diff options
author | Sven Gothel <[email protected]> | 2012-04-02 08:28:56 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2012-04-02 08:28:56 +0200 |
commit | de2b129a56335262a44a05541a3ab2e35668cc6e (patch) | |
tree | cc38af2233fe39f9eaecf945b8af62065bb783ff /src/jogl/classes/com/jogamp/opengl | |
parent | 7642d54fb2cae56331c28a780a4f9074fa904016 (diff) |
ProjectFloat: Promote to public, exposing general matrix/vector math, custom instancing using sliced nio-buffer/primitive-array
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java | 125 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/ProjectFloat.java | 1164 |
2 files changed, 1197 insertions, 92 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java index 10ea29168..1db3f132f 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java +++ b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java @@ -1,5 +1,6 @@ /* * Copyright (c) 2009 Sun Microsystems, Inc. All Rights Reserved. + * Copyright (c) 2011 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are @@ -33,16 +34,18 @@ package com.jogamp.opengl.util; -import com.jogamp.common.nio.Buffers; -import jogamp.opengl.ProjectFloat; - -import java.nio.*; +import java.nio.Buffer; +import java.nio.FloatBuffer; +import java.nio.IntBuffer; import java.util.ArrayList; import java.util.List; -import javax.media.opengl.*; +import javax.media.opengl.GL; +import javax.media.opengl.GLException; import javax.media.opengl.fixedfunc.GLMatrixFunc; +import com.jogamp.common.nio.Buffers; + public class PMVMatrix implements GLMatrixFunc { protected final float[] matrixBufferArray; @@ -69,8 +72,6 @@ public class PMVMatrix implements GLMatrixFunc { * this flag shall be set to <code>true</code> or <code>false</code></p>. */ public PMVMatrix(boolean useBackingArray) { - projectFloat = new ProjectFloat(); - // I Identity // T Texture // P Projection @@ -78,29 +79,30 @@ public class PMVMatrix implements GLMatrixFunc { // Mvi Modelview-Inverse // Mvit Modelview-Inverse-Transpose if(useBackingArray) { - matrixBufferArray = new float[6*16]; + matrixBufferArray = new float[ 6*16 + ProjectFloat.getRequiredFloatBufferSize() ]; matrixBuffer = null; - // matrixBuffer = FloatBuffer.wrap(new float[12*16]); } else { matrixBufferArray = null; - matrixBuffer = Buffers.newDirectByteBuffer(6*16 * Buffers.SIZEOF_FLOAT); + matrixBuffer = Buffers.newDirectByteBuffer( ( 6*16 + ProjectFloat.getRequiredFloatBufferSize() ) * 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 + matrixIdent = ProjectFloat.slice2Float(matrixBuffer, matrixBufferArray, 0*16, 1*16); // I + matrixTex = ProjectFloat.slice2Float(matrixBuffer, matrixBufferArray, 1*16, 1*16); // T + matrixPMvMvit = ProjectFloat.slice2Float(matrixBuffer, matrixBufferArray, 2*16, 4*16); // P + Mv + Mvi + Mvit + matrixPMvMvi = ProjectFloat.slice2Float(matrixBuffer, matrixBufferArray, 2*16, 3*16); // P + Mv + Mvi + matrixPMv = ProjectFloat.slice2Float(matrixBuffer, matrixBufferArray, 2*16, 2*16); // P + Mv + matrixP = ProjectFloat.slice2Float(matrixBuffer, matrixBufferArray, 2*16, 1*16); // P + matrixMv = ProjectFloat.slice2Float(matrixBuffer, matrixBufferArray, 3*16, 1*16); // Mv + matrixMvi = ProjectFloat.slice2Float(matrixBuffer, matrixBufferArray, 4*16, 1*16); // Mvi + matrixMvit = ProjectFloat.slice2Float(matrixBuffer, matrixBufferArray, 5*16, 1*16); // Mvit + + projectFloat = new ProjectFloat(matrixBuffer, matrixBufferArray, 6*16); if(null != matrixBuffer) { matrixBuffer.reset(); } - ProjectFloat.gluMakeIdentityf(matrixIdent); + ProjectFloat.makeIdentityf(matrixIdent); vec3f = new float[3]; matrixMult = new float[16]; @@ -109,11 +111,11 @@ public class PMVMatrix implements GLMatrixFunc { 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); + ProjectFloat.makeIdentityf(matrixTrans, 0); + ProjectFloat.makeIdentityf(matrixRot, 0); + ProjectFloat.makeIdentityf(matrixScale, 0); + ProjectFloat.makeIdentityf(matrixOrtho, 0); + ProjectFloat.makeZero(matrixFrustum, 0); matrixPStack = new ArrayList<float[]>(); matrixMvStack= new ArrayList<float[]>(); @@ -161,43 +163,6 @@ public class PMVMatrix implements GLMatrixFunc { } - /** - * Slices a ByteBuffer to a FloatBuffer at the given position with the given size - * in float-space. Using a ByteBuffer as the source guarantees - * keeping the source native order