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authorSven Gothel <[email protected]>2012-10-31 16:41:28 +0100
committerSven Gothel <[email protected]>2012-10-31 16:41:28 +0100
commitf56e36bd4a497643756ab737422eb356b963b27d (patch)
treeda937ab36243241eb9057ef62be87f6bbeb9ee54 /src/jogl/classes
parent7dff066bb823dddb5d6e0e7672f5599afa5a43b9 (diff)
Fix ProjectFloat (Bug 633): Adding missing offset of sliced buffer usage; reduce buffer usage (performance) in favor of float[].
Thomas De Bodt reported this error and provided the unit test.
Diffstat (limited to 'src/jogl/classes')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/FloatUtil.java48
-rw-r--r--src/jogl/classes/jogamp/opengl/ProjectFloat.java327
2 files changed, 194 insertions, 181 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/FloatUtil.java b/src/jogl/classes/com/jogamp/opengl/FloatUtil.java
index 297cec285..ffd2344a6 100644
--- a/src/jogl/classes/com/jogamp/opengl/FloatUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/FloatUtil.java
@@ -73,7 +73,7 @@ public class FloatUtil {
* Make matrix an identity matrix
*/
public static final void makeIdentityf(FloatBuffer m) {
- int oldPos = m.position();
+ final int oldPos = m.position();
m.put(IDENTITY_MATRIX);
m.position(oldPos);
}
@@ -91,7 +91,7 @@ public class FloatUtil {
* Make matrix an zero matrix
*/
public static final void makeZero(FloatBuffer m) {
- int oldPos = m.position();
+ final int oldPos = m.position();
m.put(ZERO_MATRIX);
m.position(oldPos);
}
@@ -246,10 +246,10 @@ public class FloatUtil {
* @param v_in 4-component column-vector
* @param v_out m_in * v_in
*/
- public static final void multMatrixVecf(float[] m_in, int m_in_off, float[] v_in, int v_in_off, float[] v_out) {
+ public static final void multMatrixVecf(float[] m_in, int m_in_off, float[] v_in, int v_in_off, float[] v_out, int v_out_off) {
for (int i = 0; i < 4; i++) {
// (one matrix row in column-major order) X (column vector)
- v_out[i] =
+ v_out[i + v_out_off] =
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] +
@@ -279,10 +279,44 @@ public class FloatUtil {
* @param v_in 4-component column-vector
* @param v_out m_in * v_in
*/
+ public static final void multMatrixVecf(FloatBuffer m_in, float[] v_in, int v_in_off, float[] v_out, int v_out_off) {
+ final int matrixPos = m_in.position();
+ for (int i = 0; i < 4; i++) {
+ // (one matrix row in column-major order) X (column vector)
+ v_out[i+v_out_off] =
+ v_in[0+v_in_off] * m_in.get(0*4+i+matrixPos) +
+ v_in[1+v_in_off] * m_in.get(1*4+i+matrixPos) +
+ v_in[2+v_in_off] * m_in.get(2*4+i+matrixPos) +
+ v_in[3+v_in_off] * m_in.get(3*4+i+matrixPos);
+ }
+ }
+
+ /**
+ * @param m_in 4x4 matrix in column-major order
+ * @param v_in 4-component column-vector
+ * @param v_out m_in * v_in
+ */
+ public static final void multMatrixVecf(FloatBuffer m_in, float[] v_in, float[] v_out) {
+ final int matrixPos = m_in.position();
+ for (int i = 0; i < 4; i++) {
+ // (one matrix row in column-major order) X (column vector)
+ v_out[i] =
+ v_in[0] * m_in.get(0*4+i+matrixPos) +
+ v_in[1] * m_in.get(1*4+i+matrixPos) +
+ v_in[2] * m_in.get(2*4+i+matrixPos) +
+ v_in[3] * m_in.get(3*4+i+matrixPos);
+ }
+ }
+
+ /**
+ * @param m_in 4x4 matrix in column-major order
+ * @param v_in 4-component column-vector
+ * @param v_out m_in * v_in
+ */
public static final 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();
+ final int inPos = v_in.position();
+ final int outPos = v_out.position();
+ final int matrixPos = m_in.position();
for (int i = 0; i < 4; i++) {
