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authorSven Gothel <[email protected]>2009-03-16 15:10:57 +0000
committerSven Gothel <[email protected]>2009-03-16 15:10:57 +0000
commit3b83ea25d64ab2c92822265f2eb74b35eddab722 (patch)
treea041ed8697b747fec0e198578df1c6cfbfc6adda /src/jogl/classes/com/sun/opengl/impl/ProjectFloat.java
parentaf88a8948eb945fdf97d8553f339effc2349fd24 (diff)
repair
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/branches/JOGL_2_SANDBOX@1872 232f8b59-042b-4e1e-8c03-345bb8c30851
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+/*
+** 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 1.1 (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.
+ *
+ * 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.sun.opengl.impl;
+
+import java.nio.*;
+
+import javax.media.opengl.*;
+import javax.media.opengl.util.*;
+import javax.media.opengl.sub.fixed.GLMatrixIf;
+
+/**
+ * ProjectFloat.java
+ * <p/>
+ * <p/>
+ * Created 11-jan-2004
+ *
+ * @author Erik Duijs
+ * @author Kenneth Russell
+ */
+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 };
+
+ // 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];
+
+ private final float[] forward = new float[3];
+ private final float[] side = new float[3];
+ private final float[] up = new float[3];
+
+ // Buffer-based implementation
+ private FloatBuffer locbuf;
+ private final FloatBuffer matrixBuf;
+ private final FloatBuffer tempInvertMatrixBuf;
+
+ private final FloatBuffer inBuf;
+ private final FloatBuffer outBuf;
+
+ private final FloatBuffer forwardBuf;
+ private final FloatBuffer sideBuf;
+ private final FloatBuffer upBuf;
+
+ public ProjectFloat() {
+ // Use direct buffers to avoid loading indirect buffer
+ // implementations for applications trying to avoid doing so.
+ // Slice up one big buffer because some NIO implementations
+ // allocate a huge amount of memory to back even the smallest of
+ // buffers.
+ locbuf = BufferUtil.newFloatBuffer(2*16+2*4+3*3);
+ int pos = 0;
+ int sz = 16;
+ matrixBuf = slice(locbuf, pos, sz);
+ pos += sz;
+ tempInvertMatrixBuf = slice(locbuf, pos, sz);
+ pos += sz;
+ sz = 4;
+ inBuf = slice(locbuf, pos, sz);
+ pos += sz;
+ outBuf = slice(locbuf, pos, sz);
+ pos += sz;
+ sz = 3;
+ forwardBuf = slice(locbuf, pos, sz);
+ pos += sz;
+ sideBuf = slice(locbuf, pos, sz);
+ pos += sz;
+ upBuf = slice(locbuf, pos, sz);
+ }
+
+ public void destroy() {
+ if(locbuf!=null) {
+ locbuf.clear();
+ locbuf=null;
+ }
+ }
+
+ private static FloatBuffer slice(FloatBuffer buf, int pos, int len) {
+ buf.position(pos);
+ buf.limit(pos + len);
+ return buf.slice();
+ }
+
+ /**
+ * Make matrix an identity matrix
+ */
+ public static void gluMakeIdentityf(FloatBuffer m) {
+ int oldPos = m.position();
+ m.put(IDENTITY_MATRIX);
+ m.position(oldPos);
+ }
+
+ /**
+ * Make matrix an zero matrix
+ */
+ public static void gluMakeZero(FloatBuffer m) {
+ int oldPos = m.position();
+ m.put(ZERO_MATRIX);
+ m.position(oldPos);
+ }
+
+ /**
+ * Make matrix an identity matrix
+ */
+ public static void gluMakeIdentityf(float[] m) {
+ for (int i = 0; i < 16; i++) {
+ m[i] = IDENTITY_MATRIX[i];
+ }
+ }
+
+ /**
+ * Method __gluMultMatrixVecf
+ *
+ * @param matrix
+ * @param in
+ * @param out
+ */
+ private void __gluMultMatrixVecf(float[] matrix, int matrix_offset, float[] in, float[] out) {
+ for (int i = 0; i < 4; i++) {
+ out[i] =
+ in[0] * matrix[0*4+i+matrix_offset] +
+ in[1] * matrix[1*4+i+matrix_offset] +
+ in[2] * matrix[2*4+i+matrix_offset] +
+ in[3] * matrix[3*4+i+matrix_offset];
+ }
+ }
+
+ /**
+ * Method __gluMultMatrixVecf
+ *
+ * @param matrix
+ * @param in
+ * @param out
+ */
+ private void __gluMultMatrixVecf(FloatBuffer matrix, FloatBuffer in, FloatBuffer out) {
+ int inPos = in.position();
+ int outPos = out.position();
+ int matrixPos = matrix.position();
+ for (int i = 0; i < 4; i++) {
+ out.put(i + outPos,
+ in.get(0+inPos) * matrix.get(0*4+i+matrixPos) +
+ in.get(1+inPos) * matrix.get(1*4+i+matrixPos) +
+ in.get(2+inPos) * matrix.get(2*4+i+matrixPos) +
+ in.get(3+inPos) * matrix.get(3*4+i+matrixPos));