programmatically. - * This works around <a href="http://code.google.com/p/android/issues/detail?id=16434">Honeycomb / Android 3.0 Issue 16434</a>. - * 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(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) { switch(matrixModeName) { case GL_MODELVIEW_MATRIX: @@ -364,30 +329,6 @@ public class PMVMatrix implements GLMatrixFunc { glFrustumf(left, right, bottom, top, zNear, zFar); } - 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(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 d) { - final int aP = a.position(); - final int dP = d.position(); - for (int i = 0; i < 4; i++) { - 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] ); - } - } - // // MatrixIf // @@ -524,26 +465,26 @@ public class PMVMatrix implements GLMatrixFunc { public final void glMultMatrixf(final FloatBuffer m) { if(matrixMode==GL_MODELVIEW) { - glMultMatrixf(matrixMv, m, matrixMv); + ProjectFloat.multMatrixf(matrixMv, m, matrixMv); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { - glMultMatrixf(matrixP, m, matrixP); + ProjectFloat.multMatrixf(matrixP, m, matrixP); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { - glMultMatrixf(matrixTex, m, matrixTex); + ProjectFloat.multMatrixf(matrixTex, m, matrixTex); modified |= DIRTY_TEXTURE ; } } public void glMultMatrixf(float[] m, int m_offset) { if(matrixMode==GL_MODELVIEW) { - glMultMatrixf(matrixMv, m, m_offset, matrixMv); + ProjectFloat.multMatrixf(matrixMv, m, m_offset, matrixMv); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { - glMultMatrixf(matrixP, m, m_offset, matrixP); + ProjectFloat.multMatrixf(matrixP, m, m_offset, matrixP); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { - glMultMatrixf(matrixTex, m, m_offset, matrixTex); + ProjectFloat.multMatrixf(matrixTex, m, m_offset, matrixTex); modified |= DIRTY_TEXTURE ; } } diff --git a/src/jogl/classes/com/jogamp/opengl/util/ProjectFloat.java b/src/jogl/classes/com/jogamp/opengl/util/ProjectFloat.java new file mode 100644 index 000000000..aa1258c34 --- /dev/null +++ b/src/jogl/classes/com/jogamp/opengl/util/ProjectFloat.java @@ -0,0 +1,1164 @@ +/* +** License Applicability. Except to the extent portions of this file are +** made subject to an alternative license as permitted in the SGI Free +** Software License B, Version 2.0 (the "License"), the contents of this +** file are subject only to the provisions of the License. You may not use +** this file except in compliance with the License. You may obtain a copy +** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 +** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: +** +** http://oss.sgi.com/projects/FreeB +** +** Note that, as provided in the License, the Software is distributed on an +** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS +** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND +** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A +** PARTICULAR PURPOSE, AND NON-INFRINGEMENT. +** +** NOTE: The Original Code (as defined below) has been licensed to Sun +** Microsystems, Inc. ("Sun") under the SGI Free Software License B +** (Version 1.1), shown above ("SGI License"). Pursuant to Section +** 3.2(3) of the SGI License, Sun is distributing the Covered Code to +** you under an alternative license ("Alternative License"). This +** Alternative License includes all of the provisions of the SGI License +** except that Section 2.2 and 11 are omitted. Any differences between +** the Alternative License and the SGI License are offered solely by Sun +** and not by SGI. +** +** Original Code. The Original Code is: OpenGL Sample Implementation, +** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, +** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. +** Copyright in any portions created by third parties is as indicated +** elsewhere herein. All Rights Reserved. +** +** Additional Notice Provisions: The application programming interfaces +** established by SGI in conjunction with the Original Code are The +** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released +** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version +** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X +** Window System(R) (Version 1.3), released October 19, 1998. This software +** was created using the OpenGL(R) version 1.2.1 Sample Implementation +** published by SGI, but has not been independently verified as being +** compliant with the OpenGL(R) version 1.2.1 Specification. +** +** $Date: 2009-03-13 22:20:29 -0700 (Fri, 13 Mar 2009) $ $Revision: 1867 $ +** $Header$ +*/ + +/* + * Copyright (c) 2002-2004 LWJGL Project + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * + * * Neither the name of 'LWJGL' nor the names of + * its contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED + * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF + * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +/* + * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved. + * Copyright (c) 2011 JogAmp Community. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * + * Neither the name of Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any kind. ALL + * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, + * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A + * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN + * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR + * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR + * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR + * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR + * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE + * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, + * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF + * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed or intended for use + * in the design, construction, operation or maintenance of any nuclear + * facility. + */ +package com.jogamp.opengl.util; + +import java.nio.Buffer; +import java.nio.ByteBuffer; +import java.nio.FloatBuffer; +import java.nio.IntBuffer; + +import javax.media.opengl.fixedfunc.GLMatrixFunc; + +import com.jogamp.common.nio.Buffers; + +/** + * ProjectFloat.java + * <p/> + * <p/> + * Created 11-jan-2004 + * + * @author Erik Duijs + * @author Kenneth Russell + * @author Sven Gothel + */ +public class ProjectFloat { + private static final float[] IDENTITY_MATRIX = + new float[] { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + + private static final float[] ZERO_MATRIX = + new float[] { + 0.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 0.0f }; + + /** + * Make matrix an identity matrix + */ + public static void makeIdentityf(float[] m, int offset) { + for (int i = 0; i < 16; i++) { + m[i+offset] = IDENTITY_MATRIX[i]; + } + } + + /** + * Make matrix an identity matrix + */ + public static void makeIdentityf(FloatBuffer m) { + int oldPos = m.position(); + m.put(IDENTITY_MATRIX); + m.position(oldPos); + } + + /** + * Make matrix an zero matrix + */ + public static void makeZero(float[] m, int offset) { + for (int i = 0; i < 16; i++) { + m[i+offset] = 0; + } + } + + /** + * Make matrix an zero matrix + */ + public static void makeZero(FloatBuffer m) { + int oldPos = m.position(); + m.put(ZERO_MATRIX); + m.position(oldPos); + } + + /** + * @param a + * @param b + * @param d result a*b + */ + public static final void multMatrixf(final float[] a, int a_off, final float[] b, int b_off, float[] d, int d_off) { + for (int i = 0; i < 4; i++) { + final float ai0=a[a_off+i+0*4], ai1=a[a_off+i+1*4], ai2=a[a_off+i+2*4], ai3=a[a_off+i+3*4]; + d[d_off+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[d_off+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[d_off+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[d_off+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] ; + } + } + + /** + * @param a + * @param b + * @param d result a*b + */ + public static final void multMatrixf(final float[] a, int a_off, final float[] b, int b_off, FloatBuffer d) { + final int dP = d.position(); + for (int i = 0; i < 4; i++) { + final float ai0=a[a_off+i+0*4], ai1=a[a_off+i+1*4], ai2=a[a_off+i+2*4], ai3=a[a_off+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] ); + } + } + + /** + * @param a + * @param b + * @param d result a*b + */ + public static final void multMatrixf(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(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] ); + } + } + + /** + * @param a + * @param b + * @param d result a*b + */ + public static final void multMatrixf(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(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) ); + } + } + + + /** + * Normalize