// (one matrix row in column-major order) X (column vector)
v_out.put(i + outPos,
diff --git a/src/jogl/classes/jogamp/opengl/ProjectFloat.java b/src/jogl/classes/jogamp/opengl/ProjectFloat.java
index b1ba1f89c..18fe3e77e 100644
--- a/src/jogl/classes/jogamp/opengl/ProjectFloat.java
+++ b/src/jogl/classes/jogamp/opengl/ProjectFloat.java
@@ -135,7 +135,7 @@ import com.jogamp.opengl.FloatUtil;
* @author Sven Gothel
*/
public class ProjectFloat {
- public static final int getRequiredFloatBufferSize() { return 2*16+2*4+3*3; }
+ 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
@@ -153,18 +153,14 @@ public class ProjectFloat {
private final float[] out = new float[4];
// Buffer-based implementation
- private FloatBuffer matrixBuf;
- private FloatBuffer tempInvertMatrixBuf;
+ private FloatBuffer matrixBuf; // 4x4
- private FloatBuffer inBuf;
- private FloatBuffer outBuf;
-
- private FloatBuffer forwardBuf;
- private FloatBuffer sideBuf;
- private FloatBuffer upBuf;
+ private final float[] forward = new float[3]; // 3
+ private final float[] side = new float[3]; // 3
+ private final float[] up = new float[3]; // 3
public ProjectFloat() {
- this(false);
+ this(true);
}
public ProjectFloat(boolean useBackingArray) {
@@ -182,33 +178,11 @@ public class ProjectFloat {
* @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 = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize);
- floatPos += floatSize;
- tempInvertMatrixBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize);
- floatPos += floatSize;
- floatSize = 4;
- inBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize);
- floatPos += floatSize;
- outBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize);
- floatPos += floatSize;
- floatSize = 3;
- forwardBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize);
- floatPos += floatSize;
- sideBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize);
- floatPos += floatSize;
- upBuf = Buffers.slice2Float(floatBuffer, floatArray, floatPos, floatSize);
+ matrixBuf = Buffers.slice2Float(floatBuffer, floatArray, floatOffset, 16);
}
public void destroy() {
matrixBuf = null;
- tempInvertMatrixBuf = null;
- inBuf = null;
- outBuf = null;
- forwardBuf = null;
- sideBuf = null;
- upBuf = null;
}
/**
@@ -221,7 +195,7 @@ public class ProjectFloat {
public boolean gluInvertMatrixf(float[] src, int srcOffset, float[] inverse, int inverseOffset) {
int i, j, k, swap;
float t;
- float[][] temp = tempInvertMatrix;
+ final float[][] temp = tempInvertMatrix;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
@@ -292,14 +266,14 @@ public class ProjectFloat {
int i, j, k, swap;
float t;
- int srcPos = src.position();
- int invPos = inverse.position();
-
- FloatBuffer temp = tempInvertMatrixBuf;
+ final int srcPos = src.position();
+ final int invPos = inverse.position();
+
+ final float[][] temp = tempInvertMatrix;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
- temp.put(i*4+j, src.get(i*4+j + srcPos));
+ temp[i][j] = src.get(i*4+j + srcPos);
}
}
FloatUtil.makeIdentityf(inverse);
@@ -310,7 +284,7 @@ public class ProjectFloat {
//
swap = i;
for (j = i + 1; j < 4; j++) {
- if (Math.abs(temp.get(j*4+i)) > Math.abs(temp.get(i*4+i))) {
+ if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) {
swap = j;
}
}
@@ -320,17 +294,17 @@ public class ProjectFloat {
// 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 = 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);
}
}
- if (temp.get(i*4+i) == 0) {
+ 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.