+ }
+ }
+
+ /**
+ * @param src
+ * @param inverse
+ *
+ * @return
+ */
+ public boolean gluInvertMatrixf(float[] src, float[] inverse) {
+ 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];
+ }
+ }
+ gluMakeIdentityf(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[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];
+ inverse[i*4+k] = inverse[swap*4+k];
+ inverse[swap*4+k] = 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] /= 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] -= inverse[i*4+k]*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));
+ }
+ }
+ gluMakeIdentityf(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;
+ }
+
+
+ /**
+ * @param a
+ * @param b
+ * @param r
+ */
+ private void gluMultMatricesf(float[] a, int a_offset, float[] b, int b_offset, float[] r) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ r[i*4+j] =
+ a[i*4+0+a_offset]*b[0*4+j+b_offset] +
+ a[i*4+1+a_offset]*b[1*4+j+b_offset] +
+ a[i*4+2+a_offset]*b[2*4+j+b_offset] +
+ a[i*4+3+a_offset]*b[3*4+j+b_offset];
+ }
+ }
+ }
+
+
+ /**
+ * @param a
+ * @param b
+ * @param r
+ */
+ public static void gluMultMatricesf(FloatBuffer a, FloatBuffer b, FloatBuffer r) {
+ int aPos = a.position();
+ int bPos = b.position();
+ int rPos = r.position();
+
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ r.put(i*4+j + rPos,
+ a.get(i*4+0+aPos)*b.get(0*4+j+bPos) +
+ a.get(i*4+1+aPos)*b.get(1*4+j+bPos) +
+ a.get(i*4+2+aPos)*b.get(2*4+j+bPos) +
+ a.get(i*4+3+aPos)*b.get(3*4+j+bPos));
+ }
+ }
+ }
+
+ /**
+ * Normalize vector
+ *
+ * @param v
+ */
+ public static void normalize(float[] v) {
+ float r;
+
+ 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;
+
+ return;
+ }
+
+ /**
+ * Normalize vector
+ *
+ * @param v
+ */
+ public static void normalize(FloatBuffer v) {
+ float r;
+
+ int vPos = v.position();
+
+ 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);
+
+ return;
+ }
+
+
+ /**
+ * Calculate cross-product
+ *
+ * @param v1
+ * @param v2
+ * @param result
+ */
+ private 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
+ */
+ private static void cross(FloatBuffer v1, FloatBuffer v2, FloatBuffer result) {
+ int v1Pos = v1.position();
+ int v2Pos = v2.position();
+ 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 gluOrtho2D.
+ *
+ * @param left
+ * @param right
+ * @param bottom
+ * @param top
+ */
+ public void gluOrtho2D(GLMatrixIf 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(GLMatrixIf 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;
+
+ gluMakeIdentityf(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(GLMatrixIf 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);
+
+ gluMakeIdentityf(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;
+
+ __gluMultMatrixVecf(modelMatrix, modelMatrix_offset, in, out);
+ __gluMultMatrixVecf(projMatrix, projMatrix_offset, out, 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);
+
+ __gluMultMatrixVecf(modelMatrix, in, out);
+ __gluMultMatrixVecf(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;
+
+ gluMultMatricesf(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, matrix);
+
+ if (!gluInvertMatrixf(matrix, matrix))
+ 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;
+
+ __gluMultMatrixVecf(matrix, 0, 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;
+
+ gluMultMatricesf(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);
+
+ __gluMultMatrixVecf(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;
+
+ gluMultMatricesf(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, matrix);
+
+ if (!gluInvertMatrixf(matrix, matrix))
+ 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;
+
+ __gluMultMatrixVecf(matrix, 0, 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;
+
+ gluMultMatricesf(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);
+
+ __gluMultMatrixVecf(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(GLMatrixIf 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(GLMatrixIf 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);
+ }
+}