diff options
author | Sven Gothel <[email protected]> | 2011-10-07 02:40:52 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2011-10-07 02:40:52 +0200 |
commit | f5a2da16645ebc60d4e3da72f702cf682a5c0488 (patch) | |
tree | 94a65aadeae42f623bce76a803cab1d76b04d1ba /src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java | |
parent | fa7627f623141c6fa15856c74d26c8ffe82550d0 (diff) |
PMVMatrix: Defaults from direct NIO -> array-backed non-direct NIO: Reduced cycles 45% -> 5% (from GearsES2 100%)
- NIO direct access from Java is expensive
- default is now array-backed non-direct NIO,
which guarantees array useage for Java computation (especially the inverse calculation)
- only update Mvi and Mvit if requested in the first place
- moved all local matrices to float[]
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java | 425 |
1 files changed, 248 insertions, 177 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java index aba6c90a7..a86a2f435 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java +++ b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java @@ -45,7 +45,30 @@ import javax.media.opengl.fixedfunc.GLMatrixFunc; public class PMVMatrix implements GLMatrixFunc { + protected final float[] matrixBufferArray; + + /** + * Creates an instance of PMVMatrix {@link #PMVMatrix(boolean) PMVMatrix(boolean useBackingArray)}, + * with <code>useBackingArray = true</code>. + */ public PMVMatrix() { + this(true); + } + + /** + * Creates an instance of PMVMatrix. + * + * @param useBackingArray <code>true</code> for non direct NIO Buffers with guaranteed backing array, + * which allows faster access in Java computation. + * <p><code>false</code> for direct NIO buffers w/o a guaranteed backing array. + * In most Java implementations, direct NIO buffers have no backing array + * and hence the Java computation will be throttled down by direct IO get/put + * operations.</p> + * <p>Depending on the application, ie. weather the Java computation or + * JNI invocation and hence native data transfer part is heavier, + * this flag shall be set to <code>true</code> or <code>false</code></p>. + */ + public PMVMatrix(boolean useBackingArray) { projectFloat = new ProjectFloat(); // I Identity @@ -54,33 +77,43 @@ public class PMVMatrix implements GLMatrixFunc { // Mv ModelView // Mvi Modelview-Inverse // Mvit Modelview-Inverse-Transpose - matrixBuffer = Buffers.newDirectByteBuffer(12*16 * Buffers.SIZEOF_FLOAT); - // I + T + P + Mv + Mvi + Mvit + Local - matrixIdent = slice2Float(matrixBuffer, 0*16, 1*16); // I - matrixTex = slice2Float(matrixBuffer, 1*16, 1*16); // T - matrixPMvMvit = slice2Float(matrixBuffer, 2*16, 4*16); // P + Mv + Mvi + Mvit - matrixPMvMvi = slice2Float(matrixBuffer, 2*16, 3*16); // P + Mv + Mvi - matrixPMv = slice2Float(matrixBuffer, 2*16, 2*16); // P + Mv - matrixP = slice2Float(matrixBuffer, 2*16, 1*16); // P - matrixMv = slice2Float(matrixBuffer, 3*16, 1*16); // Mv - matrixMvi = slice2Float(matrixBuffer, 4*16, 1*16); // Mvi - matrixMvit = slice2Float(matrixBuffer, 5*16, 1*16); // Mvit - matrixMult = slice2Float(matrixBuffer, 6*16, 1*16); - matrixTrans = slice2Float(matrixBuffer, 7*16, 1*16); - matrixRot = slice2Float(matrixBuffer, 8*16, 1*16); - matrixScale = slice2Float(matrixBuffer, 