getZNear() * 2);
+ // reshaper.zNear *= 2;
+ }
+
+ if('{' == k) {
+ // FIXME: correct?
+ viewer.setZFar(viewer.getZFar() / 2);
+ // reshaper.zFar /= 2;
+ }
+ if('}' == k) {
+ // FIXME: correct?
+ viewer.setZFar(viewer.getZFar() * 2);
+ // reshaper.zFar *= 2;
+ }
+
+ if('!' == k) {
+ enableDepthClampNV = true;
+ toggleDepthClampNV = true;
+ }
+ if('~' == k) {
+ enableDepthClampNV = false;
+ toggleDepthClampNV = true;
+ }
+
+ if('a' == k) {
+ animateForward = true;
+ }
+
+ if('b' == k) {
+ animateBackward = true;
+ }
+
+ if('.' == k) {
+ hideCurrentModel = true;
+ }
+
+ if('n' == k) {
+ light_object_scale *= 1.1f;
+ }
+ if('N' == k) {
+ light_object_scale /= 1.1f;
+ }
+
+ if('L' == k) {
+ if(b[k])
+ light_position.set(0,0,0,1);
+ else
+ light_position.set(0.25f, 0.25f, 1, 0);
+ }
+
+ if ('c' == k) {
+ doViewAll = true;
+ }
+ }
+
+ private void initModel() {
+ int i = 0;
+
+ try {
+ MD2.Model mod = MD2.loadMD2(getClass().getClassLoader().getResourceAsStream("demos/data/models/knight.md2"));
+ m[i] = new Model();
+ m[i].mod = mod;
+ m[i].interp_frame = (MD2.Frame) m[i].mod.f[0].clone();
+ m[i].ambient.componentMul(m[i].diffuse);
+ i++;
+ } catch (IOException e) {
+ e.printStackTrace();
+ }
+
+ num_models = i;
+ }
+
+ // interpolate between keyframes
+ private void interpolate_frame() {
+ float frac = m[curr_model].frame_num - (float) Math.floor(m[curr_model].frame_num);
+ int f0_index = (int) Math.floor(m[curr_model].frame_num);
+ int f1_index = ((int) Math.ceil(m[curr_model].frame_num)) % m[curr_model].mod.f.length;
+ MD2.Frame f0 = m[curr_model].mod.f[f0_index];
+ MD2.Frame f1 = m[curr_model].mod.f[f1_index];
+
+ for (int i = 0; i < f0.pn.length; i++) {
+ MD2.PositionNormal pn = m[curr_model].interp_frame.pn[i];
+ MD2.PositionNormal pn0 = f0.pn[i];
+ MD2.PositionNormal pn1 = f1.pn[i];
+
+ pn.x = (1-frac) * pn0.x + frac * pn1.x;
+ pn.y = (1-frac) * pn0.y + frac * pn1.y;
+ pn.z = (1-frac) * pn0.z + frac * pn1.z;
+ pn.nx = (1-frac) * pn0.nx + frac * pn1.nx;
+ pn.ny = (1-frac) * pn0.ny + frac * pn1.ny;
+ pn.nz = (1-frac) * pn0.nz + frac * pn1.nz;
+ }
+
+ for (int i = 0; i < f0.triplane.length; i++) {
+ MD2.Plane p = m[curr_model].interp_frame.triplane[i];
+
+ MD2.computePlane(m[curr_model].interp_frame.pn[m[curr_model].mod.tri[i].v[0].pn_index],
+ m[curr_model].interp_frame.pn[m[curr_model].mod.tri[i].v[1].pn_index],
+ m[curr_model].interp_frame.pn[m[curr_model].mod.tri[i].v[2].pn_index],
+ p);
+ }
+ }
+
+ // This routine draws the end caps (both local and infinite) for an
+ // occluder. These caps are required for the zfail approach to work.