@@ -338,17 +312,19 @@ public class ProjectFloat {
return false;
}
- t = temp.get(i*4+i);
+ t = temp[i][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);
+ temp[i][k] /= t;
+ final int z = i*4+k + invPos;
+ inverse.put(z, inverse.get(z) / t);
}
for (j = 0; j < 4; j++) {
if (j != i) {
- t = temp.get(j*4+i);
+ t = temp[j][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);
+ temp[j][k] -= temp[i][k] * t;
+ final int z = j*4+k + invPos;
+ inverse.put(z, inverse.get(z) - inverse.get(i*4+k + invPos) * t);
}
}
}
@@ -378,8 +354,8 @@ public class ProjectFloat {
* @param zFar
*/
public void gluPerspective(GLMatrixFunc gl, float fovy, float aspect, float zNear, float zFar) {
+ final float radians = fovy / 2 * (float) Math.PI / 180;
float sine, cotangent, deltaZ;
- float radians = fovy / 2 * (float) Math.PI / 180;
deltaZ = zFar - zNear;
sine = (float) Math.sin(radians);
@@ -391,13 +367,13 @@ public class ProjectFloat {
cotangent = (float) Math.cos(radians) / sine;
FloatUtil.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);
+ final int mPos = matrixBuf.position();
+ matrixBuf.put(0 * 4 + 0 + mPos, cotangent / aspect);
+ matrixBuf.put(1 * 4 + 1 + mPos, cotangent);
+ matrixBuf.put(2 * 4 + 2 + mPos, - (zFar + zNear) / deltaZ);
+ matrixBuf.put(2 * 4 + 3 + mPos, -1);
+ matrixBuf.put(3 * 4 + 2 + mPos, -2 * zNear * zFar / deltaZ);
+ matrixBuf.put(3 * 4 + 3 + mPos, 0);
gl.glMultMatrixf(matrixBuf);
}
@@ -419,17 +395,17 @@ public class ProjectFloat {
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;
+ final float[] forward = this.forward;
+ final float[] side = this.side;
+ final float[] up = this.up;
- forward.put(0, centerx - eyex);
- forward.put(1, centery - eyey);
- forward.put(2, centerz - eyez);
+ forward[0] = centerx - eyex;
+ forward[1] = centery - eyey;
+ forward[2] = centerz - eyez;
- up.put(0, upx);
- up.put(1, upy);
- up.put(2, upz);
+ up[0] = upx;
+ up[1] = upy;
+ up[2] = upz;
FloatUtil.normalize(forward);
@@ -441,17 +417,18 @@ public class ProjectFloat {
FloatUtil.cross(side, forward, up);
FloatUtil.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));
+ final int mPos = matrixBuf.position();
+ matrixBuf.put(0 * 4 + 0 + mPos, side[0]);
+ matrixBuf.put(1 * 4 + 0 + mPos, side[1]);
+ matrixBuf.put(2 * 4 + 0 + mPos, side[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 + 1 + mPos, up[0]);
+ matrixBuf.put(1 * 4 + 1 + mPos, up[1]);
+ matrixBuf.put(2 * 4 + 1 + mPos, up[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));
+ matrixBuf.put(0 * 4 + 2 + mPos, -forward[0]);
+ matrixBuf.put(1 * 4 + 2 + mPos, -forward[1]);
+ matrixBuf.put(2 * 4 + 2 + mPos, -forward[2]);
gl.glMultMatrixf(matrixBuf);
gl.glTranslatef(-eyex, -eyey, -eyez);
@@ -476,16 +453,16 @@ public class ProjectFloat {
int[] viewport, int viewport_offset,
float[] win_pos, int win_pos_offset ) {
- float[] in = this.in;
- float[] out = this.out;
+ final float[] in = this.in;
+ final float[] out = this.out;
in[0] = objx;
in[1] = objy;
in[2] = objz;
in[3] = 1.0f;
- FloatUtil.multMatrixVecf(modelMatrix, modelMatrix_offset, in, 0, out);
- FloatUtil.multMatrixVecf(projMatrix, projMatrix_offset, out, 0, in);
+ FloatUtil.multMatrixVecf(modelMatrix, modelMatrix_offset, in, 0, out, 0);
+ FloatUtil.multMatrixVecf(projMatrix, projMatrix_offset, out, 0, in, 0);