9*16, 1*16); - matrixOrtho = slice2Float(matrixBuffer, 10*16, 1*16); - matrixFrustum = slice2Float(matrixBuffer, 11*16, 1*16); - matrixBuffer.rewind(); + if(useBackingArray) { + matrixBufferArray = new float[6*16]; + matrixBuffer = null; + // matrixBuffer = FloatBuffer.wrap(new float[12*16]); + } else { + matrixBufferArray = null; + matrixBuffer = Buffers.newDirectByteBuffer(6*16 * Buffers.SIZEOF_FLOAT); + matrixBuffer.mark(); + } + matrixIdent = slice2Float(matrixBuffer, matrixBufferArray, 0*16, 1*16); // I + matrixTex = slice2Float(matrixBuffer, matrixBufferArray, 1*16, 1*16); // T + matrixPMvMvit = slice2Float(matrixBuffer, matrixBufferArray, 2*16, 4*16); // P + Mv + Mvi + Mvit + matrixPMvMvi = slice2Float(matrixBuffer, matrixBufferArray, 2*16, 3*16); // P + Mv + Mvi + matrixPMv = slice2Float(matrixBuffer, matrixBufferArray, 2*16, 2*16); // P + Mv + matrixP = slice2Float(matrixBuffer, matrixBufferArray, 2*16, 1*16); // P + matrixMv = slice2Float(matrixBuffer, matrixBufferArray, 3*16, 1*16); // Mv + matrixMvi = slice2Float(matrixBuffer, matrixBufferArray, 4*16, 1*16); // Mvi + matrixMvit = slice2Float(matrixBuffer, matrixBufferArray, 5*16, 1*16); // Mvit + + if(null != matrixBuffer) { + matrixBuffer.reset(); + } ProjectFloat.gluMakeIdentityf(matrixIdent); - ProjectFloat.gluMakeIdentityf(matrixTrans); - ProjectFloat.gluMakeIdentityf(matrixRot); - ProjectFloat.gluMakeIdentityf(matrixScale); - ProjectFloat.gluMakeIdentityf(matrixOrtho); - ProjectFloat.gluMakeZero(matrixFrustum); - - vec3f=new float[3]; + + vec3f = new float[3]; + matrixMult = new float[16]; + matrixTrans = new float[16]; + matrixRot = new float[16]; + matrixScale = new float[16]; + matrixOrtho = new float[16]; + matrixFrustum = new float[16]; + ProjectFloat.gluMakeIdentityf(matrixTrans, 0); + ProjectFloat.gluMakeIdentityf(matrixRot, 0); + ProjectFloat.gluMakeIdentityf(matrixScale, 0); + ProjectFloat.gluMakeIdentityf(matrixOrtho, 0); + ProjectFloat.gluMakeZero(matrixFrustum, 0); matrixPStack = new ArrayList<float[]>(); matrixMvStack= new ArrayList<float[]>(); @@ -101,27 +134,30 @@ public class PMVMatrix implements GLMatrixFunc { projectFloat.destroy(); projectFloat=null; } - if(null!=matrixBuffer) { - matrixBuffer.clear(); matrixBuffer=null; - } - + matrixBuffer=null; + matrixBuffer=null; matrixPMvMvit=null; matrixPMvMvi=null; matrixPMv=null; + matrixP=null; matrixTex=null; matrixMv=null; matrixMvi=null; matrixMvit=null; + + vec3f = null; + matrixMult = null; + matrixTrans = null; + matrixRot = null; + matrixScale = null; + matrixOrtho = null; + matrixFrustum = null; + if(null!=matrixPStack) { matrixPStack.clear(); matrixPStack=null; } - vec3f=null; if(null!=matrixMvStack) { matrixMvStack.clear(); matrixMvStack=null; } if(null!=matrixPStack) { - matrixPStack.clear(); matrixPStack=null; + matrixPStack.clear(); matrixPStack=null; } if(null!