+ private void drawShadowVolumeEndCaps(GL2 gl, int mindex) {
+ Vec4f olight = new Vec4f();
+
+ Mat4f ml = new Mat4f(objectManipXform);
+ ml.invertRigid();
+ ml = ml.mul(lightManipXform);
+ ml.xformVec(light_position, olight);
+
+ MD2.PositionNormal[] vpn = m[mindex].interp_frame.pn;
+
+ gl.glPushMatrix();
+ gl.glMultMatrixf(getData(objectManipXform), 0);
+ gl.glBegin(GL2.GL_TRIANGLES);
+ for (int i = 0; i < m[mindex].mod.tri.length; i++) {
+ if (m[mindex].mod.tri[i].kill)
+ continue;
+ MD2.Plane p = m[mindex].interp_frame.triplane[i];
+
+ boolean facing_light = (( p.a * olight.get(0) +
+ p.b * olight.get(1) +
+ p.c * olight.get(2) +
+ p.d * olight.get(3) ) >= 0 );
+
+ for (int j = 0; j < 3; j++) {
+ MD2.PositionNormal pn = vpn[m[mindex].mod.tri[i].v[j].pn_index];
+ if (facing_light) // draw locally
+ gl.glVertex4f(pn.x, pn.y, pn.z, 1);
+ else // draw at infinity
+ gl.glVertex4f(pn.x*olight.get(3) - olight.get(0),
+ pn.y*olight.get(3) - olight.get(1),
+ pn.z*olight.get(3) - olight.get(2),
+ 0);
+ }
+ }
+ gl.glEnd();
+ gl.glPopMatrix();
+ }
+
+ private void drawModel(GL2 gl, int mindex, boolean do_diffuse) {
+ MD2.PositionNormal[] vpn = m[mindex].interp_frame.pn;
+
+ float[] zero = new float[] { 0, 0, 0, 0};
+ float[] dim = new float[] {.2f,.2f,.2f,.2f};
+ float[] diffuse = new float[4];
+ float[] specular = new float[4];
+ gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, getData(m[mindex].ambient), 0);
+ gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, getData(m[mindex].diffuse), 0);
+ gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_SPECULAR, getData(m[mindex].specular), 0);
+ gl.glMaterialf(GL2.GL_FRONT_AND_BACK, GL2.GL_SHININESS, m[mindex].shininess);
+ if (!do_diffuse) {
+ gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuse, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, dim, 0);
+ gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, specular, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, zero, 0);
+ } else {
+ gl.glBlendFunc(GL2.GL_ONE, GL2.GL_ONE);
+ gl.glEnable(GL2.GL_BLEND);
+ gl.glStencilFunc(GL2.GL_EQUAL, 128, ~0);
+ gl.glStencilOp(GL2.GL_KEEP, GL2.GL_KEEP, GL2.GL_KEEP);
+ gl.glEnable(GL2.GL_STENCIL_TEST);
+ gl.glDepthFunc(GL2.GL_EQUAL);
+ }
+ gl.glPushMatrix();
+ gl.glMultMatrixf(getData(objectManipXform), 0);
+ gl.glEnable(GL2.GL_LIGHTING);
+
+ gl.glPolygonOffset(0,-2);
+ gl.glEnable(GL2.GL_POLYGON_OFFSET_FILL);
+
+ gl.glBegin(GL2.GL_TRIANGLES);
+ {
+ for (int i = 0; i < m[mindex].mod.tri.length; i++) {
+ for(int j=0; j < 3; j++) {
+ MD2.PositionNormal pn = vpn[m[mindex].mod.tri[i].v[j].pn_index];
+ gl.glNormal3f(pn.nx, pn.ny, pn.nz);
+ gl.glVertex4f(pn.x, pn.y, pn.z, 1);
+ }
+ }
+ }
+ gl.glEnd();
+
+ gl.glDisable(GL2.GL_POLYGON_OFFSET_FILL);
+
+ gl.glDisable(GL2.GL_LIGHTING);
+ gl.glPopMatrix();
+ gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, new float[] { 0.8f, 0.8f, 0.8f, 1}, 0);
+ gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_SPECULAR, new float[] { 0.3f, 0.3f, 0.3f, 1}, 0);
+
+ if (!do_diffuse) {
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuse, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, specular, 0);
+ } else {
+ gl.glDisable(GL2.GL_BLEND);
+ //glDisable(GL2.GL_STENCIL_TEST);
+ gl.glStencilFunc(GL2.GL_ALWAYS, 128, ~0);
+ gl.glStencilOp(GL2.GL_KEEP, GL2.GL_KEEP, GL2.GL_KEEP);
+
+ gl.glDepthFunc(GL2.GL_LESS);
+ }
+ }
+
+ // This is for drawing the walls of the room.
