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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/util/PMVMatrix.java
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/util/PMVMatrix.java')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java81
1 files changed, 8 insertions, 73 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
index 44288256a..8f5beeebe 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
@@ -686,61 +686,12 @@ public class PMVMatrix implements GLMatrixFunc {
@Override
public final void glOrthof(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) {
- // 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;
-
- matrixOrtho[0+4*0] = 2.0f/dx;
- matrixOrtho[1+4*1] = 2.0f/dy;
- matrixOrtho[2+4*2] = -2.0f/dz;
- matrixOrtho[0+4*3] = tx;
- matrixOrtho[1+4*3] = ty;
- matrixOrtho[2+4*3] = tz;
-
- glMultMatrixf(matrixOrtho, 0);
+ glMultMatrixf( FloatUtil.makeOrthof(matrixOrtho, 0, false, left, right, bottom, top, zNear, zFar), 0 );
}
@Override
public final void glFrustumf(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");
- }
- // 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;
-
- matrixFrustum[0+4*0] = zNear2/dx;
- matrixFrustum[1+4*1] = zNear2/dy;
- matrixFrustum[2+4*2] = C;
-
- matrixFrustum[0+4*2] = A;
- matrixFrustum[1+4*2] = B;
-
- matrixFrustum[2+4*3] = D;
- matrixFrustum[3+4*2] = -1.0f;
-
- glMultMatrixf(matrixFrustum, 0);
+ glMultMatrixf( FloatUtil.makeFrustumf(matrixFrustum, 0, false, left, right, bottom, top, zNear, zFar), 0 );
}
//
@@ -751,11 +702,7 @@ public class PMVMatrix implements GLMatrixFunc {
* {@link #glMultMatrixf(FloatBuffer) Multiply} the {@link #glGetMatrixMode() current matrix} with the perspective/frustum matrix.
*/
public final void gluPerspective(final float fovy, final float aspect, final float zNear, final float zFar) {
- float top=(float)Math.tan(fovy*((float)Math.PI)/360.0f)*zNear;
- float bottom=-1.0f*top;
- float left=aspect*bottom;
- float right=aspect*top;
- glFrustumf(left, right, bottom, top, zNear, zFar);
+ glMultMatrixf( FloatUtil.makePerspective(matrixFrustum, 0, false, fovy*((float)Math.PI)/360.0f, aspect, zNear, zFar), 0 );
}
/**
@@ -840,24 +787,12 @@ public class PMVMatrix implements GLMatrixFunc {
* using a {@link AABBox#intersectsRay(Ray, float[]) bounding box}.
* <p>
* Notes for picking <i>winz0</i> and <i>winz1</i>:
+ * <ul>
+ * <li>see {@link FloatUtil#getZBufferEpsilon(int, float, float)}</li>
+ * <li>see {@link FloatUtil#getZBufferValue(int, float, float, float)}</li>
+ * <li>see {@link FloatUtil#getOrthoWinZ(float, float, float)}</li>
+ * </ul>
* </p>
- * <p>
- * <a href="http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html">Love Your Z-Buffer</a>
- * <pre>
- * delta = z * z / ( zNear * (1&lt;&lt;N) - z )
- *
- * Where:
- * N = number of bits of Z precision
- * zNear = distance from eye to near clip plane
- * z = distance from the eye to the object
- * delta = the smallest resolvable Z separation at this range.
- * </pre>
- * Another equation to determine winZ for 'orthoDist' > 0
- * <pre>
- * winZ = (1f/zNear-1f/orthoDist)/(1f/zNear-1f/zFar);
- * </pre>
- * </p>
- *
* @param winx
* @param winy
* @param winz0