if (in[3] == 0.0f) {
return false;
@@ -515,33 +492,33 @@ public class ProjectFloat {
int[] viewport, int viewport_offset,
float[] win_pos, int win_pos_offset ) {
- FloatBuffer in = this.inBuf;
- FloatBuffer out = this.outBuf;
+ final float[] in = this.in;
+ final float[] out = this.out;
- in.put(0, objx);
- in.put(1, objy);
- in.put(2, objz);
- in.put(3, 1.0f);
+ in[0] = objx;
+ in[1] = objy;
+ in[2] = objz;
+ in[3] = 1.0f;
FloatUtil.multMatrixVecf(modelMatrix, in, out);
FloatUtil.multMatrixVecf(projMatrix, out, in);
- if (in.get(3) == 0.0f) {
+ if (in[3] == 0.0f) {
return false;
}
- in.put(3, (1.0f / in.get(3)) * 0.5f);
+ in[3] = (1.0f / in[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);
+ 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.get(0) * viewport[2+viewport_offset] + viewport[0+viewport_offset];
- win_pos[1+win_pos_offset] = in.get(1) * viewport[3+viewport_offset] + viewport[1+viewport_offset];
- win_pos[2+win_pos_offset] = in.get(2);
-
+ 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;
}
@@ -564,34 +541,34 @@ public class ProjectFloat {
IntBuffer viewport,
FloatBuffer win_pos) {
- FloatBuffer in = this.inBuf;
- FloatBuffer out = this.outBuf;
+ final float[] in = this.in;
+ final float[] out = this.out;
- in.put(0, objx);
- in.put(1, objy);
- in.put(2, objz);
- in.put(3, 1.0f);
+ in[0] = objx;
+ in[1] = objy;
+ in[2] = objz;
+ in[3] = 1.0f;
FloatUtil.multMatrixVecf(modelMatrix, in, out);
FloatUtil.multMatrixVecf(projMatrix, out, in);
- if (in.get(3) == 0.0f) {
+ if (in[3] == 0.0f) {
return false;
}
- in.put(3, (1.0f / in.get(3)) * 0.5f);
+ in[3] = (1.0f / in[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);
+ 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
- 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));
+ final int vPos = viewport.position();
+ final int wPos = win_pos.position();
+ win_pos.put(0+wPos, in[0] * viewport.get(2+vPos) + viewport.get(0+vPos));
+ win_pos.put(1+wPos, in[1] * viewport.get(3+vPos) + viewport.get(1+vPos));
+ win_pos.put(2+wPos, in[2]);
return true;
}
@@ -615,8 +592,8 @@ public class ProjectFloat {
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;
+ final float[] in = this.in;
+ final float[] out = this.out;
FloatUtil.multMatrixf(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, matrix, 0);
@@ -673,8 +650,8 @@ public class ProjectFloat {
FloatBuffer projMatrix,
int[] viewport, int viewport_offset,
float[] obj_pos, int obj_pos_offset) {
- FloatBuffer in = this.inBuf;
- FloatBuffer out = this.outBuf;
+ final float[] in = this.in;
+ final float[] out = this.out;
FloatUtil.multMatrixf(projMatrix, modelMatrix, matrixBuf);
@@ -682,31 +659,31 @@ public class ProjectFloat {
return false;
}
- in.put(0, winx);
- in.put(1, winy);
- in.put(2, winz);
- in.put(3, 1.0f);
+ in[0] = winx;
+ in[1] = winy;
+ in[2] = winz;
+ in[3] = 1.0f;
// Map x and y from window coordinates
- in.put(0, (in.get(0) - viewport[0+viewport_offset]) / viewport[2+viewport_offset]);
- in.put(1, (in.get(1) - viewport[1+viewport_offset]) / viewport[3+viewport_offset]);
-
+ 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.put(0, in.get(0) * 2 - 1);
- in.put(1, in.get(1) * 2 - 1);
- in.put(2, in.get(2) * 2 - 1);
+ in[0] = in[0] * 2 - 1;
+ in[1] = in[1] * 2 - 1;
+ in[2] = in[2] * 2 - 1;