+ private void drawMesh(GL2 gl, float size, int tess) {
+ float hsize = size/2;
+ float delta = size/(tess-1);
+
+ gl.glPushMatrix();
+ gl.glTranslatef(-hsize, -hsize, hsize);
+
+ gl.glNormal3f(0,0,-1);
+
+ float x = 0;
+ for(int i=0; i < tess-1; i++) {
+ float y = 0;
+ gl.glBegin(GL2.GL_QUAD_STRIP);
+ for(int j=0; j < tess; j++) {
+ gl.glTexCoord2f( x, y);
+ gl.glVertex2f ( x, y);
+ gl.glTexCoord2f(x+delta, y);
+ gl.glVertex2f (x+delta, y);
+ y += delta;
+ }
+ gl.glEnd();
+ x += delta;
+ }
+ gl.glPopMatrix();
+ }
+
+ private void drawCube(GL2 gl) {
+ gl.glBindTexture(GL2.GL_TEXTURE_2D, wallTexObject);
+ gl.glEnable(GL2.GL_TEXTURE_2D);
+ gl.glPushMatrix();
+ // FIXME
+ // room.apply_transform();
+ gl.glCallList(faceDisplayList);
+ gl.glRotatef(90, 1, 0, 0);
+ gl.glCallList(faceDisplayList);
+ gl.glRotatef(90, 1, 0, 0);
+ gl.glCallList(faceDisplayList);
+ gl.glRotatef(90, 1, 0, 0);
+ gl.glCallList(faceDisplayList);
+ gl.glRotatef(90, 1, 0, 0);
+ gl.glRotatef(90, 0, 1, 0);
+ gl.glCallList(faceDisplayList);
+ gl.glRotatef(180, 0, 1, 0);
+ gl.glCallList(faceDisplayList);
+ gl.glPopMatrix();
+ gl.glDisable(GL2.GL_TEXTURE_2D);
+ }
+
+ private void drawRoom(GL2 gl, boolean do_diffuse) {
+ float[] zero = new float[] {0,0,0,0};
+ float[] a = new float[4];
+ a[0] = room_ambient;
+ a[1] = room_ambient;
+ a[2] = room_ambient;
+ a[3] = 1;
+
+ float[] d1 = new float[] {.1f,.1f,.1f,.1f};
+ float[] d2 = new float[] {.7f,.7f,.7f,.7f};
+ float[] s = new float[] {.7f,.7f,.7f,.7f};
+ float[] emission = new float[4];
+ float[] ambient = new float[4];
+ float[] diffuse = new float[4];
+ float[] specular = new float[4];
+
+ gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, a, 0);
+ gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, new float[] {0.8f, 0.8f, 0.8f, 1}, 0);
+ gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_SPECULAR, new float[] {0.4f, 0.4f, 0.4f, 1}, 0);
+ gl.glMaterialf(GL2.GL_FRONT_AND_BACK, GL2.GL_SHININESS, 64.0f);
+
+ if (!do_diffuse) {
+ gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuse, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, d1, 0);
+ gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, specular, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, zero, 0);
+ gl.glStencilFunc(GL2.GL_ALWAYS, 128, ~0);
+ } else {
+ gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_EMISSION, emission, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_EMISSION, zero, 0);
+ gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, ambient, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, zero, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, d2, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, s, 0);
+
+ gl.glBlendFunc(GL2.GL_ONE, GL2.GL_ONE);
+ gl.glEnable(GL2.GL_BLEND);
+ gl.glStencilFunc(GL2.GL_EQUAL, 128, ~0);
+ gl.glDepthFunc(GL2.GL_EQUAL);
+ }
+ gl.glPushMatrix();
+ gl.glTranslatef(0,9,0);
+ gl.glEnable(GL2.GL_LIGHTING);
+ gl.glStencilOp(GL2.GL_KEEP, GL2.GL_KEEP, GL2.GL_KEEP);
+ gl.glEnable(GL2.GL_STENCIL_TEST);
+
+ drawCube(gl);
+
+ gl.glStencilFunc(GL2.GL_ALWAYS, 128, ~0);
+ gl.glStencilOp(GL2.GL_KEEP, GL2.GL_KEEP, GL2.GL_KEEP);
+
+ gl.glDisable(GL2.GL_LIGHTING);
+ gl.glPopMatrix();
+
+ if (!do_diffuse) {
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuse, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, specular, 0);
+ } else {
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_EMISSION, emission, 0);
+ gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, ambient, 0);
+
+ gl.glDisable(GL2.GL_BLEND);
+ gl.glDepthFunc(GL2.GL_LESS);
+ }
+ }
+
+ // This routine draws the extruded "possible silhouette" edge. The
+ // edge is extruded to infinity.
