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authorSven Gothel <[email protected]>2014-06-27 18:16:43 +0200
committerSven Gothel <[email protected]>2014-06-27 18:16:43 +0200
commit0bded476868c5fdfe44502bfd55957469d0d72bb (patch)
tree8f3baefe8c7267a11dffacc4ba1814478c4b2123 /src/jogl/classes/com/jogamp/opengl/util
parent21b84da775fae5806481ecc658a207bf603126d5 (diff)
Enhance FloatUtil: Merge ProjectFloat features while adding optimized variations; PMVMatrix: Remove NIO buffer path, use backing-array only and FloatUtil direct.
- FloatUtil pptimized variants: - mapObjToWinCoords (gluProject) passing 'P x Mv' for batch operations - mapWinToObjCoords (gluUnProject) passing 'Inv(P x Mv)' for batch operations - mapWinToObjCoords (gluUnProject) passing 'Inv(P x Mv)' and two winz values for two ray picking resulting in two obj positions. (-> mapWinToRay) - PMVMatrix - dropped low performance NIO mode - simply use common backing-array and fixed offsets directly - drop ProjectFloat usage in favor of FloatUtil - reduce number of temporary arrays
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java449
1 files changed, 213 insertions, 236 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
index c6f1f529d..f79efad2f 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
@@ -34,7 +34,6 @@
package com.jogamp.opengl.util;
-import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
@@ -42,15 +41,12 @@ import javax.media.opengl.GL;
import javax.media.opengl.GLException;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
-import jogamp.opengl.ProjectFloat;
-
import com.jogamp.common.nio.Buffers;
import com.jogamp.common.os.Platform;
import com.jogamp.common.util.FloatStack;
import com.jogamp.opengl.math.FloatUtil;
import com.jogamp.opengl.math.Quaternion;
import com.jogamp.opengl.math.Ray;
-import com.jogamp.opengl.math.VectorUtil;
import com.jogamp.opengl.math.geom.AABBox;
import com.jogamp.opengl.math.geom.Frustum;
@@ -77,30 +73,28 @@ import com.jogamp.opengl.math.geom.Frustum;
* </p>
* <a name="storageDetails"><h5>Matrix storage details</h5></a>
* <p>
- * All matrices use a common FloatBuffer storage
- * and are a {@link Buffers#slice2Float(Buffer, float[], int, int) sliced} representation of it.
- * The common FloatBuffer and hence all matrices may use NIO direct storage or a {@link #usesBackingArray() backing float array},
- * depending how the instance if {@link #PMVMatrix(boolean) being constructed}.
+ * All matrices are backed up by a common primitive float-array for performance considerations
+ * and are a {@link Buffers#slice2Float(float[], int, int) sliced} representation of it.
* </p>
* <p>
* <b>Note:</b>
* <ul>
- * <li>The matrix is a {@link Buffers#slice2Float(Buffer, float[], int, int) sliced part } of a host matrix and it's start position has been {@link FloatBuffer#mark() marked}.</li>
+ * <li>The matrix is a {@link Buffers#slice2Float(float[], int, int) sliced part } of a host matrix and it's start position has been {@link FloatBuffer#mark() marked}.</li>
* <li>Use {@link FloatBuffer#reset() reset()} to rewind it to it's start position after relative operations, like {@link FloatBuffer#get() get()}.</li>
* <li>If using absolute operations like {@link FloatBuffer#get(int) get(int)}, use it's {@link FloatBuffer#reset() reset} {@link FloatBuffer#position() position} as it's offset.</li>