vector + * + * @param v makes len(v)==1 + */ + public static void normalize(float[] v) { + float r = (float) Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); + + if ( r == 0.0 || r == 1.0) { + return; + } + + r = 1.0f / r; + + v[0] *= r; + v[1] *= r; + v[2] *= r; + } + + /** + * Normalize vector + * + * @param v makes len(v)==1 + */ + public static void normalize(FloatBuffer v) { + final int vPos = v.position(); + + float r = (float) Math.sqrt(v.get(0+vPos) * v.get(0+vPos) + + v.get(1+vPos) * v.get(1+vPos) + + v.get(2+vPos) * v.get(2+vPos)); + + if ( r == 0.0 || r == 1.0) { + return; + } + + r = 1.0f / r; + + v.put(0+vPos, v.get(0+vPos) * r); + v.put(1+vPos, v.get(1+vPos) * r); + v.put(2+vPos, v.get(2+vPos) * r); + } + + + /** + * Calculate cross-product + * + * @param v1 + * @param v2 + * @param result v1 X v2 + */ + public static void cross(float[] v1, float[] v2, float[] result) { + result[0] = v1[1] * v2[2] - v1[2] * v2[1]; + result[1] = v1[2] * v2[0] - v1[0] * v2[2]; + result[2] = v1[0] * v2[1] - v1[1] * v2[0]; + } + + /** + * Calculate cross-product + * + * @param v1 + * @param v2 + * @param result v1 X v2 + */ + public static void cross(FloatBuffer v1, FloatBuffer v2, FloatBuffer result) { + final int v1Pos = v1.position(); + final int v2Pos = v2.position(); + final int rPos = result.position(); + + result.put(0+rPos, v1.get(1+v1Pos) * v2.get(2+v2Pos) - v1.get(2+v1Pos) * v2.get(1+v2Pos)); + result.put(1+rPos, v1.get(2+v1Pos) * v2.get(0+v2Pos) - v1.get(0+v1Pos) * v2.get(2+v2Pos)); + result.put(2+rPos, v1.get(0+v1Pos) * v2.get(1+v2Pos) - v1.get(1+v1Pos) * v2.get(0+v2Pos)); + } + + /** + * Method __gluMultMatrixVecf + * + * @param m_in + * @param m_in_off + * @param v_in + * @param v_out m_in * v_in + */ + public static void multMatrixVecf(float[] m_in, int m_in_off, float[] v_in, int v_in_off, float[] v_out) { + for (int i = 0; i < 4; i++) { + v_out[i] = + v_in[0+v_in_off] * m_in[0*4+i+m_in_off] + + v_in[1+v_in_off] * m_in[1*4+i+m_in_off] + + v_in[2+v_in_off] * m_in[2*4+i+m_in_off] + + v_in[3+v_in_off] * m_in[3*4+i+m_in_off]; + } + } + + /** + * Method __gluMultMatrixVecf + * + * @param m_in + * @param m_in_off + * @param v_in + * @param v_out m_in * v_in + */ + public static void multMatrixVecf(float[] m_in, float[] v_in, float[] v_out) { + for (int i = 0; i < 4; i++) { + v_out[i] = + v_in[0] * m_in[0*4+i] + + v_in[1] * m_in[1*4+i] + + v_in[2] * m_in[2*4+i] + + v_in[3] * m_in[3*4+i]; + } + } + + /** + * Method __gluMultMatrixVecf + * + * @param m_in + * @param v_in + * @param v_out m_in * v_in + */ + public static void multMatrixVecf(FloatBuffer m_in, FloatBuffer v_in, FloatBuffer v_out) { + int inPos = v_in.position(); + int outPos = v_out.position(); + int matrixPos = m_in.position(); + for (int i = 0; i < 4; i++) { + v_out.put(i + outPos, + v_in.get(0+inPos) * m_in.get(0*4+i+matrixPos) + + v_in.get(1+inPos) * m_in.get(1*4+i+matrixPos) + + v_in.get(2+inPos) * m_in.get(2*4+i+matrixPos) + + v_in.get(3+inPos) * m_in.get(3*4+i+matrixPos)); + } + } + + /** + * Slices a ByteBuffer or a primitive float array to a FloatBuffer at the given position with the given size + * in float-space. + * <p> + * Using a ByteBuffer as the source guarantees + * keeping the source native order programmatically. + * This works around <a href="http://code.google.com/p/android/issues/detail?id=16434">Honeycomb / Android 3.0 Issue 16434</a>. + * This bug is resolved at least in Android 3.2. + * </p> + * + * @param buf source Buffer, maybe ByteBuffer (recommended) or FloatBuffer or <code>null</code>. + * Buffer's position is ignored and floatPos is being used. + * @param backing source float array or <code>null</code> + * @param floatPos {@link Buffers#SIZEOF_FLOAT} position + * @param floatSize {@link Buffers#SIZEOF_FLOAT} size + * @return FloatBuffer w/ native byte order as given ByteBuffer + */ + public static FloatBuffer slice2Float(Buffer buf, float[] backing, int floatPos, int floatSize) { + if(buf instanceof ByteBuffer) { + ByteBuffer bb = (ByteBuffer) buf; + bb.position( floatPos * Buffers.SIZEOF_FLOAT ); + bb.limit( (floatPos + floatSize) * 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, floatPos, floatSize); + fb.mark(); + return fb; + } else if(buf instanceof FloatBuffer) { + FloatBuffer fb = (FloatBuffer) buf; + fb.position( floatPos ); + fb.limit( floatPos + floatSize ); + FloatBuffer fb0 = fb.slice(); // slice and duplicate may change byte order + fb0.mark(); + return fb0; + } else { + throw new InternalError("XXX"); + } + } + + public static final int getRequiredFloatBufferSize() { return 2*16+2*4+3*3; } + + // Note that we have cloned parts of the implementation in order to + // support incoming Buffers. The reason for this is to avoid loading + // non-direct buffer subclasses unnecessarily, because doing so can + // cause performance decreases on direct buffer operations, at least + // on the current HotSpot JVM. It would be nicer (and make the code + // simpler) to simply have the array-based entry points delegate to + // the versions taking Buffers by wrapping the arrays. + + // Array-based implementation + private final float[] matrix = new float[16]; + private final float[][] tempInvertMatrix = new float[4][4]; + + private final float[] in = new float[4]; + private final float[] out = new float[4]; + + // Buffer-based implementation + private FloatBuffer matrixBuf; + private FloatBuffer tempInvertMatrixBuf; + + private FloatBuffer inBuf; + private FloatBuffer outBuf; + + private FloatBuffer forwardBuf; + private FloatBuffer sideBuf; + private FloatBuffer upBuf; + + public ProjectFloat() { + this(false); + } + + public ProjectFloat(boolean useBackingArray) { + this(useBackingArray ? null : Buffers.newDirectByteBuffer(getRequiredFloatBufferSize() * Buffers.SIZEOF_FLOAT), + useBackingArray ? new float[getRequiredFloatBufferSize()] : null, + 0); + } + + /** + * @param floatBuffer source buffer, may be ByteBuffer (recommended) or FloatBuffer or <code>null</code>. + * If used, shall be ≥ {@link #getRequiredFloatBufferSize()} + floatOffset. + * Buffer's position is ignored and floatPos is being used. + * @param floatArray source float array or <code>null</code>. + * If used, size shall be ≥ {@link #getRequiredFloatBufferSize()} + floatOffset. + * @param floatOffset Offset for either of the given sources (buffer or array) + */ + public ProjectFloat(Buffer floatBuffer, float[] floatArray, int floatOffset) { + int floatPos = floatOffset; + int floatSize = 16; + matrixBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize); + floatPos += floatSize; + tempInvertMatrixBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize); + floatPos += floatSize; + floatSize = 4; + inBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize); + floatPos += floatSize; + outBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize); + floatPos += floatSize; + floatSize = 3; + forwardBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize); + floatPos += floatSize; + sideBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize); + floatPos += floatSize; + upBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize); + } + + public void destroy() { + matrixBuf = null; + tempInvertMatrixBuf = null; + inBuf = null; + outBuf = null; + forwardBuf = null; + sideBuf = null; + upBuf = null; + } + + /** + * @param src + * @param srcOffset + * @param inverse + * @param inverseOffset + * @return + */ + public boolean gluInvertMatrixf(float[] src, int srcOffset, float[] inverse, int inverseOffset) { + int i, j, k, swap; + float t; + float[][] temp = tempInvertMatrix; + + for (i = 0; i < 4; i++) { + for (j = 0; j < 4; j++) { + temp[i][j] = src[i*4+j+srcOffset]; + } + } + makeIdentityf(inverse, inverseOffset); + + for (i = 0; i < 4; i++) { + // + // Look for largest element in column + // + swap = i; + for (j = i + 1; j < 4; j++) { + if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) { + swap = j; + } + } + + if (swap != i) { + // + // Swap rows. + // + for (k = 0; k < 4; k++) { + t = temp[i][k]; + temp[i][k] = temp[swap][k]; + temp[swap][k] = t; + + t = inverse[i*4+k+inverseOffset]; + inverse[i*4+k+inverseOffset] = inverse[swap*4+k+inverseOffset]; + inverse[swap*4+k+inverseOffset] = t; + } + } + + if (temp[i][i] == 0) { + // + // No non-zero pivot. The matrix is singular, which shouldn't + // happen. This means the user gave us a bad matrix. + // + return false; + } + + t = temp[i][i]; + for (k = 0; k < 4; k++) { + temp[i][k] /= t; + inverse[i*4+k+inverseOffset] /= t; + } + for (j = 0; j < 4; j++) { + if (j != i) { + t = temp[j][i]; + for (k = 0; k < 