+
+ // The paper describes identifying silhouette edge loops. The approach
+ // in this demo is to visit each edge, determine if it's a "possible silhouette"
+ // or not, and if it is, draw the extruded edge. This approach is not
+ // as efficient, but it has the benefit of being extremely simple.
+
+ // This routine also doubles as the routine for drawing the local and ininite
+ // silhouette edges (when prim == GL_LINES).
+ private void drawShadowVolumeEdges(GL2 gl,
+ int mindex,
+ int prim,
+ boolean local,
+ boolean infinity) {
+ Vec4f olight = new Vec4f();
+
+ Mat4f ml = new Mat4f(objectManipXform);
+ ml.invertRigid();
+ ml = ml.mul(lightManipXform);
+ ml.xformVec(light_position, olight);
+
+ gl.glPushMatrix();
+ gl.glMultMatrixf(getData(objectManipXform), 0);
+
+ MD2.Frame f = m[mindex].interp_frame;
+
+ gl.glBegin(prim);
+ for (int i = 0; i < m[mindex].mod.edge.length; i++) {
+ MD2.WingedEdge we = m[mindex].mod.edge[i];
+ if (we.w[0] == -1 || m[mindex].mod.tri[we.w[0]].kill ||
+ we.w[1] == -1 || m[mindex].mod.tri[we.w[1]].kill )
+ continue;
+
+ MD2.Plane p0 = f.triplane[we.w[0]];
+ float f0 = ( p0.a * olight.get(0) +
+ p0.b * olight.get(1) +
+ p0.c * olight.get(2) +
+ p0.d * olight.get(3) );
+
+ float f1 = -f0;
+ if(we.w[1] != -1) {
+ MD2.Plane p1 = f.triplane[we.w[1]];
+
+ f1 = ( p1.a * olight.get(0) +
+ p1.b * olight.get(1) +
+ p1.c * olight.get(2) +
+ p1.d * olight.get(3) );
+ }
+
+ int[] edge = new int[2];
+
+ if(f0 >= 0 && f1 < 0) {
+ edge[0] = we.e[1];
+ edge[1] = we.e[0];
+ } else if(f1 >= 0 && f0 < 0) {
+ edge[0] = we.e[0];
+ edge[1] = we.e[1];
+ } else {
+ continue;
+ }
+
+ MD2.PositionNormal pn0 = f.pn[edge[0]];
+ MD2.PositionNormal pn1 = f.pn[edge[1]];
+
+ if(prim == GL2.GL_QUADS || local) {
+ // local segment
+ gl.glVertex4f(pn0.x, pn0.y, pn0.z, 1);
+ gl.glVertex4f(pn1.x, pn1.y, pn1.z, 1);
+ }
+ if(prim == GL2.GL_QUADS || infinity) {
+ // segment projected to infinity
+ gl.glVertex4f(pn1.x*olight.get(3) - olight.get(0),
+ pn1.y*olight.get(3) - olight.get(1),
+ pn1.z*olight.get(3) - olight.get(2),
+ 0);
+ gl.glVertex4f(pn0.x*olight.get(3) - olight.get(0),
+ pn0.y*olight.get(3) - olight.get(1),
+ pn0.z*olight.get(3) - olight.get(2),
+ 0);
+ }
+ }
+ gl.glEnd();
+ gl.glPopMatrix();
+ }
+
+ private void drawShadowVolumeExtrudedEdges(GL2 gl, int mindex) {
+ drawShadowVolumeEdges(gl, mindex, GL2.GL_QUADS, true, true);
+ }
+
+ private void drawPossibleSilhouette(GL2 gl, int mindex) {
+ gl.glLineWidth(3);
+ gl.glColor3f(1,1,1);
+ drawShadowVolumeEdges(gl, mindex, GL2.GL_LINES, true, !b['-']);
+ gl.glLineWidth(1);
+ }
+
+ // Draw the shadow volume into the stencil buffer.