* </ul>
* </p>
*/
-public class PMVMatrix implements GLMatrixFunc {
+public final class PMVMatrix implements GLMatrixFunc {
/** Bit value stating a modified {@link #glGetPMatrixf() projection matrix (P)}, since last {@link #update()} call. */
- public static final int MODIFIED_PROJECTION = 1 << 0;
+ public static final int MODIFIED_PROJECTION = 1 << 0;
/** Bit value stating a modified {@link #glGetMvMatrixf() modelview matrix (Mv)}, since last {@link #update()} call. */
- public static final int MODIFIED_MODELVIEW = 1 << 1;
+ public static final int MODIFIED_MODELVIEW = 1 << 1;
/** Bit value stating a modified {@link #glGetTMatrixf() texture matrix (T)}, since last {@link #update()} call. */
- public static final int MODIFIED_TEXTURE = 1 << 2;
+ public static final int MODIFIED_TEXTURE = 1 << 2;
/** Bit value stating all is modified */
- public static final int MODIFIED_ALL = MODIFIED_PROJECTION | MODIFIED_MODELVIEW | MODIFIED_TEXTURE ;
+ public static final int MODIFIED_ALL = MODIFIED_PROJECTION | MODIFIED_MODELVIEW | MODIFIED_TEXTURE ;
/** Bit value stating a dirty {@link #glGetMviMatrixf() inverse modelview matrix (Mvi)}. */
public static final int DIRTY_INVERSE_MODELVIEW = 1 << 0;
@@ -196,97 +190,65 @@ public class PMVMatrix implements GLMatrixFunc {
}
/**
- * 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. whether 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>.
+ * <p>
+ * Implementation uses non-direct non-NIO Buffers with guaranteed backing array,
+ * which allows faster access in Java computation.
+ * </p>
*/
- public PMVMatrix(boolean useBackingArray) {
- this.usesBackingArray = useBackingArray;
-
+ public PMVMatrix() {
// I Identity
// T Texture
// P Projection
// Mv ModelView
// Mvi Modelview-Inverse
// Mvit Modelview-Inverse-Transpose
- if(useBackingArray) {
- matrixBufferArray = new float[ 6*16 + ProjectFloat.getRequiredFloatBufferSize() ];
- matrixBuffer = null;
- } else {
- matrixBufferArray = null;
- matrixBuffer = Buffers.newDirectByteBuffer( ( 6*16 + ProjectFloat.getRequiredFloatBufferSize() ) * Buffers.SIZEOF_FLOAT );
- matrixBuffer.mark();
- }
-
- matrixIdent = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 0*16, 1*16); // I
- matrixTex = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 1*16, 1*16); // T
- matrixPMvMvit = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 2*16, 4*16); // P + Mv + Mvi + Mvit
- matrixPMvMvi = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 2*16, 3*16); // P + Mv + Mvi
- matrixPMv = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 2*16, 2*16); // P + Mv
- matrixP = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 2*16, 1*16); // P
- matrixMv = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 3*16, 1*16); // Mv
- matrixMvi = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 4*16, 1*16); // Mvi
- matrixMvit = Buffers.slice2Float(matrixBuffer, matrixBufferArray, 5*16, 1*16); // Mvit
-
- projectFloat = new ProjectFloat(matrixBuffer, matrixBufferArray, 6*16);
-
- if(null != matrixBuffer) {
- matrixBuffer.reset();
- }
- FloatUtil.makeIdentityf(matrixIdent);
-
- tmpVec3f = new float[3];
- tmpMatrix = new float[16];
- matrixRot = new float[16];
- matrixMult = new float[16];
- matrixTrans = new float[16];