FloatUtil.multMatrixVecf(matrixBuf, in, out);
-
- if (out.get(3) == 0.0f) {
+
+ if (out[3] == 0.0) {
return false;
}
- out.put(3, 1.0f / out.get(3));
+ out[3] = 1.0f / out[3];
- obj_pos[0+obj_pos_offset] = out.get(0) * out.get(3);
- obj_pos[1+obj_pos_offset] = out.get(1) * out.get(3);
- obj_pos[2+obj_pos_offset] = out.get(2) * out.get(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;
}
@@ -729,8 +706,8 @@ public class ProjectFloat {
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer obj_pos) {
- FloatBuffer in = this.inBuf;
- FloatBuffer out = this.outBuf;
+ final float[] in = this.in;
+ final float[] out = this.out;
FloatUtil.multMatrixf(projMatrix, modelMatrix, matrixBuf);
@@ -738,33 +715,33 @@ public class ProjectFloat {
return false;
}
- in.put(0, winx);
- in.put(1, winy);
- in.put(2, winz);
- in.put(3, 1.0f);
+ in[0] = winx;
+ in[1] = winy;
+ in[2] = winz;
+ in[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));
+ final int vPos = viewport.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);
// 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);
+ in[0] = in[0] * 2 - 1;
+ in[1] = in[1] * 2 - 1;
+ in[2] = in[2] * 2 - 1;
FloatUtil.multMatrixVecf(matrixBuf, in, out);
- if (out.get(3) == 0.0f) {
+ if (out[3] == 0.0) {
return false;
}
- out.put(3, 1.0f / out.get(3));
+ out[3] = 1.0f / out[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));
+ obj_pos.put(0+oPos, out[0] * out[3]);
+ obj_pos.put(1+oPos, out[1] * out[3]);
+ obj_pos.put(2+oPos, out[2] * out[3]);
return true;
}
@@ -800,8 +777,8 @@ public class ProjectFloat {
float far,
float[] obj_pos,
int obj_pos_offset ) {
- float[] in = this.in;
- float[] out = this.out;
+ final float[] in = this.in;
+ final float[] out = this.out;
FloatUtil.multMatrixf(projMatrix, projMatrix_offset, modelMatrix, modelMatrix_offset, matrix, 0);
@@ -825,8 +802,9 @@ public class ProjectFloat {
FloatUtil.multMatrixVecf(matrix, in, out);
- if (out[3] == 0.0f)
+ if (out[3] == 0.0f) {
return false;
+ }
obj_pos[0+obj_pos_offset] = out[0];
obj_pos[1+obj_pos_offset] = out[1];
@@ -861,40 +839,41 @@ public class ProjectFloat {
float near,
float far,
FloatBuffer obj_pos) {
- FloatBuffer in = this.inBuf;
- FloatBuffer out = this.outBuf;
+ final float[] in = this.in;
+ final float[] out = this.out;
FloatUtil.multMatrixf(projMatrix, modelMatrix, matrixBuf);
if (!gluInvertMatrixf(matrixBuf, matrixBuf))
return false;
- in.put(0, winx);
- in.put(1, winy);
- in.put(2, winz);
- in.put(3, clipw);
+ in[0] = winx;
+ in[1] = winy;
+ in[2] = winz;
+ in[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));
-
+ final int vPos = viewport.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);
+ in[2] = (in[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);
+ in[0] = in[0] * 2 - 1;
+ in[1] = in[1] * 2 - 1;
+ in[2] = in[2] * 2 - 1;
FloatUtil.multMatrixVecf(matrixBuf, in, out);
- if (out.get(3) == 0.0f)
+ if (out[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));
+ final int oPos = obj_pos.position();
+ 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]);
return true;
}
@@ -919,7 +898,7 @@ public class ProjectFloat {
}
/* Translate and scale the picked region to the entire window */
- int vPos = viewport.position();
+ final 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);