+ private void drawShadowVolumeToStencil(GL2 gl, int mindex) {
+ gl.glDepthFunc(GL2.GL_LESS);
+ gl.glDepthMask(false);
+
+ gl.glStencilFunc(GL2.GL_ALWAYS, 128, ~0);
+ gl.glEnable(GL2.GL_STENCIL_TEST);
+
+ gl.glEnable(GL2.GL_CULL_FACE);
+ gl.glCullFace(GL2.GL_FRONT);
+ gl.glStencilOp(GL2.GL_KEEP, GL2.GL_INCR, GL2.GL_KEEP);
+ gl.glColorMask(false, false, false, false);
+
+ drawShadowVolumeExtrudedEdges(gl, mindex);
+ drawShadowVolumeEndCaps(gl, mindex);
+
+ gl.glCullFace(GL2.GL_BACK);
+ gl.glStencilOp(GL2.GL_KEEP, GL2.GL_DECR, GL2.GL_KEEP);
+
+ drawShadowVolumeExtrudedEdges(gl, mindex);
+ drawShadowVolumeEndCaps(gl, mindex);
+
+ gl.glColorMask(true, true, true, true);
+ gl.glDisable(GL2.GL_CULL_FACE);
+
+ gl.glStencilFunc(GL2.GL_ALWAYS, 128, ~0);
+ gl.glStencilOp(GL2.GL_KEEP, GL2.GL_KEEP, GL2.GL_KEEP);
+
+ gl.glDepthMask(true);
+ gl.glDepthFunc(GL2.GL_LESS);
+ }
+
+ // Draw the shadow volume into the color buffer.
+ private void drawShadowVolumeToColor(GL2 gl, int mindex) {
+ gl.glDepthFunc(GL2.GL_LESS);
+ gl.glDepthMask(false);
+
+ gl.glEnable(GL2.GL_BLEND);
+ gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
+
+ gl.glColor4f(1,1,1,.7f * volume_alpha);
+ drawShadowVolumeEndCaps(gl, mindex);
+ gl.glColor4f(1,1,.7f,.15f * volume_alpha);
+ drawShadowVolumeExtrudedEdges(gl, mindex);
+
+ gl.glDepthMask(true);
+ gl.glDepthFunc(GL2.GL_LESS);
+ gl.glDisable(GL2.GL_BLEND);
+ }
+
+ // Draw an icon to show where the local light is
+ // or in what direction the infinite light is pointing.
+ private void drawLight(GL2 gl) {
+ gl.glColor3f(1,1,0);
+ gl.glPushMatrix();
+ gl.glMultMatrixf(getData(lightManipXform), 0);
+ gl.glScalef(light_object_scale, light_object_scale, light_object_scale);
+ if (b['L']) {
+ glut.glutSolidSphere(.01f, 20, 10);
+ } else {
+ Vec3f ldir = new Vec3f(light_position.get(0),
+ light_position.get(1),
+ light_position.get(2));
+ Rotf r = new Rotf(new Vec3f(0,0,1), ldir);
+ Mat4f m = new Mat4f();
+ m.makeIdent();
+ m.setRotation(r);
+ m = m.mul(perspectiveInverse(30, 1, 0.001f, 0.04f));
+ gl.glRotatef(180, 1, 0, 0);
+ gl.glTranslatef(0,0,-0.02f);
+ gl.glMultMatrixf(getData(m), 0);
+ glut.glutSolidCube(2);
+ }
+ gl.glPopMatrix();
+ }
+
+ // The infinite frustum set-up code.