- matrixScale = new float[16];
- matrixOrtho = new float[16];
- matrixFrustum = new float[16];
- FloatUtil.makeIdentityf(matrixTrans, 0);
- FloatUtil.makeIdentityf(matrixRot, 0);
- FloatUtil.makeIdentityf(matrixScale, 0);
- FloatUtil.makeIdentityf(matrixOrtho, 0);
- FloatUtil.makeZero(matrixFrustum, 0);
+ matrixArray = new float[5*16];
+
+ mP_offset = 0*16;
+ mMv_offset = 1*16;
+ mTex_offset = 4*16;
+
+ matrixPMvMvit = Buffers.slice2Float(matrixArray, 0*16, 4*16); // P + Mv + Mvi + Mvit
+ matrixPMvMvi = Buffers.slice2Float(matrixArray, 0*16, 3*16); // P + Mv + Mvi
+ matrixPMv = Buffers.slice2Float(matrixArray, 0*16, 2*16); // P + Mv
+ matrixP = Buffers.slice2Float(matrixArray, 0*16, 1*16); // P
+ matrixMv = Buffers.slice2Float(matrixArray, 1*16, 1*16); // Mv
+ matrixMvi = Buffers.slice2Float(matrixArray, 2*16, 1*16); // Mvi
+ matrixMvit = Buffers.slice2Float(matrixArray, 3*16, 1*16); // Mvit
+ matrixTex = Buffers.slice2Float(matrixArray, 4*16, 1*16); // T
+
+ mat4Tmp1 = new float[16];
+ mat4Tmp2 = new float[16];
+ mat4Tmp3 = new float[16];
+ matrixTxSx = new float[16];
+ FloatUtil.makeIdentity(matrixTxSx);
// Start w/ zero size to save memory
matrixTStack = new FloatStack( 0, 2*16); // growSize: GL-min size (2)
matrixPStack = new FloatStack( 0, 2*16); // growSize: GL-min size (2)
matrixMvStack= new FloatStack( 0, 16*16); // growSize: half GL-min size (32)
- // default values and mode
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glMatrixMode(GL.GL_TEXTURE);
- glLoadIdentity();
- modifiedBits = MODIFIED_ALL;
- dirtyBits = DIRTY_ALL;
- requestMask = 0;
- matrixMode = GL_MODELVIEW;
+ reset();
frustum = null;
}
- /** @see #PMVMatrix(boolean) */
- public final boolean usesBackingArray() { return usesBackingArray; }
+ /**
+ * Issues {@link #glLoadIdentity()} on all matrices,
+ * i.e. {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}
+ * and resets all internal states.
+ */
+ public final void reset() {
+ FloatUtil.makeIdentity(matrixArray, mMv_offset);
+ FloatUtil.makeIdentity(matrixArray, mP_offset);
+ FloatUtil.makeIdentity(matrixArray, mTex_offset);
+
+ modifiedBits = MODIFIED_ALL;
+ dirtyBits = DIRTY_ALL;
+ requestMask = 0;
+ matrixMode = GL_MODELVIEW;
+ }
/** Returns the current matrix-mode, one of {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}. */
public final int glGetMatrixMode() {
@@ -402,7 +364,7 @@ public class PMVMatrix implements GLMatrixFunc {
}
/** Returns the frustum, derived from projection * modelview */
- public Frustum glGetFrustum() {
+ public final Frustum glGetFrustum() {
requestMask |= DIRTY_FRUSTUM;
updateImpl(false);
return frustum;
@@ -420,7 +382,7 @@ public class PMVMatrix implements GLMatrixFunc {
* {@link GLMatrixFunc#GL_MODELVIEW_MATRIX GL_MODELVIEW_MATRIX}, {@link GLMatrixFunc#GL_PROJECTION_MATRIX GL_PROJECTION_MATRIX} or {@link GLMatrixFunc#GL_TEXTURE_MATRIX GL_TEXTURE_MATRIX},
* or a matrix-mode-name, i.e.
* {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}
- * @return the named matrix
+ * @return the named matrix, not a copy!
*/
public final FloatBuffer glGetMatrixf(final int matrixName) {
switch(matrixName) {
@@ -438,6 +400,35 @@ public class PMVMatrix implements GLMatrixFunc {
}
}
+
+ /**
+ * Multiplies the {@link #glGetPMatrixf() P} and {@link #glGetMvMatrixf() Mv} matrix, i.e.
