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authorSven Gothel <[email protected]>2014-04-02 04:41:48 +0200
committerSven Gothel <[email protected]>2014-04-02 04:41:48 +0200
commite8a5a1cbb988670ca206ab1ac633e19a91bfa478 (patch)
tree5b9f17a06ad350150375a2a0e38daa3d6dd11251 /src/jogl/classes/com/jogamp/opengl/math
parent6f5686696b1e9085a759774056c7be9887a9e34f (diff)
Bug 801: WIP 2/2 - Add color attribute; Switch Shader instead of branching in shader; Update attributes and uniforms manually, drop ShaderState;
- Due to shader-switching, 'renderModes' are now local to Region, e.g. UIShape etc - Remove RegionRenderer.renderModes - VBORegion2P*: - Use simple 2x float matrix for orthogonal P+Mv - Cleanup shader
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/math')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java162
1 files changed, 162 insertions, 0 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java b/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
index 9d3ee412b..cf56ff0a4 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/FloatUtil.java
@@ -29,6 +29,8 @@ package com.jogamp.opengl.math;
import java.nio.FloatBuffer;
+import javax.media.opengl.GLException;
+
import jogamp.opengl.Debug;
import com.jogamp.common.os.Platform;
@@ -199,6 +201,123 @@ public class FloatUtil {
}
/**
+ * Make given matrix the orthogonal matrix based on given parameters.
+ *
+ * @param a 4x4 matrix in column-major order (also result)
+ * @param a_off
+ * @param initA if true, given matrix will be initialized w/ identity matrix.
+ * @param left
+ * @param right
+ * @param bottom
+ * @param top
+ * @param zNear
+ * @param zFar
+ * @return given matrix for chaining
+ */
+ public static final float[] makeOrthof(final float[] a, final int a_off, final boolean initA,
+ final float left, final float right,
+ final float bottom, final float top,
+ final float zNear, final float zFar) {
+ if( initA ) {
+ FloatUtil.makeIdentityf(a, a_off);
+ }
+ // Ortho matrix (Column Order):
+ // 2/dx 0 0 0
+ // 0 2/dy 0 0
+ // 0 0 2/dz 0
+ // tx ty tz 1
+ final float dx=right-left;
+ final float dy=top-bottom;
+ final float dz=zFar-zNear;
+ final float tx=-1.0f*(right+left)/dx;
+ final float ty=-1.0f*(top+bottom)/dy;
+ final float tz=-1.0f*(zFar+zNear)/dz;
+
+ a[a_off+0+4*0] = 2.0f/dx;
+ a[a_off+1+4*1] = 2.0f/dy;
+ a[a_off+2+4*2] = -2.0f/dz;
+ a[a_off+0+4*3] = tx;
+ a[a_off+1+4*3] = ty;
+ a[a_off+2+4*3] = tz;
+
+ return a;
+ }
+
+ /**
+ * Make given matrix the frustum matrix based on given parameters.
+ *
+ * @param a 4x4 matrix in column-major order (also result)
+ * @param a_off
+ * @param initA if true, given matrix will be initialized w/ identity matrix.