+ private Mat4f infiniteFrustum(float left, float right,
+ float bottom, float top,
+ float zNear) {
+ Mat4f m = new Mat4f();
+ m.makeIdent();
+
+ m.set(0,0, (2*zNear) / (right - left));
+ m.set(0,2, (right + left) / (right - left));
+
+ m.set(1,1, (2*zNear) / (top - bottom));
+ m.set(1,2, (top + bottom) / (top - bottom));
+
+ // nudge infinity in just slightly for lsb slop
+ float nudge = 1 - 1.0f / (1<<23);
+
+ m.set(2,2, -1 * nudge);
+ m.set(2,3, -2*zNear * nudge);
+
+ m.set(3,2, -1);
+ m.set(3,3, 0);
+
+ m.transpose();
+
+ return m;
+ }
+
+ private Mat4f infiniteFrustumInverse(float left, float right,
+ float bottom, float top,
+ float zNear) {
+ Mat4f m = new Mat4f();
+ m.makeIdent();
+
+ m.set(0,0, (right - left) / (2 * zNear));
+ m.set(0,3, (right + left) / (2 * zNear));
+
+ m.set(1,1, (top - bottom) / (2 * zNear));
+ m.set(1,3, (top + bottom) / (2 * zNear));
+
+ m.set(2,2, 0);
+ m.set(2,3, -1);
+
+ m.set(3,2, -1 / (2 * zNear));
+ m.set(3,3, 1 / (2 * zNear));
+
+ return m;
+ }
+
+ private Mat4f infinitePerspective(float fovy, float aspect, float zNear) {
+ float tangent = (float) Math.tan(fovy / 2.0);
+ float y = tangent * zNear;
+ float x = aspect * y;
+ return infiniteFrustum(-x, x, -y, y, zNear);
+ }
+
+ private Mat4f infinitePerspectiveInverse(float fovy, float aspect, float zNear) {
+ float tangent = (float) Math.tan(fovy / 2.0);
+ float y = tangent * zNear;
+ float x = aspect * y;
+ return infiniteFrustumInverse(-x, x, -y, y, zNear);
+ }
+
+ private void applyInfinitePerspective(GL2 gl, ExaminerViewer v) {
+ CameraParameters parms = v.getCameraParameters();
+ float aspect = parms.getImagePlaneAspectRatio();
+ gl.glMultMatrixf(getData(infinitePerspective(parms.getVertFOV(), aspect, v.getZNear())), 0);
+ }
+
+ private void applyInfinitePerspectiveInverse(GL2 gl, ExaminerViewer v) {
+ CameraParameters parms = v.getCameraParameters();
+ float aspect = parms.getImagePlaneAspectRatio();
+ gl.glMultMatrixf(getData(infinitePerspectiveInverse(parms.getVertFOV(), aspect, v.getZNear())), 0);
+ }
+
+ private Mat4f perspectiveInverse(float fovy, float aspect, float zNear, float zFar) {
+ float tangent = (float) Math.tan(Math.toRadians(fovy / 2.0));
+ float y = tangent * zNear;
+ float x = aspect * y;
+ return frustumInverse(-x, x, -y, y, zNear, zFar);
+ }
+
+ private Mat4f frustumInverse(float left, float right,
+ float bottom, float top,
+ float zNear, float zFar) {
+ Mat4f m = new Mat4f();
+ m.makeIdent();
+
+ m.set(0, 0, (right - left) / (2 * zNear));
+ m.set(0, 3, (right + left) / (2 * zNear));
+
+ m.set(1, 1, (top - bottom) / (2 * zNear));
+ m.set(1, 3, (top + bottom) / (2 * zNear));
+
+ m.set(2, 2, 0);
+ m.set(2, 3, -1);
+
+ m.set(3, 2, -(zFar - zNear) / (2 * zFar * zNear));
+ m.set(3, 3, (zFar + zNear) / (2 * zFar * zNear));
+
+ return m;
+ }
+
+ private float[] getData(Vec4f v) {
+ return new float[] { v.x(), v.y(), v.z(), v.w() };
+ }
+
+ private float[] getData(Mat4f m) {
+ float[] res = new float[16];
+ m.getColumnMajorData(res);
+ return res;
+ }
+
+ private static void runExit() {
+ // Note: calling System.exit() synchronously inside the draw,
+ // reshape or init callbacks can lead to deadlocks on certain
+ // platforms (in particular, X11) because the JAWT's locking
+ // routines cause a global AWT lock to be grabbed. Instead run
+ // the exit routine in another thread.
+ new Thread(new Runnable() {
+ public void run() {
+ System.exit(0);
+ }
+ }).start();
+ }
+}