+ * <pre>
+ * mat4PMv = P x Mv
+ * </pre>
+ * @param mat4PMv 4x4 matrix storage for result
+ * @param mat4PMv_offset
+ * @return given matrix for chaining
+ */
+ public final float[] multPMvMatrixf(final float[/*16*/] mat4PMv, final int mat4PMv_offset) {
+ FloatUtil.multMatrix(matrixArray, mP_offset, matrixArray, mMv_offset, mat4PMv, mat4PMv_offset);
+ return mat4PMv;
+ }
+
+ /**
+ * Multiplies the {@link #glGetMvMatrixf() Mv} and {@link #glGetPMatrixf() P} matrix, i.e.
+ * <pre>
+ * mat4MvP = Mv x P
+ * </pre>
+ * @param mat4MvP 4x4 matrix storage for result
+ * @param mat4MvP_offset
+ * @return given matrix for chaining
+ */
+ public final float[] multMvPMatrixf(final float[/*16*/] mat4MvP, final int mat4MvP_offset) {
+ FloatUtil.multMatrix(matrixArray, mMv_offset, matrixArray, mP_offset, mat4MvP, mat4MvP_offset);
+ return mat4MvP;
+ }
+
//
// GLMatrixFunc implementation
//
@@ -593,35 +584,31 @@ public class PMVMatrix implements GLMatrixFunc {
@Override
public final void glLoadIdentity() {
if(matrixMode==GL_MODELVIEW) {
- matrixMv.put(matrixIdent);
- matrixMv.reset();
+ FloatUtil.makeIdentity(matrixArray, mMv_offset);
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
- matrixP.put(matrixIdent);
- matrixP.reset();
+ FloatUtil.makeIdentity(matrixArray, mP_offset);
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
- matrixTex.put(matrixIdent);
- matrixTex.reset();
+ FloatUtil.makeIdentity(matrixArray, mTex_offset);
modifiedBits |= MODIFIED_TEXTURE;
}
- matrixIdent.reset();
}
@Override
public final void glMultMatrixf(final FloatBuffer m) {
if(matrixMode==GL_MODELVIEW) {
- FloatUtil.multMatrixf(matrixMv, m);
+ FloatUtil.multMatrix(matrixMv, m);
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
- FloatUtil.multMatrixf(matrixP, m);
+ FloatUtil.multMatrix(matrixP, m);
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
- FloatUtil.multMatrixf(matrixTex, m);
+ FloatUtil.multMatrix(matrixTex, m);
modifiedBits |= MODIFIED_TEXTURE;
}
}
@@ -629,69 +616,49 @@ public class PMVMatrix implements GLMatrixFunc {
@Override
public final void glMultMatrixf(final float[] m, final int m_offset) {
if(matrixMode==GL_MODELVIEW) {
- FloatUtil.multMatrixf(matrixMv, m, m_offset);
+ FloatUtil.multMatrix(matrixArray, mMv_offset, m, m_offset);
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
- FloatUtil.multMatrixf(matrixP, m, m_offset);
+ FloatUtil.multMatrix(matrixArray, mP_offset, m, m_offset);
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
- FloatUtil.multMatrixf(matrixTex, m, m_offset);
+ FloatUtil.multMatrix(matrixArray, mTex_offset, m, m_offset);
modifiedBits |= MODIFIED_TEXTURE;
}
}
@Override
public final void glTranslatef(final float x, final float y, final float z) {
- // Translation matrix (Column Order):
- // 1 0 0 0
- // 0 1 0 0
- // 0 0 1 0
- // x y z 1
- matrixTrans[0+4*3] = x;
- matrixTrans[1+4*3] = y;
- matrixTrans[2+4*3] = z;
