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authorSven Gothel <[email protected]>2013-10-18 08:11:19 +0200
committerSven Gothel <[email protected]>2013-10-18 08:11:19 +0200
commit1c51abc1872b3cb984800fd76941a82dacd9e7b1 (patch)
tree1b26b1536c8b139b802573ea2a37260c51ea17b1 /src/jogl/classes/jogamp/opengl/ProjectFloat.java
parent47d73819a71b7d9c4d2182a4de5712435832c5a1 (diff)
parentf1ae8ddb87c88a57dce4593f006881ef6a7f0932 (diff)
Merge remote-tracking branch 'hharrison/master'
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/ProjectFloat.java')
-rw-r--r--src/jogl/classes/jogamp/opengl/ProjectFloat.java120
1 files changed, 60 insertions, 60 deletions
diff --git a/src/jogl/classes/jogamp/opengl/ProjectFloat.java b/src/jogl/classes/jogamp/opengl/ProjectFloat.java
index 439ddc76e..d4fd1c935 100644
--- a/src/jogl/classes/jogamp/opengl/ProjectFloat.java
+++ b/src/jogl/classes/jogamp/opengl/ProjectFloat.java
@@ -6,9 +6,9 @@
** 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
@@ -24,13 +24,13 @@
** 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
@@ -45,34 +45,34 @@
** $Header$
*/
-/*
+/*
* 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
+ * modification, are permitted provided that the following conditions are
* met:
- *
- * * Redistributions of source code must retain the above copyright
+ *
+ * * 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
+ * * 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
+ * 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
+ * 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.
*/
@@ -80,22 +80,22 @@
/*
* 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
@@ -108,7 +108,7 @@
* 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.
@@ -129,14 +129,14 @@ import com.jogamp.opengl.math.FloatUtil;
* <p>
* Created 11-jan-2004
* </p>
- *
+ *
* @author Erik Duijs
* @author Kenneth Russell
* @author Sven Gothel
*/
public class ProjectFloat {
public static final int getRequiredFloatBufferSize() { return 1*16; }
-
+
// 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
@@ -162,22 +162,22 @@ public class ProjectFloat {
public ProjectFloat() {
this(true);
}
-
+
public ProjectFloat(boolean useBackingArray) {
- this(useBackingArray ? null : Buffers.newDirectByteBuffer(getRequiredFloatBufferSize() * Buffers.SIZEOF_FLOAT),
- useBackingArray ? new float[getRequiredFloatBufferSize()] : null,
+ 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 &ge; {@link #getRequiredFloatBufferSize()} + floatOffset.
+ * If used, shall be &ge; {@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 &ge; {@link #getRequiredFloatBufferSize()} + floatOffset.
* @param floatOffset Offset for either of the given sources (buffer or array)
*/
- public ProjectFloat(Buffer floatBuffer, float[] floatArray, int floatOffset) {
+ public ProjectFloat(Buffer floatBuffer, float[] floatArray, int floatOffset) {
matrixBuf = Buffers.slice2Float(floatBuffer, floatArray, floatOffset, 16);
}
@@ -259,7 +259,7 @@ public class ProjectFloat {
/**
* @param src
* @param inverse
- *
+ *
* @return
*/
public boolean gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) {
@@ -268,7 +268,7 @@ public class ProjectFloat {
final int srcPos = src.position();
final int invPos = inverse.position();
-
+
final float[][] temp = tempInvertMatrix;
for (i = 0; i < 4; i++) {
@@ -297,7 +297,7 @@ public class ProjectFloat {
t = temp[i][k];
temp[i][k] = temp[swap][k];
temp[swap][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);
@@ -335,7 +335,7 @@ public class ProjectFloat {
/**
* Method gluOrtho2D.
- *
+ *
* @param left
* @param right
* @param bottom
@@ -347,7 +347,7 @@ public class ProjectFloat {
/**
* Method gluPerspective.
- *
+ *
* @param fovy
* @param aspect
* @param zNear
@@ -380,7 +380,7 @@ public class ProjectFloat {
/**
* Method gluLookAt
- *
+ *
* @param eyex
* @param eyey
* @param eyez
@@ -436,7 +436,7 @@ public class ProjectFloat {
/**
* Map object coordinates to window coordinates.