4; k++) { + temp[j][k] -= temp[i][k] * t; + inverse[j*4+k+inverseOffset] -= inverse[i*4+k+inverseOffset]*t; + } + } + } + } + return true; + } + + /** + * @param src + * @param inverse + * + * @return + */ + public boolean gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) { + int i, j, k, swap; + float t; + + int srcPos = src.position(); + int invPos = inverse.position(); + + FloatBuffer temp = tempInvertMatrixBuf; + + for (i = 0; i < 4; i++) { + for (j = 0; j < 4; j++) { + temp.put(i*4+j, src.get(i*4+j + srcPos)); + } + } + makeIdentityf(inverse); + + for (i = 0; i < 4; i++) { + // + // Look for largest element in column + // + swap = i; + for (j = i + 1; j < 4; j++) { + if (Math.abs(temp.get(j*4+i)) > Math.abs(temp.get(i*4+i))) { + swap = j; + } + } + + if (swap != i) { + // + // Swap rows. + // + for (k = 0; k < 4; k++) { + t = temp.get(i*4+k); + temp.put(i*4+k, temp.get(swap*4+k)); + temp.put(swap*4+k, t); + + t = inverse.get(i*4+k + invPos); + inverse.put(i*4+k + invPos, inverse.get(swap*4+k + invPos)); + inverse.put(swap*4+k + invPos, t); + } + } + + if (temp.get(i*4+i) == 0) { + // + // No non-zero pivot. The matrix is singular, which shouldn't + // happen. This means the user gave us a bad matrix. + // + return false; + } + + t = temp.get(i*4+i); + for (k = 0; k < 4; k++) { + temp.put(i*4+k, temp.get(i*4+k) / t); + inverse.put(i*4+k + invPos, inverse.get(i*4+k + invPos) / t); + } + for (j = 0; j < 4; j++) { + if (j != i) { + t = temp.get(j*4+i); + for (k = 0; k < 4; k++) { + temp.put(j*4+k, temp.get(j*4+k) - temp.get(i*4+k) * t); + inverse.put(j*4+k + invPos, inverse.get(j*4+k + invPos) - inverse.get(i*4+k + invPos) * t); + } + } + } + } + return true; + } + + + /** + * Method gluOrtho2D. + * + * @param left + * @param right + * @param bottom + * @param top + */ + public void gluOrtho2D(GLMatrixFunc gl, float left, float right, float bottom, float top) { + gl.glOrthof(left, right, bottom, top, -1, 1); + } + + /** + * Method gluPerspective. + * + * @param fovy + * @param aspect + * @param zNear + * @param zFar + */ + public void gluPerspective(GLMatrixFunc gl, float fovy, float aspect, float zNear, float zFar) { + float sine, cotangent, deltaZ; + float radians = fovy / 2 * (float) Math.PI / 180; + + deltaZ = zFar - zNear; + sine = (float) Math.sin(radians); + + if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) { + return; + } + + cotangent = (float) Math.cos(radians) / sine; + + makeIdentityf(matrixBuf); + + matrixBuf.put(0 * 4 + 0, cotangent / aspect); + matrixBuf.put(1 * 4 + 1, cotangent); + matrixBuf.put(2 * 4 + 2, - (zFar + zNear) / deltaZ); + matrixBuf.put(2 * 4 + 3, -1); + matrixBuf.put(3 * 4 + 2, -2 * zNear * zFar / deltaZ); + matrixBuf.put(3 * 4 + 3, 0); + + gl.glMultMatrixf(matrixBuf); + } + + /** + * Method gluLookAt + * + * @param eyex + * @param eyey + * @param eyez + * @param centerx + * @param centery + * @param centerz + * @param upx + * @param upy + * @param upz + */ + public void gluLookAt(GLMatrixFunc gl, + float eyex, + float eyey, + float eyez, + float centerx, + float centery, + float centerz, + float upx, + float upy, + float upz) { + FloatBuffer forward = this.forwardBuf; + FloatBuffer side = this.sideBuf; + FloatBuffer up = this.upBuf; + + forward.put(0, centerx - eyex); + forward.put(1, centery - eyey); + forward.put(2, centerz - eyez); + + up.put(0, upx); + up.put(1, upy); + up.put(2, upz); + + normalize(forward); + + /* Side = forward x up */ + cross(forward, up, side); + normalize(side); + + /* Recompute up as: up = side x forward */ + cross(side, forward, up); + + makeIdentityf(matrixBuf); + matrixBuf.put(0 * 4 + 0, side.get(0)); + matrixBuf.put(1 * 4 + 0, side.get(1)); + matrixBuf.put(2 * 4 + 0, side.get(2)); + + matrixBuf.put(0 * 4 + 1, up.get(0)); + matrixBuf.put(1 * 4 + 1, up.get(1)); + matrixBuf.put(2 * 4 + 1, up.get(2)); + + matrixBuf.put(0 * 4 + 2, -forward.get(0)); + matrixBuf.put(1 * 4 + 2, -forward.get(1)); + matrixBuf.put(2 * 4 + 2, -forward.get(2)); + + gl.glMultMatrixf(matrixBuf); + gl.glTranslatef(-eyex, -eyey, -eyez); + } + + /** + * Method gluProject + * + * @param objx + * @param objy + * @param objz + * @param modelMatrix + * @param projMatrix + * @param viewport + * @param win_pos + * + * @return + */ + public boolean gluProject(float objx, + float objy, + float objz, + float[] modelMatrix, + int