- glMultMatrixf(matrixTrans, 0);
+ glMultMatrixf(FloatUtil.makeTranslation(matrixTxSx, false, x, y, z), 0);
+ }
+
+ @Override
+ public final void glScalef(final float x, final float y, final float z) {
+ glMultMatrixf(FloatUtil.makeScale(matrixTxSx, false, x, y, z), 0);
}
@Override
public final void glRotatef(final float angdeg, final float x, final float y, final float z) {
- final float angrad = angdeg * FloatUtil.PI / 180.0f;
- FloatUtil.makeRotationAxis(angrad, x, y, z, matrixRot, 0, tmpVec3f);
- glMultMatrixf(matrixRot, 0);
+ glMultMatrixf(FloatUtil.makeRotationAxis(mat4Tmp1, 0, angdeg * FloatUtil.PI / 180.0f, x, y, z, mat4Tmp2), 0);
}
/**
* Rotate the current matrix with the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
public final void glRotate(final Quaternion quat) {
- quat.toMatrix(tmpMatrix, 0);
- glMultMatrixf(tmpMatrix, 0);
- }
-
- @Override
- public final void glScalef(final float x, final float y, final float z) {
- // Scale matrix (Any Order):
- // x 0 0 0
- // 0 y 0 0
- // 0 0 z 0
- // 0 0 0 1
- matrixScale[0+4*0] = x;
- matrixScale[1+4*1] = y;
- matrixScale[2+4*2] = z;
-
- glMultMatrixf(matrixScale, 0);
+ glMultMatrixf(quat.toMatrix(mat4Tmp1, 0), 0);
}
@Override
public final void glOrthof(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) {
- glMultMatrixf( FloatUtil.makeOrthof(matrixOrtho, 0, false, left, right, bottom, top, zNear, zFar), 0 );
+ glMultMatrixf( FloatUtil.makeOrtho(mat4Tmp1, 0, true, 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) {
- glMultMatrixf( FloatUtil.makeFrustumf(matrixFrustum, 0, false, left, right, bottom, top, zNear, zFar), 0 );
+ glMultMatrixf( FloatUtil.makeFrustum(mat4Tmp1, 0, true, left, right, bottom, top, zNear, zFar), 0 );
}
//
@@ -702,7 +669,7 @@ 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) {
- glMultMatrixf( FloatUtil.makePerspective(matrixFrustum, 0, false, fovy*((float)Math.PI)/360.0f, aspect, zNear, zFar), 0 );
+ glMultMatrixf( FloatUtil.makePerspective(mat4Tmp1, 0, true, fovy*((float)Math.PI)/360.0f, aspect, zNear, zFar), 0 );
}
/**
@@ -712,73 +679,124 @@ public class PMVMatrix implements GLMatrixFunc {
public final void gluLookAt(final float eyex, final float eyey, final float eyez,
final float centerx, final float centery, final float centerz,
final float upx, final float upy, final float upz) {
- projectFloat.gluLookAt(this, eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz);
+ mat4Tmp2[0+0] = eyex;
+ mat4Tmp2[1+0] = eyey;
+ mat4Tmp2[2+0] = eyez;
+ mat4Tmp2[0+4] = centerx;
+ mat4Tmp2[1+4] = centery;
+ mat4Tmp2[2+4] = centerz;
+ mat4Tmp2[0+8] = upx;
+ mat4Tmp2[1+8] = upy;
+ mat4Tmp2[2+8] = upz;
+ glMultMatrixf(
+ FloatUtil.makeLookAt(mat4Tmp1, 0, mat4Tmp2 /* eye */, 0, mat4Tmp2 /* center */, 4, mat4Tmp2 /* up */, 8, mat4Tmp3), 0);
}
/**
* Map object coordinates to window coordinates.
+ * <p>
+ * Traditional <code>gluProject</code> implementation.