=matrixTStack) { matrixTStack.clear(); matrixTStack=null; } - - matrixBuffer=null; matrixPMvMvit=null; matrixPMvMvi=null; matrixPMv=null; - matrixP=null; matrixTex=null; matrixMv=null; matrixMvi=null; matrixMvit=null; - matrixMult=null; matrixTrans=null; matrixRot=null; matrixScale=null; matrixOrtho=null; matrixFrustum=null; } @@ -133,14 +169,33 @@ public class PMVMatrix implements GLMatrixFunc { * This bug is resolved at least in Android 3.2. * * @param buf source ByteBuffer + * @param backing source float array * @param posFloat {@link Buffers#SIZEOF_FLOAT} position * @param lenFloat {@link Buffers#SIZEOF_FLOAT} size * @return FloatBuffer w/ native byte order as given ByteBuffer */ - private static FloatBuffer slice2Float(ByteBuffer buf, int posFloat, int lenFloat) { - buf.position( posFloat * Buffers.SIZEOF_FLOAT ); - buf.limit( (posFloat + lenFloat) * Buffers.SIZEOF_FLOAT ); - return buf.slice().order(buf.order()).asFloatBuffer(); // slice and duplicate may change byte order + private static FloatBuffer slice2Float(Buffer buf, float[] backing, int posFloat, int lenFloat) { + if(buf instanceof ByteBuffer) { + ByteBuffer bb = (ByteBuffer) buf; + bb.position( posFloat * Buffers.SIZEOF_FLOAT ); + bb.limit( (posFloat + lenFloat) * Buffers.SIZEOF_FLOAT ); + FloatBuffer fb = bb.slice().order(bb.order()).asFloatBuffer(); // slice and duplicate may change byte order + fb.mark(); + return fb; + } else if(null != backing) { + FloatBuffer fb = FloatBuffer.wrap(backing, posFloat, lenFloat); + fb.mark(); + return fb; + } else if(buf instanceof FloatBuffer) { + FloatBuffer fb = (FloatBuffer) buf; + fb.position( posFloat ); + fb.limit( posFloat + lenFloat ); + FloatBuffer fb0 = fb.slice(); // slice and duplicate may change byte order + fb0.mark(); + return fb0; + } else { + throw new InternalError("XXX"); + } } public static final boolean isMatrixModeName(final int matrixModeName) { @@ -231,7 +286,6 @@ public class PMVMatrix implements GLMatrixFunc { if(0==modified) return false; final int res = modified; - // int res = DIRTY_MODELVIEW | DIRTY_PROJECTION ; if( (res&DIRTY_MODELVIEW)!=0 ) { setMviMvit(); } @@ -255,11 +309,8 @@ public class PMVMatrix implements GLMatrixFunc { return matrixMv; } - public final FloatBuffer glGetPMvMvitMatrixf() { - return matrixPMvMvit; - } - public final FloatBuffer glGetPMvMviMatrixf() { + usesMviMvit |= 1; return matrixPMvMvi; } @@ -268,9 +319,20 @@ public class PMVMatrix implements GLMatrixFunc { } public final FloatBuffer glGetMviMatrixf() { + usesMviMvit |= 1; return matrixMvi; } + public final FloatBuffer glGetPMvMvitMatrixf() { + usesMviMvit |= 1 | 2; + return matrixPMvMvit; + } + + public final FloatBuffer glGetMvitMatrixf() { + usesMviMvit |= 1 | 2; + return matrixMvit; + } + /* * @return the current matrix */ @@ -302,22 +364,27 @@ public class PMVMatrix implements GLMatrixFunc { glFrustumf(left, right, bottom, top, zNear, zFar); } - public static final void glMultMatrixf(final FloatBuffer a, final FloatBuffer b, FloatBuffer p) { + public static final void glMultMatrixf(final FloatBuffer a, final FloatBuffer b, FloatBuffer d) { + final int aP = a.position(); + final int bP = b.position(); + final int dP = d.position(); for (int i = 0; i < 4; i++) { - final float ai0=a.get(i+0*4), ai1=a.get(i+1*4), ai2=a.get(i+2*4), ai3=a.get(i+3*4); - p.put(i+0*4 , ai0 * b.get(0+0*4) + ai1 * b.get(1+0*4) + ai2 * b.get(2+0*4) + ai3 * b.get(3+0*4) ); - p.put(i+1*4 , ai0 * b.get(0+1*4) + ai1 * b.get(1+1*4) + ai2 * b.get(2+1*4) + ai3 * b.get(3+1*4) ); - p.put(i+2*4 , ai0 * b.get(0+2*4) + ai1 * b.get(1+2*4) + ai2 * b.get(2+2*4) + ai3 * b.get(3+2*4) ); - p.put(i+3*4 , ai0 * b.get(0+3*4) + ai1 * b.get(1+3*4) + ai2 * b.get(2+3*4) + ai3 * b.get(3+3*4) ); + final float ai0=a.get(aP+i+0*4), ai1=a.get(aP+i+1*4), ai2=a.get(aP+i+2*4), ai3=a.get(aP+i+3*4); + d.put(dP+i+0*4 , ai0 * b.get(bP+0+0*4) + ai1 * b.get(bP+1+0*4) + ai2 * b.get(bP+2+0*4) + ai3 * b.get(bP+3+0*4) ); + d.put(dP+i+1*4 , ai0 * b.get(bP+0+1*4) + ai1 * b.get(bP+1+1*4) + ai2 * b.get(bP+2+1*4) + ai3 * b.get(bP+3+1*4) ); + d.put(dP+i+2*4 , ai0 * b.get(bP+0+2*4) + ai1 * b.get(bP+1+2*4) + ai2 * b.get(bP+2+2*4) + ai3 * b.get(bP+3+2*4) ); + d.put(dP+i+3*4 , ai0 * b.get(bP+0+3*4) + ai1 * b.get(bP+1+3*4) + ai2 * b.get(bP+2+3*4) + ai3 * b.get(bP+3+3*4) ); } } - public static final void glMultMatrixf(final FloatBuffer a, final float[] b, int b_off, FloatBuffer p) { + public static final void glMultMatrixf(final FloatBuffer a, final float[] b, int b_off, FloatBuffer d) { + final int aP = a.position(); + final int dP = d.position(); for (int i = 0; i < 4; i++) { - final float ai0=a.get(i+0*4), ai1=a.get(i+1*4), ai2=a.get(i+2*4), ai3=a.get(i+3*4); - p.put(i+0*4 , ai0 * b[b_off+0+0*4] + ai1 * b[b_off+1+0*4] + ai2 * b[b_off+2+0*4] + ai3 * b[b_off+3+0*4] ); - p.put(i+1*4 , ai0 * b[b_off+0+1*4] + ai1 * b[b_off+1+1*4] + ai2 * b[b_off+2+1*4] + ai3 * b[b_off+3+1*4] ); - p.put(i+2*4 , ai0 * b[b_off+0+2*4] + ai1 * b[b_off+1+2*4] + ai2 * b[b_off+2+2*4] + ai3 * b[b_off+3+2*4] ); - p.put(i+3*4 , ai0 * b[b_off+0+3*4] + ai1 * b[b_off+1+3*4] + ai2 * b[b_off+2+3*4] + ai3 * b[b_off+3+3*4] ); + final float ai0=a.get(aP+i+0*4), ai1=a.get(aP+i+1*4), ai2=a.get(aP+i+2*4), ai3=a.get(aP+i+3*4); + d.put(dP+i+0*4 , ai0 * b[b_off+0+0*4] + ai1 * b[b_off+1+0*4] + ai2 * b[b_off+2+0*4] + ai3 * b[b_off+3+0*4] ); + d.put(dP+i+1*4 , ai0 * b[b_off+0+1*4] + ai1 * b[b_off+1+1*4] + ai2 * b[b_off+2+1*4] + ai3 * b[b_off+3+1*4] ); + d.put(dP+i+2*4 , ai0 * b[b_off+0+2*4] + ai1 * b[b_off+1+2*4] + ai2 * b[b_off+2+2*4] + ai3 * b[b_off+3+2*4] ); + d.put(dP+i+3*4 , ai0 * b[b_off+0+3*4] + ai1 * b[b_off+1+3*4] + ai2 * b[b_off+2+3*4] + ai3 * b[b_off+3+3*4] ); } } @@ -343,8 +410,8 @@ public class PMVMatrix implements GLMatrixFunc { params.put((float)matrixMode); } else { FloatBuffer matrix = glGetMatrixf(matrixGetName2MatrixModeName(matrixGetName)); - params.put(matrix); - matrix.rewind(); + params.put(matrix); // matrix -> params + matrix.reset(); } params.position(pos); } @@ -353,8 +420,8 @@ public class PMVMatrix implements GLMatrixFunc { params[params_offset]=(float)matrixMode; } else { FloatBuffer matrix = glGetMatrixf(matrixGetName2MatrixModeName(matrixGetName)); - matrix.get(params, params_offset, 16); - matrix.rewind(); + matrix.get(params, params_offset, 16); // matrix -> params + matrix.reset(); } } public void glGetIntegerv(int pname, IntBuffer params) { @@ -377,19 +444,16 @@ public class PMVMatrix implements GLMatrixFunc { public final void glLoadMatrixf(final float[] values, final int offset) { int len = values.length-offset; if(matrixMode==GL_MODELVIEW) { - matrixMv.clear(); matrixMv.put(values, offset, len); - matrixMv.rewind(); + matrixMv.reset(); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { - matrixP.clear(); matrixP.put(values, offset, len); - matrixP.rewind(); + matrixP.reset(); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { - matrixTex.clear(); matrixTex.put(values, offset, len); - matrixTex.rewind(); + matrixTex.reset(); modified |= DIRTY_TEXTURE ; } } @@ -397,19 +461,16 @@ public class PMVMatrix implements GLMatrixFunc { public final void glLoadMatrixf(java.nio.FloatBuffer m) { int spos = m.position(); if(matrixMode==GL_MODELVIEW) { - matrixMv.clear(); matrixMv.put(m); - matrixMv.rewind(); + matrixMv.reset(); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { - matrixP.clear(); matrixP.put(m); - matrixP.rewind(); + matrixP.reset(); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { - matrixTex.clear(); matrixTex.put(m); - matrixTex.rewind(); + matrixTex.reset(); modified |= DIRTY_TEXTURE ; } m.position(spos); @@ -431,85 +492,60 @@ public class PMVMatrix implements GLMatrixFunc { float[] stackEntry = new float[1*16]; if(matrixMode==GL_MODELVIEW) { matrixMv.get(stackEntry); - matrixMv.rewind(); + matrixMv.reset(); matrixMvStack.add(0, stackEntry); } else if(matrixMode==GL_PROJECTION) { matrixP.get(stackEntry); - matrixP.rewind(); + matrixP.reset(); matrixPStack.add(0, stackEntry); } else if(matrixMode==GL.GL_TEXTURE) { matrixTex.get(stackEntry); - matrixTex.rewind(); + matrixTex.reset(); matrixTStack.add(0, stackEntry); } } public final void glLoadIdentity() { if(matrixMode==GL_MODELVIEW) { - matrixMv.clear(); matrixMv.put(matrixIdent); - matrixMv.rewind(); - matrixIdent.rewind(); + matrixMv.reset(); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { - matrixP.clear(); matrixP.put(matrixIdent); - matrixP.rewind(); - matrixIdent.rewind(); + matrixP.reset(); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { - matrixTex.clear(); matrixTex.put(matrixIdent); - matrixTex.rewind(); - matrixIdent.rewind(); + matrixTex.reset(); modified |= DIRTY_TEXTURE ; } + matrixIdent.reset(); } public final void glMultMatrixf(final FloatBuffer m) { if(matrixMode==GL_MODELVIEW) { - glMultMatrixf(matrixMv, m, matrixMult); - matrixMv.clear(); - matrixMv.put(matrixMult); - matrixMv.rewind(); + glMultMatrixf(matrixMv, m, matrixMv); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { - glMultMatrixf(matrixP, m, matrixMult); - matrixP.clear(); - matrixP.put(matrixMult); - matrixP.rewind(); + glMultMatrixf(matrixP, m, matrixP); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { - glMultMatrixf(matrixTex, m, matrixMult); - matrixTex.clear(); - matrixTex.put(matrixMult); - matrixTex.rewind(); + glMultMatrixf(matrixTex, m, matrixTex); modified |= DIRTY_TEXTURE ; } - matrixMult.rewind(); } public void glMultMatrixf(float[] m, int m_offset) { if(matrixMode==GL_MODELVIEW) { - glMultMatrixf(matrixMv, m, m_offset, matrixMult); - matrixMv.clear(); - matrixMv.put(matrixMult); - matrixMv.rewind(); + glMultMatrixf(matrixMv, m, m_offset, matrixMv); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { - glMultMatrixf(matrixP, m, m_offset, matrixMult); - matrixP.clear(); - matrixP.put(matrixMult); - matrixP.rewind(); + glMultMatrixf(matrixP, m, m_offset, matrixP); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { - glMultMatrixf(matrixTex, m, m_offset, matrixMult); - matrixTex.clear(); - matrixTex.put(matrixMult); - matrixTex.rewind(); + glMultMatrixf(matrixTex, m, m_offset, matrixTex); modified |= DIRTY_TEXTURE ; } - matrixMult.rewind(); } public final void glTranslatef(final float x, final float y, final float z) { @@ -518,17 +554,17 @@ public class PMVMatrix implements GLMatrixFunc { // 0 1 0 y // 0 0 1 z // 0 0 0 1 - matrixTrans.put(0+4*3, x); - matrixTrans.put(1+4*3, y); - matrixTrans.put(2+4*3, z); - glMultMatrixf(matrixTrans); + matrixTrans[0+4*3] = x; + matrixTrans[1+4*3] = y; + matrixTrans[2+4*3] = z; + glMultMatrixf(matrixTrans, 0); } public final void glRotatef(final float angdeg, float x, float y, float z) { - float angrad = angdeg * (float) Math.PI / 180.0f; - float c = (float)Math.cos(angrad); - float ic= 1.0f - c; - float s = (float)Math.sin(angrad); + final float angrad = angdeg * (float) Math.PI / 180.0f; + final float c = (float)Math.cos(angrad); + final float ic= 1.0f - c; + final float s = (float)Math.sin(angrad); vec3f[0]=x; vec3f[1]=y; vec3f[2]=z; ProjectFloat.normalize(vec3f); @@ -539,25 +575,25 @@ public class PMVMatrix implements GLMatrixFunc { // xy(1−c)-zs yy(1−c)+c yz(1−c)+xs 0 // xz(1−c)+ys yz(1−c)-xs zz(1−c)+c 0 // 0 0 0 1 - float xy = x*y; - float xz = x*z; - float xs = x*s; - float ys = y*s; - float yz = y*z; - float zs = z*s; - matrixRot.put(0*4+0, x*x*ic+c); - matrixRot.put(0*4+1, xy*ic+zs); - matrixRot.put(0*4+2, xz*ic-ys); + final float xy = x*y; + final float xz = x*z; + final float xs = x*s; + final float ys = y*s; + final float yz = y*z; + final float zs = z*s; + matrixRot[0*4+0] = x*x*ic+c; + matrixRot[0*4+1] = xy*ic+zs; + matrixRot[0*4+2] = xz*ic-ys; - matrixRot.put(1*4+0, xy*ic-zs); - matrixRot.put(1*4+1, y*y*ic+c); - matrixRot.put(1*4+2, yz*ic+xs); + matrixRot[1*4+0] = xy*ic-zs; + matrixRot[1*4+1] = y*y*ic+c; + matrixRot[1*4+2] = yz*ic+xs; - matrixRot.put(2*4+0, xz*ic+ys); - matrixRot.put(2*4+1, yz*ic-xs); - matrixRot.put(2*4+2, z*z*ic+c); + matrixRot[2*4+0] = xz*ic+ys; + matrixRot[2*4+1] = yz*ic-xs; + matrixRot[2*4+2] = z*z*ic+c; - glMultMatrixf(matrixRot); + glMultMatrixf(matrixRot, 0); } public final void glScalef(final float x, final float y, final float z) { @@ -566,11 +602,11 @@ public class PMVMatrix implements GLMatrixFunc { // 0 y 0 0 // 0 0 z 0 // 0 0 0 1 - matrixScale.put(0+4*0, x); - matrixScale.put(1+4*1, y); - matrixScale.put(2+4*2, z); + matrixScale[0+4*0] = x; + matrixScale[1+4*1] = y; + matrixScale[2+4*2] = z; - glMultMatrixf(matrixScale); + glMultMatrixf(matrixScale, 0); } public final void glOrthof(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) { @@ -579,21 +615,21 @@ public class PMVMatrix implements GLMatrixFunc { // 0 2/dy 0 ty // 0 0 2/dz tz // 0 0 0 1 - float dx=right-left; - float dy=top-bottom; - float dz=zFar-zNear; - float tx=-1.0f*(right+left)/dx; - float ty=-1.0f*(top+bottom)/dy; - float tz=-1.0f*(zFar+zNear)/dz; + 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.put(0+4*0, 2.0f/dx); - matrixOrtho.put(1+4*1, 2.0f/dy); - matrixOrtho.put(2+4*2, -2.0f/dz); - matrixOrtho.put(0+4*3, tx); - matrixOrtho.put(1+4*3, ty); - matrixOrtho.put(2+4*3, tz); + 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); + glMultMatrixf(matrixOrtho, 0); } public final void glFrustumf(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) { @@ -608,52 +644,87 @@ public class PMVMatrix implements GLMatrixFunc { // 0 2*zNear/dy B 0 // 0 0 C D // 0 0 −1 0 - float zNear2 = 2.0f*zNear; - float dx=right-left; - float dy=top-bottom; - float dz=zFar-zNear; - float A=(right+left)/dx; - float B=(top+bottom)/dy; - float C=-1.0f*(zFar+zNear)/dz; - float D=-2.0f*(zFar*zNear)/dz; + 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.put(0+4*0, zNear2/dx); - matrixFrustum.put(1+4*1, zNear2/dy); - matrixFrustum.put(2+4*2, C); + matrixFrustum[0+4*0] = zNear2/dx; + matrixFrustum[1+4*1] = zNear2/dy; + matrixFrustum[2+4*2] = C; - matrixFrustum.put(0+4*2, A); - matrixFrustum.put(1+4*2, B); + matrixFrustum[0+4*2] = A; + matrixFrustum[1+4*2] = B; - matrixFrustum.put(2+4*3, D); - matrixFrustum.put(3+4*2, -1.0f); + matrixFrustum[2+4*3] = D; + matrixFrustum[3+4*2] = -1.0f; - glMultMatrixf(matrixFrustum); + glMultMatrixf(matrixFrustum, 0); } // // private // + private int nioBackupArraySupported = 0; // -1 not supported, 0 - TBD, 1 - supported + private final String msgCantComputeInverse = "Invalid source Mv matrix, can't compute inverse"; private final void setMviMvit() { - if(!projectFloat.gluInvertMatrixf(matrixMv, matrixMvi)) { - throw new GLException("Invalid source Mv matrix, can't compute inverse"); + if( 0 != (usesMviMvit & 1) ) { + if(nioBackupArraySupported>=0) { + try { + setMviMvitNIOBackupArray(); + nioBackupArraySupported = 1; + return; + } catch(UnsupportedOperationException uoe) { + nioBackupArraySupported = -1; + } + } + setMviMvitNIODirectAccess(); } - - // transpose matrix - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - matrixMvit.put(j+i*4, matrixMvi.get(i+j*4)); + } + private final void setMviMvitNIOBackupArray() { + final float[] _matrixMvi = matrixMvi.array(); + final int _matrixMviOffset = matrixMvi.position(); + if(!projectFloat.gluInvertMatrixf(matrixMv.array(), matrixMv.position(), _matrixMvi, _matrixMviOffset)) { + throw new GLException(msgCantComputeInverse); + } + if( 0 != (usesMviMvit & 2) ) { + // transpose matrix + final float[] _matrixMvit = matrixMvit.array(); + final int _matrixMvitOffset = matrixMvit.position(); + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + _matrixMvit[_matrixMvitOffset+j+i*4] = _matrixMvi[_matrixMviOffset+i+j*4]; + } } + } + } + + private final void setMviMvitNIODirectAccess() { + if(!projectFloat.gluInvertMatrixf(matrixMv, matrixMvi)) { + throw new GLException(msgCantComputeInverse); } + if( 0 != (usesMviMvit & 2) ) { + // transpose matrix + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + matrixMvit.put(j+i*4, matrixMvi.get(i+j*4)); + } + } + } } - protected ByteBuffer matrixBuffer; + protected Buffer matrixBuffer; protected FloatBuffer matrixIdent, matrixPMvMvit, matrixPMvMvi, matrixPMv, matrixP, matrixTex, matrixMv, matrixMvi, matrixMvit; - protected FloatBuffer matrixMult, matrixTrans, matrixRot, matrixScale, matrixOrtho, matrixFrustum; - protected float[] vec3f; + protected float[] matrixMult, matrixTrans, matrixRot, matrixScale, matrixOrtho, matrixFrustum, vec3f; protected List<float[]> matrixTStack, matrixPStack, matrixMvStack; protected int matrixMode = GL_MODELVIEW; protected int modified = 0; + protected int usesMviMvit = 0; // 0 - none, 1 - Mvi, 2 - Mvit, 3 - MviMvit (ofc no Mvit w/o Mvi!) protected ProjectFloat projectFloat; public static final int DIRTY_MODELVIEW = 1 << 0; |