modelMatrix_offset, + float[] projMatrix, + int projMatrix_offset, + int[] viewport, + int viewport_offset, + float[] win_pos, + int win_pos_offset ) { + + float[] in = this.in; + float[] out = this.out; + + in[0] = objx; + in[1] = objy; + in[2] = objz; + in[3] = 1.0f; + + multMatrixVecf(modelMatrix, modelMatrix_offset, in, 0, out); + multMatrixVecf(projMatrix, projMatrix_offset, out, 0, in); + + if (in[3] == 0.0f) + return false; + + in[3] = (1.0f / in[3]) * 0.5f; + + // Map x, y and z to range 0-1 + in[0] = in[0] * in[3] + 0.5f; + in[1] = in[1] * in[3] + 0.5f; + in[2] = in[2] * in[3] + 0.5f; + + // Map x,y to viewport + win_pos[0+win_pos_offset] = in[0] * viewport[2+viewport_offset] + viewport[0+viewport_offset]; + win_pos[1+win_pos_offset] = in[1] * viewport[3+viewport_offset] + viewport[1+viewport_offset]; + win_pos[2+win_pos_offset] = in[2]; + + return true; + } + + /** + * Method gluProject + * + * @param objx + * @param objy + * @param objz + * @param modelMatrix + * @param projMatrix + * @param viewport + * @param win_pos + * + * @return + */ + public boolean gluProject(float objx, + float objy, + float objz, + FloatBuffer modelMatrix, + FloatBuffer projMatrix, + IntBuffer viewport, + FloatBuffer win_pos) { + + FloatBuffer in = this.inBuf; + FloatBuffer out = this.outBuf; + + in.put(0, objx); + in.put(1, objy); + in.put(2, objz); + in.put(3, 1.0f); + + multMatrixVecf(modelMatrix, in, out); + multMatrixVecf(projMatrix, out, in); + + if (in.get(3) == 0.0f) + return false; + + in.put(3, (1.0f / in.get(3)) * 0.5f); + + // Map x, y and z to range 0-1 + in.put(0, in.get(0) * in.get(3) + 0.5f); + in.put(1, in.get(1) * in.get(3) + 0.5f); + in.put(2, in.get(2) * in.get(3) + 0.5f); + + // Map x,y to viewport + int vPos = viewport.position(); + int wPos = win_pos.position(); + win_pos.put(0+wPos, in.get(0) * viewport.get(2+vPos) + viewport.get(0+vPos)); + win_pos.put(1+wPos, in.get(1) * viewport.get(3+vPos) + viewport.get(1+vPos)); + win_pos.put(2+wPos, in.get(2)); + + return true; + } + + + /** + * Method gluUnproject + * + * @param winx + * @param winy + * @param winz + * @param modelMatrix + * @param projMatrix + * @param viewport + * @param obj_pos + * + * @return + */ + public boolean gluUnProject(float winx, + float winy, + float winz, + float[] modelMatrix, + int modelMatrix_offset, + float[] projMatrix, + int projMatrix_offset, + int[] viewport, + int viewport_offset, + float[] obj_pos, + int obj_pos_offset) { + float[] in = this.in; + float[] out = this.out; + + multMatrixf(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, matrix, 0); + + if (!gluInvertMatrixf(matrix, 0, matrix, 0)) + return false; + + in[0] = winx; + in[1] = winy; + in[2] = winz; + in[3] = 1.0f; + + // Map x and y from window coordinates + in[0] = (in[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset]; + in[1] = (in[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset]; + + // Map to range -1 to 1 + in[0] = in[0] * 2 - 1; + in[1] = in[1] * 2 - 1; + in[2] = in[2] * 2 - 1; + + multMatrixVecf(matrix, in, out); + + if (out[3] == 0.0) + return false; + + out[3] = 1.0f / out[3]; + + obj_pos[0+obj_pos_offset] = out[0] * out[3]; + obj_pos[1+obj_pos_offset] = out[1] * out[3]; + obj_pos[2+obj_pos_offset] = out[2] * out[3]; + + return true; + } + + + /** + * Method gluUnproject + * + * @param winx + * @param winy + * @param winz + * @param modelMatrix + * @param projMatrix + * @param viewport + * @param obj_pos + * + * @return + */ + public boolean gluUnProject(float winx, + float winy, + float winz, + FloatBuffer modelMatrix, + FloatBuffer projMatrix, + IntBuffer viewport, + FloatBuffer obj_pos) { + FloatBuffer in = this.inBuf; + FloatBuffer out = this.outBuf; + + multMatrixf(modelMatrix, projMatrix, matrixBuf); + + if (!gluInvertMatrixf(matrixBuf, matrixBuf)) + return false; + + in.put(0, winx); + in.put(1, winy); + in.put(2, winz); + in.put(3, 1.0f); + + // Map x and y from window coordinates + int vPos = viewport.position(); + int oPos = obj_pos.position(); + in.put(0, (in.get(0) - viewport.get(0+vPos)) / viewport.get(2+vPos)); + in.put(1, (in.get(1) - viewport.get(1+vPos)) / viewport.get(3+vPos)); + + // Map to range -1 to 1 + in.put(0, in.get(0) * 2 - 1); + in.put(1, in.get(1) * 2 - 1); + in.put(2, in.get(2) * 2 - 1); + + multMatrixVecf(matrixBuf, in, out); + + if (out.get(3) == 