+ * </p>
*
* @param objx
* @param objy
* @param objz
- * @param viewport
+ * @param viewport 4 component viewport vector
* @param viewport_offset
- * @param win_pos
+ * @param win_pos 3 component window coordinate, the result
* @param win_pos_offset
- * @return
+ * @return true if successful, otherwise false (z is 1)
*/
public final boolean gluProject(final float objx, final float objy, final float objz,
final int[] viewport, final int viewport_offset,
final float[] win_pos, final int win_pos_offset ) {
- if(usesBackingArray) {
- return projectFloat.gluProject(objx, objy, objz,
- matrixMv.array(), matrixMv.position(),
- matrixP.array(), matrixP.position(),
- viewport, viewport_offset,
- win_pos, win_pos_offset);
- } else {
- return projectFloat.gluProject(objx, objy, objz,
- matrixMv,
- matrixP,
- viewport, viewport_offset,
- win_pos, win_pos_offset);
- }
+ return FloatUtil.mapObjToWinCoords(objx, objy, objz,
+ matrixArray, mMv_offset,
+ matrixArray, mP_offset,
+ viewport, viewport_offset,
+ win_pos, win_pos_offset,
+ mat4Tmp1, mat4Tmp2);
}
/**
* Map window coordinates to object coordinates.
+ * <p>
+ * Traditional <code>gluUnProject</code> implementation.
+ * </p>
*
* @param winx
* @param winy
* @param winz
- * @param viewport
+ * @param viewport 4 component viewport vector
* @param viewport_offset
- * @param obj_pos
+ * @param obj_pos 3 component object coordinate, the result
* @param obj_pos_offset
- * @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
+ * @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
*/
public final boolean gluUnProject(final float winx, final float winy, final float winz,
final int[] viewport, final int viewport_offset,
final float[] obj_pos, final int obj_pos_offset) {
- if(usesBackingArray) {
- return projectFloat.gluUnProject(winx, winy, winz,
- matrixMv.array(), matrixMv.position(),
- matrixP.array(), matrixP.position(),
- viewport, viewport_offset,
- obj_pos, obj_pos_offset);
- } else {
- return projectFloat.gluUnProject(winx, winy, winz,
- matrixMv,
- matrixP,
- viewport, viewport_offset,
- obj_pos, obj_pos_offset);
- }
+ return FloatUtil.mapWinToObjCoords(winx, winy, winz,
+ matrixArray, mMv_offset,
+ matrixArray, mP_offset,
+ viewport, viewport_offset,
+ obj_pos, obj_pos_offset,
+ mat4Tmp1, mat4Tmp2);
+ }
+
+ /**
+ * Map window coordinates to object coordinates.
+ * <p>
+ * Traditional <code>gluUnProject4</code> implementation.
+ * </p>
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param clipw
+ * @param modelMatrix 4x4 modelview matrix
+ * @param modelMatrix_offset
+ * @param projMatrix 4x4 projection matrix
+ * @param projMatrix_offset
+ * @param viewport 4 component viewport vector
+ * @param viewport_offset
+ * @param near
+ * @param far
+ * @param obj_pos 4 component object coordinate, the result
+ * @param obj_pos_offset
+ * @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
+ */
+ public boolean gluUnProject4(final float winx, final float winy, final float winz, final float clipw,
+ final int[] viewport, final int viewport_offset,
+ final float near, final float far,
+ final float[] obj_pos, final int obj_pos_offset ) {
+ return FloatUtil.mapWinToObjCoords(winx, winy, winz, clipw,
+ matrixArray, mMv_offset,
+ matrixArray, mP_offset,
+ viewport, viewport_offset,
+ near, far,
+ obj_pos, obj_pos_offset,
+ mat4Tmp1, mat4Tmp2);
}
+ /**
+ * Make given matrix the <i>pick</i> matrix based on given parameters.
+ * <p>
+ * Traditional <code>gluPickMatrix</code> implementation.
