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authorSven Gothel <[email protected]>2023-04-05 09:42:28 +0200
committerSven Gothel <[email protected]>2023-04-05 09:42:28 +0200
commit15e60161787224e85172685f74dc0ac195969b51 (patch)
tree68f3b44be2b340cfb7903996cea4820512049463 /src/jogl/classes/jogamp/opengl/ProjectFloat.java
parent603233b19373bfa157dd033132bff809af6a123f (diff)
Math: Complete Matrix4f w/ Vec[234]f and adopt it throughout Quaternion, Ray, AABBox, Frustum, Stereo*, ... adding hook to PMVMatrix
Motivation was to simplify matrix + vector math usage, ease review and avoid usage bugs. Matrix4f implementation uses dedicated float fields instead of an array. Performance didn't increase much, as JVM >= 11(?) has some optimizations to drop the array bounds check. AMD64 + OpenJDK17 - Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest) - Matrix4f.mul(b) roughly ~3% slower than FloatUtil.multMatrix(a, b, dest) - FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all - Matrix4f.invert(..) roughly ~3% slower than FloatUtil.invertMatrix(..) RaspberryPi 4b aarch64 + OpenJDK17 - Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest) - Matrix4f.mul(b) roughly ~20% slower than FloatUtil.multMatrix(a, b) - FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all - Matrix4f.invert(..) roughly ~4% slower than FloatUtil.invertMatrix(..) Conclusion - Matrix4f.mul(b) needs to be revised (esp for aarch64) - Matrix4f.invert(..) should also not be slower ..
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/ProjectFloat.java')
-rw-r--r--src/jogl/classes/jogamp/opengl/ProjectFloat.java6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/jogl/classes/jogamp/opengl/ProjectFloat.java b/src/jogl/classes/jogamp/opengl/ProjectFloat.java
index 5ec5a8e3f..3fcc75f3d 100644
--- a/src/jogl/classes/jogamp/opengl/ProjectFloat.java
+++ b/src/jogl/classes/jogamp/opengl/ProjectFloat.java
@@ -227,7 +227,7 @@ public class ProjectFloat {
final float[] projMatrix, final int projMatrix_offset,
final int[] viewport, final int viewport_offset,
final float[] win_pos, final int win_pos_offset ) {
- return FloatUtil.mapObjToWinCoords(objx, objy, objz,
+ return FloatUtil.mapObjToWin(objx, objy, objz,
modelMatrix, modelMatrix_offset,
projMatrix, projMatrix_offset,
viewport, viewport_offset,
@@ -347,7 +347,7 @@ public class ProjectFloat {
final float[] projMatrix, final int projMatrix_offset,
final int[] viewport, final int viewport_offset,
final float[] obj_pos, final int obj_pos_offset) {
- return FloatUtil.mapWinToObjCoords(winx, winy, winz,
+ return FloatUtil.mapWinToObj(winx, winy, winz,
modelMatrix, modelMatrix_offset,
projMatrix, projMatrix_offset,
viewport, viewport_offset,
@@ -505,7 +505,7 @@ public class ProjectFloat {
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,
+ return FloatUtil.mapWinToObj4(winx, winy, winz, clipw,
modelMatrix, modelMatrix_offset,
projMatrix, projMatrix_offset,
viewport, viewport_offset,