- *
+ *
* @param objx
* @param objy
* @param objz
@@ -444,7 +444,7 @@ public class ProjectFloat {
* @param projMatrix
* @param viewport
* @param win_pos
- *
+ *
* @return
*/
public boolean gluProject(float objx, float objy, float objz,
@@ -518,13 +518,13 @@ public class ProjectFloat {
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;
}
-
+
/**
* Map object coordinates to window coordinates.
- *
+ *
* @param objx
* @param objy
* @param objz
@@ -532,7 +532,7 @@ public class ProjectFloat {
* @param projMatrix
* @param viewport
* @param win_pos
- *
+ *
* @return
*/
public boolean gluProject(float objx, float objy, float objz,
@@ -576,7 +576,7 @@ public class ProjectFloat {
/**
* Map window coordinates to object coordinates.
- *
+ *
* @param winx
* @param winy
* @param winz
@@ -584,7 +584,7 @@ public class ProjectFloat {
* @param projMatrix
* @param viewport
* @param obj_pos
- *
+ *
* @return
*/
public boolean gluUnProject(float winx, float winy, float winz,
@@ -633,7 +633,7 @@ public class ProjectFloat {
/**
* Map window coordinates to object coordinates.
- *
+ *
* @param winx
* @param winy
* @param winz
@@ -646,7 +646,7 @@ public class ProjectFloat {
* @return
*/
public boolean gluUnProject(float winx, float winy, float winz,
- FloatBuffer modelMatrix,
+ FloatBuffer modelMatrix,
FloatBuffer projMatrix,
int[] viewport, int viewport_offset,
float[] obj_pos, int obj_pos_offset) {
@@ -674,7 +674,7 @@ public class ProjectFloat {
in[2] = in[2] * 2 - 1;
FloatUtil.multMatrixVecf(matrixBuf, in, out);
-
+
if (out[3] == 0.0) {
return false;
}
@@ -687,10 +687,10 @@ public class ProjectFloat {
return true;
}
-
+
/**
* Map window coordinates to object coordinates.
- *
+ *
* @param winx
* @param winy
* @param winz
@@ -698,11 +698,11 @@ public class ProjectFloat {
* @param projMatrix
* @param viewport
* @param obj_pos
- *
+ *
* @return
*/
public boolean gluUnProject(float winx, float winy, float winz,
- FloatBuffer modelMatrix,
+ FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer obj_pos) {
@@ -722,7 +722,7 @@ public class ProjectFloat {
// Map x and y from window coordinates
final int vPos = viewport.position();
- final int oPos = obj_pos.position();
+ final int oPos = obj_pos.position();
in[0] = (in[0] - viewport.get(0+vPos)) / viewport.get(2+vPos);
in[1] = (in[1] - viewport.get(1+vPos)) / viewport.get(3+vPos);
@@ -749,7 +749,7 @@ public class ProjectFloat {
/**
* Map window coordinates to object coordinates.
- *
+ *
* @param winx
* @param winy
* @param winz
@@ -760,7 +760,7 @@ public class ProjectFloat {
* @param near
* @param far
* @param obj_pos
- *
+ *
* @return
*/
public boolean gluUnProject4(float winx,
@@ -815,7 +815,7 @@ public class ProjectFloat {
/**
* Map window coordinates to object coordinates.
- *
+ *
* @param winx
* @param winy
* @param winz
@@ -826,7 +826,7 @@ public class ProjectFloat {
* @param near
* @param far
* @param obj_pos
- *
+ *
* @return
*/
public boolean gluUnProject4(float winx,
@@ -857,7 +857,7 @@ public class ProjectFloat {
in[0] = (in[0] - viewport.get(0+vPos)) / viewport.get(2+vPos);
in[1] = (in[1] - viewport.get(1+vPos)) / viewport.get(3+vPos);
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;
@@ -873,14 +873,14 @@ public class ProjectFloat {
obj_pos.put(0+oPos, out[0]);
obj_pos.put(1+oPos, out[1]);
obj_pos.put(2+oPos, out[2]);
- obj_pos.put(3+oPos, out[3]);
+ obj_pos.put(3+oPos, out[3]);
return true;
}
/**
* Method gluPickMatrix
- *
+ *
* @param x
* @param y
* @param deltaX
@@ -907,7 +907,7 @@ public class ProjectFloat {
/**
* Method gluPickMatrix
- *
+ *
* @param x
* @param y
* @param deltaX