+ * </p>
+ * @param x
+ * @param y
+ * @param deltaX
+ * @param deltaY
+ * @param viewport 4 component viewport vector
+ * @param viewport_offset
+ */
public final void gluPickMatrix(final float x, final float y,
final float deltaX, final float deltaY,
final int[] viewport, final int viewport_offset) {
- projectFloat.gluPickMatrix(this, x, y, deltaX, deltaY, viewport, viewport_offset);
+ if( null != FloatUtil.makePick(mat4Tmp1, 0, x, y, deltaX, deltaY, viewport, viewport_offset, mat4Tmp2) ) {
+ glMultMatrixf(mat4Tmp1, 0);
+ }
}
/**
@@ -805,13 +823,12 @@ public class PMVMatrix implements GLMatrixFunc {
public final boolean gluUnProjectRay(final float winx, final float winy, final float winz0, final float winz1,
final int[] viewport, final int viewport_offset,
final Ray ray) {
- if( gluUnProject(winx, winy, winz0, viewport, viewport_offset, ray.orig, 0) &&
- gluUnProject(winx, winy, winz1, viewport, viewport_offset, ray.dir, 0) ) {
- VectorUtil.normalizeVec3( VectorUtil.subVec3(ray.dir, ray.dir, ray.orig) );
- return true;
- } else {
- return false;
- }
+ return FloatUtil.mapWinToRay(winx, winy, winz0, winz1,
+ matrixArray, mMv_offset,
+ matrixArray, mP_offset,
+ viewport, viewport_offset,
+ ray,
+ mat4Tmp1, mat4Tmp2, mat4Tmp3);
}
public StringBuilder toString(StringBuilder sb, String f) {
@@ -828,10 +845,9 @@ public class PMVMatrix implements GLMatrixFunc {
final boolean modMv = 0 != ( MODIFIED_MODELVIEW & modifiedBits );
final boolean modT = 0 != ( MODIFIED_TEXTURE & modifiedBits );
- sb.append("PMVMatrix[backingArray ").append(this.usesBackingArray());
- sb.append(", modified[P ").append(modP).append(", Mv ").append(modMv).append(", T ").append(modT);
- sb.append("], dirty/req[Mvi ").append(mviDirty).append("/").append(mviReq).append(", Mvit ").append(mvitDirty).append("/").append(mvitReq).append(", Frustum ").append(frustumDirty).append("/").append(frustumReq);
- sb.append("], Projection").append(Platform.NEWLINE);
+ sb.append("PMVMatrix[modified[P ").append(modP).append(", Mv ").append(modMv).append(", T ").append(modT);
+ sb.append("], dirty/req[Mvi ").append(mviDirty).append("/").append(mviReq).append(", Mvit ").append(mvitDirty).append("/").append(mvitReq).append(", Frustum ").append(frustumDirty).append("/").append(frustumReq).append("]").append(Platform.NEWLINE);
+ sb.append(", Projection").append(Platform.NEWLINE);
matrixToString(sb, f, matrixP);
sb.append(", Modelview").append(Platform.NEWLINE);
matrixToString(sb, f, matrixMv);
@@ -993,8 +1009,9 @@ public class PMVMatrix implements GLMatrixFunc {
if( null == frustum ) {
frustum = new Frustum();
}
- FloatUtil.multMatrixf(matrixP, matrixMv, tmpMatrix, 0);
- frustum.updateByPMV(tmpMatrix, 0);
+ FloatUtil.multMatrix(matrixArray, mP_offset, matrixArray, mMv_offset, mat4Tmp1, 0);
+ // FloatUtil.multMatrix(matrixP, matrixMv, mat4Tmp1, 0);
+ frustum.updateByPMV(mat4Tmp1, 0);
dirtyBits &= ~DIRTY_FRUSTUM;
mod = true;
}
@@ -1003,82 +1020,42 @@ public class PMVMatrix implements GLMatrixFunc {
return mod; // nothing more requested which may have been dirty
}
- if(nioBackupArraySupported>=0) {
- try {
- nioBackupArraySupported = 1;
- return setMviMvitNIOBackupArray() || mod;
- } catch(UnsupportedOperationException uoe) {
- nioBackupArraySupported = -1;
- }
- }
- return setMviMvitNIODirectAccess() || mod;
+ return setMviMvit() || mod;
}
//
