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+/*
+ * 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.IntBuffer;
+import javax.media.opengl.*;
+
+/**
+ * Util.java
+ * <p/>
+ * <p/>
+ * Created 7-jan-2004
+ *
+ * @author Erik Duijs
+ */
+class Util {
+
+ /**
+ * temp int[] of one for getting an int from some GL functions
+ */
+ private int[] scratch = new int[1];
+
+ /**
+ * Return ceiling of integer division
+ *
+ * @param a
+ * @param b
+ *
+ * @return int
+ */
+ protected static int ceil(int a, int b) {
+ return (a % b == 0 ? a / b : a / b + 1);
+ }
+
+ /**
+ * Method compPerPix.
+ *
+ * @param format
+ *
+ * @return int
+ */
+ protected static int compPerPix(int format) {
+ /* Determine number of components per pixel */
+ switch ( format ) {
+ case GL.GL_COLOR_INDEX:
+ case GL.GL_STENCIL_INDEX:
+ case GL.GL_DEPTH_COMPONENT:
+ case GL.GL_RED:
+ case GL.GL_GREEN:
+ case GL.GL_BLUE:
+ case GL.GL_ALPHA:
+ case GL.GL_LUMINANCE:
+ return 1;
+ case GL.GL_LUMINANCE_ALPHA:
+ return 2;
+ case GL.GL_RGB:
+ case GL.GL_BGR:
+ return 3;
+ case GL.GL_RGBA:
+ case GL.GL_BGRA:
+ return 4;
+ default :
+ return -1;
+ }
+ }
+
+ /**
+ * Method nearestPower.
+ * <p/>
+ * Compute the nearest power of 2 number. This algorithm is a little strange, but it works quite well.
+ *
+ * @param value
+ *
+ * @return int
+ */
+ protected static int nearestPower(int value) {
+ int i;
+
+ i = 1;
+
+ /* Error! */
+ if ( value == 0 )
+ return -1;
+
+ for ( ; ; ) {
+ if ( value == 1 ) {
+ return i;
+ } else if ( value == 3 ) {
+ return i << 2;
+ }
+ value >>= 1;
+ i <<= 1;
+ }
+ }
+
+ /**
+ * Method bytesPerPixel.
+ *
+ * @param format
+ * @param type
+ *
+ * @return int
+ */
+ protected static int bytesPerPixel(int format, int type) {
+ int n, m;
+
+ switch ( format ) {
+ case GL.GL_COLOR_INDEX:
+ case GL.GL_STENCIL_INDEX:
+ case GL.GL_DEPTH_COMPONENT:
+ case GL.GL_RED:
+ case GL.GL_GREEN:
+ case GL.GL_BLUE:
+ case GL.GL_ALPHA:
+ case GL.GL_LUMINANCE:
+ n = 1;
+ break;
+ case GL.GL_LUMINANCE_ALPHA:
+ n = 2;
+ break;
+ case GL.GL_RGB:
+ case GL.GL_BGR:
+ n = 3;
+ break;
+ case GL.GL_RGBA:
+ case GL.GL_BGRA:
+ n = 4;
+ break;
+ default :
+ n = 0;
+ }
+
+ switch ( type ) {
+ case GL.GL_UNSIGNED_BYTE:
+ m = 1;
+ break;
+ case GL.GL_BYTE:
+ m = 1;
+ break;
+ case GL.GL_BITMAP:
+ m = 1;
+ break;
+ case GL.GL_UNSIGNED_SHORT:
+ m = 2;
+ break;
+ case GL.GL_SHORT:
+ m = 2;
+ break;
+ case GL.GL_UNSIGNED_INT:
+ m = 4;
+ break;
+ case GL.GL_INT:
+ m = 4;
+ break;
+ case GL.GL_FLOAT:
+ m = 4;
+ break;
+ default :
+ m = 0;
+ }
+
+ return n * m;
+ }
+
+ /**
+ * Convenience method for returning an int, rather than getting it out of a buffer yourself.
+ *
+ * @param what
+ *
+ * @return int
+ */
+ protected int glGetIntegerv(GL gl, int what) {
+ gl.glGetIntegerv(what, scratch, 0);
+ return scratch[0];
+ }
+}