+ * @param left
+ * @param right
+ * @param bottom
+ * @param top
+ * @param zNear
+ * @param zFar
+ * @return given matrix for chaining
+ */
+ public static final float[] makeFrustumf(final float[] a, final int a_off, final boolean initA,
+ final float left, final float right,
+ final float bottom, final float top,
+ final float zNear, final float zFar) {
+ if(zNear<=0.0f||zFar<0.0f) {
+ throw new GLException("GL_INVALID_VALUE: zNear and zFar must be positive, and zNear>0");
+ }
+ if(left==right || top==bottom) {
+ throw new GLException("GL_INVALID_VALUE: top,bottom and left,right must not be equal");
+ }
+ if( initA ) {
+ FloatUtil.makeIdentityf(a, a_off);
+ }
+ // Frustum matrix (Column Order):
+ // 2*zNear/dx 0 0 0
+ // 0 2*zNear/dy 0 0
+ // A B C -1
+ // 0 0 D 0
+ final float zNear2 = 2.0f*zNear;
+ final float dx=right-left;
+ final float dy=top-bottom;
+ final float dz=zFar-zNear;
+ final float A=(right+left)/dx;
+ final float B=(top+bottom)/dy;
+ final float C=-1.0f*(zFar+zNear)/dz;
+ final float D=-2.0f*(zFar*zNear)/dz;
+
+ a[a_off+0+4*0] = zNear2/dx;
+ a[a_off+1+4*1] = zNear2/dy;
+ a[a_off+2+4*2] = C;
+
+ a[a_off+0+4*2] = A;
+ a[a_off+1+4*2] = B;
+
+ a[a_off+2+4*3] = D;
+ a[a_off+3+4*2] = -1.0f;
+ return a;
+ }
+
+ /**
+ * Make given matrix the perspective matrix based on given parameters.
+ *
+ * @param a 4x4 matrix in column-major order (also result)
+ * @param a_off
+ * @param initA if true, given matrix will be initialized w/ identity matrix.
+ * @param fovy angle in radians
+ * @param aspect
+ * @param zNear
+ * @param zFar
+ * @return given matrix for chaining
+ */
+ public static final float[] makePerspective(final float[] a, final int a_off, final boolean initA,
+ final float fovy, final float aspect, final float zNear, final float zFar) {
+ float top=(float)Math.tan(fovy)*zNear;
+ float bottom=-1.0f*top;
+ float left=aspect*bottom;
+ float right=aspect*top;
+ return makeFrustumf(a, a_off, initA, left, right, bottom, top, zNear, zFar);
+ }
+
+ /**
* Multiply matrix: [d] = [a] x [b]
* @param a 4x4 matrix in column-major order
* @param b 4x4 matrix in column-major order
@@ -840,4 +959,47 @@ public class FloatUtil {
public static float sqrt(final float a) { return (float) java.lang.Math.sqrt(a); }
+ /**
+ * Returns resolution of Z buffer of given parameter,
+ * see <a href="http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html">Love Your Z-Buffer</a>.
+ * <pre>
+ * return z * z / ( zNear * (1&lt;&lt;zBits) - z )
+ * </pre>
+ * @param zBits number of bits of Z precision, i.e. z-buffer depth
+ * @param z distance from the eye to the object
+ * @param zNear distance from eye to near clip plane
+ * @return smallest resolvable Z separation at this range.
+ */
+ public static float getZBufferEpsilon(final int zBits, final float z, final float zNear) {
+ return z * z / ( zNear * ( 1 << zBits ) - z );
+ }
+
+ /**
+ * Returns Z buffer value of given parameter,
+ * see <a href="http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html">Love Your Z-Buffer</a>.
+ * <pre>
+ * float a = zFar / ( zFar - zNear )
+ * float b = zFar * zNear / ( zNear - zFar )
+ * return (int) ( (1&lt;&lt;zBits) * ( a + b / z ) )
+ * </pre>
+ * @param zBits number of bits of Z precision, i.e. z-buffer depth
+ * @param z distance from the eye to the object
+ * @param zNear distance from eye to near clip plane
+ * @param zFar distance from eye to far clip plane
+ * @return z buffer value
+ */
+ public static int getZBufferValue(final int zBits, final float z, final float zNear, final float zFar) {
+ final float a = zFar / ( zFar - zNear );
+ final float b = zFar * zNear / ( zNear - zFar );
+ return (int) ( (1<<zBits) * ( a + b / z ) );
+ }
+
+ /**
+ * Returns orthogonal distance
+ * (1f/zNear-1f/orthoDist)/(1f/zNear-1f/zFar);
+ */
+ public static float getOrthoWinZ(final float orthoZ, final float zNear, final float zFar) {
+ return (1f/zNear-1f/orthoZ)/(1f/zNear-1f/zFar);
+ }
+
} \ No newline at end of file