// 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 static final String msgCantComputeInverse = "Invalid source Mv matrix, can't compute inverse";
- private final boolean setMviMvitNIOBackupArray() {
+ private final boolean setMviMvit() {
final float[] _matrixMvi = matrixMvi.array();
final int _matrixMviOffset = matrixMvi.position();
boolean res = false;
if( 0 != ( dirtyBits & DIRTY_INVERSE_MODELVIEW ) ) { // only if dirt; always requested at this point, see update()
- if(!projectFloat.gluInvertMatrixf(matrixMv.array(), matrixMv.position(), _matrixMvi, _matrixMviOffset)) {
+ if( null == FloatUtil.invertMatrix(matrixArray, mMv_offset, _matrixMvi, _matrixMviOffset, mat4Tmp1) ) {
throw new GLException(msgCantComputeInverse);
}
dirtyBits &= ~DIRTY_INVERSE_MODELVIEW;
res = true;
}
if( 0 != ( requestMask & ( dirtyBits & DIRTY_INVERSE_TRANSPOSED_MODELVIEW ) ) ) { // only if requested & dirty
- // 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];
- }
- }
- dirtyBits &= ~DIRTY_INVERSE_TRANSPOSED_MODELVIEW;
- res = true;
- }
- return res;
- }
-
- private final boolean setMviMvitNIODirectAccess() {
- boolean res = false;
- if( 0 != ( dirtyBits & DIRTY_INVERSE_MODELVIEW ) ) { // only if dirt; always requested at this point, see update()
- if(!projectFloat.gluInvertMatrixf(matrixMv, matrixMvi)) {
- throw new GLException(msgCantComputeInverse);
- }
- dirtyBits &= ~DIRTY_INVERSE_MODELVIEW;
- res = true;
- }
- if( 0 != ( requestMask & ( dirtyBits & DIRTY_INVERSE_TRANSPOSED_MODELVIEW ) ) ) { // only if requested & dirty
- // 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));
- }
- }
+ FloatUtil.transposeMatrix(_matrixMvi, _matrixMviOffset, matrixMvit.array(), matrixMvit.position());
dirtyBits &= ~DIRTY_INVERSE_TRANSPOSED_MODELVIEW;
res = true;
}
return res;
}
- protected final boolean usesBackingArray;
- protected final float[] matrixBufferArray;
- protected final Buffer matrixBuffer;
- protected final FloatBuffer matrixIdent, matrixPMvMvit, matrixPMvMvi, matrixPMv, matrixP, matrixTex, matrixMv, matrixMvi, matrixMvit;
- protected final float[] matrixMult, matrixTrans, matrixRot, matrixScale, matrixOrtho, matrixFrustum, tmpVec3f;
- protected final float[] tmpMatrix;
- protected final FloatStack matrixTStack, matrixPStack, matrixMvStack;
- protected final ProjectFloat projectFloat;
- protected int matrixMode = GL_MODELVIEW;
- protected int modifiedBits = MODIFIED_ALL;
- protected int dirtyBits = DIRTY_ALL; // contains the dirty bits, i.e. hinting for update operation
- protected int requestMask = 0; // may contain the requested dirty bits: DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW
- protected Frustum frustum;
+ private final float[] matrixArray;
+ private final int mP_offset, mMv_offset, mTex_offset;
+ private final FloatBuffer matrixPMvMvit, matrixPMvMvi, matrixPMv, matrixP, matrixTex, matrixMv, matrixMvi, matrixMvit;
+ private final float[] matrixTxSx;
+ private final float[] mat4Tmp1, mat4Tmp2, mat4Tmp3;
+ private final FloatStack matrixTStack, matrixPStack, matrixMvStack;
+ private int matrixMode = GL_MODELVIEW;
+ private int modifiedBits = MODIFIED_ALL;
+ private int dirtyBits = DIRTY_ALL; // contains the dirty bits, i.e. hinting for update operation
+ private int requestMask = 0; // may contain the requested dirty bits: DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW
+ private Frustum frustum;
}