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Diffstat (limited to 'src/net/java/games/jogl/impl/Util.java')
-rwxr-xr-x | src/net/java/games/jogl/impl/Util.java | 242 |
1 files changed, 242 insertions, 0 deletions
diff --git a/src/net/java/games/jogl/impl/Util.java b/src/net/java/games/jogl/impl/Util.java new file mode 100755 index 000000000..80a5d1232 --- /dev/null +++ b/src/net/java/games/jogl/impl/Util.java @@ -0,0 +1,242 @@ +/* + * 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 + * MIDROSYSTEMS, 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 net.java.games.jogl.impl; + +import java.nio.IntBuffer; +import net.java.games.jogl.*; + +/** + * 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); + return scratch[0]; + } +} |