0.0f) + return false; + + out.put(3, 1.0f / out.get(3)); + + obj_pos.put(0+oPos, out.get(0) * out.get(3)); + obj_pos.put(1+oPos, out.get(1) * out.get(3)); + obj_pos.put(2+oPos, out.get(2) * out.get(3)); + + return true; + } + + + /** + * Method gluUnproject4 + * + * @param winx + * @param winy + * @param winz + * @param clipw + * @param modelMatrix + * @param projMatrix + * @param viewport + * @param near + * @param far + * @param obj_pos + * + * @return + */ + public boolean gluUnProject4(float winx, + float winy, + float winz, + float clipw, + float[] modelMatrix, + int modelMatrix_offset, + float[] projMatrix, + int projMatrix_offset, + int[] viewport, + int viewport_offset, + float near, + float far, + float[] obj_pos, + int obj_pos_offset ) { + float[] in = this.in; + float[] out = this.out; + + multMatrixf(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, matrix, 0); + + if (!gluInvertMatrixf(matrix, 0, matrix, 0)) + return false; + + in[0] = winx; + in[1] = winy; + in[2] = winz; + in[3] = clipw; + + // Map x and y from window coordinates + in[0] = (in[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset]; + in[1] = (in[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset]; + in[2] = (in[2] - near) / (far - near); + + // Map to range -1 to 1 + in[0] = in[0] * 2 - 1; + in[1] = in[1] * 2 - 1; + in[2] = in[2] * 2 - 1; + + multMatrixVecf(matrix, in, out); + + if (out[3] == 0.0f) + return false; + + obj_pos[0+obj_pos_offset] = out[0]; + obj_pos[1+obj_pos_offset] = out[1]; + obj_pos[2+obj_pos_offset] = out[2]; + obj_pos[3+obj_pos_offset] = out[3]; + return true; + } + + /** + * Method gluUnproject4 + * + * @param winx + * @param winy + * @param winz + * @param clipw + * @param modelMatrix + * @param projMatrix + * @param viewport + * @param near + * @param far + * @param obj_pos + * + * @return + */ + public boolean gluUnProject4(float winx, + float winy, + float winz, + float clipw, + FloatBuffer modelMatrix, + FloatBuffer projMatrix, + IntBuffer viewport, + float near, + float far, + FloatBuffer obj_pos) { + FloatBuffer in = this.inBuf; + FloatBuffer out = this.outBuf; + + multMatrixf(modelMatrix, projMatrix, matrixBuf); + + if (!gluInvertMatrixf(matrixBuf, matrixBuf)) + return false; + + in.put(0, winx); + in.put(1, winy); + in.put(2, winz); + in.put(3, clipw); + + // Map x and y from window coordinates + int vPos = viewport.position(); + in.put(0, (in.get(0) - viewport.get(0+vPos)) / viewport.get(2+vPos)); + in.put(1, (in.get(1) - viewport.get(1+vPos)) / viewport.get(3+vPos)); + in.put(2, (in.get(2) - near) / (far - near)); + + // Map to range -1 to 1 + in.put(0, in.get(0) * 2 - 1); + in.put(1, in.get(1) * 2 - 1); + in.put(2, in.get(2) * 2 - 1); + + multMatrixVecf(matrixBuf, in, out); + + if (out.get(3) == 0.0f) + return false; + + int oPos = obj_pos.position(); + obj_pos.put(0+oPos, out.get(0)); + obj_pos.put(1+oPos, out.get(1)); + obj_pos.put(2+oPos, out.get(2)); + obj_pos.put(3+oPos, out.get(3)); + return true; + } + + + /** + * Method gluPickMatrix + * + * @param x + * @param y + * @param deltaX + * @param deltaY + * @param viewport + */ + public void gluPickMatrix(GLMatrixFunc gl, + float x, + float y, + float deltaX, + float deltaY, + IntBuffer viewport) { + if (deltaX <= 0 || deltaY <= 0) { + return; + } + + /* Translate and scale the picked region to the entire window */ + int vPos = viewport.position(); + gl.glTranslatef((viewport.get(2+vPos) - 2 * (x - viewport.get(0+vPos))) / deltaX, + (viewport.get(3+vPos) - 2 * (y - viewport.get(1+vPos))) / deltaY, + 0); + gl.glScalef(viewport.get(2) / deltaX, viewport.get(3) / deltaY, 1.0f); + } + + /** + * Method gluPickMatrix + * + * @param x + * @param y + * @param deltaX + * @param deltaY + * @param viewport + * @param viewport_offset + */ + public void gluPickMatrix(GLMatrixFunc gl, + float x, + float y, + float deltaX, + float deltaY, + int[] viewport, + int viewport_offset) { + if (deltaX <= 0 || deltaY <= 0) { + return; + } + + /* Translate and scale the picked region to the entire window */ + gl.glTranslatef((viewport[2+viewport_offset] - 2 * (x - viewport[0+viewport_offset])) / deltaX, + (viewport[3+viewport_offset] - 2 * (y - viewport[1+viewport_offset])) / deltaY, + 0); + gl.glScalef(viewport[2+viewport_offset] / deltaX, viewport[3+viewport_offset] / deltaY, 1.0f); + } + +} |