From 15e60161787224e85172685f74dc0ac195969b51 Mon Sep 17 00:00:00 2001
From: Sven Gothel
* Result is an array of float values for
*
@@ -432,6 +434,71 @@ public final class PMVMatrix implements GLMatrixFunc {
return mat4MvP;
}
+ /**
+ * v_out = Mv * v_in
+ * @param v_in float[4] input vector
+ * @param v_out float[4] output vector
+ */
+ public final void multMvMatVec4f(final float[/*4*/] v_in, final float[/*4*/] v_out) {
+ FloatUtil.multMatrixVec(matrixArray, mMv_offset, v_in, v_out);
+ }
+
+ /**
+ * v_out = Mv * v_in
+ *
+ * Affine 3f-vector transformation by 4x4 matrix, see {@link FloatUtil#multMatrixVec3(float[], int, float[], float[])}.
+ *
+ * @param v_in float[3] input vector
+ * @param v_out float[3] output vector
+ */
+ public final void multMvMatVec3f(final float[/*3*/] v_in, final float[/*3*/] v_out) {
+ FloatUtil.multMatrixVec3(matrixArray, mMv_offset, v_in, v_out);
+ }
+
+ /**
+ * v_out = P * v_in
+ * @param v_in float[4] input vector
+ * @param v_out float[4] output vector
+ */
+ public final void multPMatVec4f(final float[/*4*/] v_in, final float[/*4*/] v_out) {
+ FloatUtil.multMatrixVec(matrixArray, v_in, v_out); // mP_offset := 0
+ }
+
+ /**
+ * v_out = P * v_in
+ *
+ * Affine 3f-vector transformation by 4x4 matrix, see {@link FloatUtil#multMatrixVec3(float[], int, float[], float[])}.
+ *
+ * @param v_in float[3] input vector
+ * @param v_out float[3] output vector
+ */
+ public final void multPMatVec3f(final float[/*3*/] v_in, final float[/*3*/] v_out) {
+ FloatUtil.multMatrixVec3(matrixArray, v_in, v_out); // mP_offset := 0
+ }
+
+ /**
+ * v_out = P * Mv * v_in
+ * @param v_in float[4] input vector
+ * @param v_out float[4] output vector
+ */
+ public final void multPMvMatVec4f(final float[/*4*/] v_in, final float[/*4*/] v_out) {
+ FloatUtil.multMatrixVec(matrixArray, mMv_offset, v_in, mat4Tmp1);
+ FloatUtil.multMatrixVec(matrixArray, mat4Tmp1, v_out); // mP_offset := 0
+ }
+
+ /**
+ * v_out = P * Mv * v_in
+ *
+ * Affine 3f-vector transformation by 4x4 matrix, see {@link FloatUtil#multMatrixVec3(float[], int, float[], float[])}.
+ *
+ * @param v_in float[3] input vector
+ * @param v_out float[3] output vector
+ */
+ public final void multPMvMatVec3f(final float[/*3*/] v_in, final float[/*3*/] v_out) {
+ FloatUtil.multMatrixVec3(matrixArray, mMv_offset, v_in, mat4Tmp1);
+ FloatUtil.multMatrixVec3(matrixArray, mat4Tmp1, v_out); // mP_offset := 0
+ }
+
//
// GLMatrixFunc implementation
//
@@ -533,6 +600,24 @@ public final class PMVMatrix implements GLMatrixFunc {
m.position(spos);
}
+ /**
+ * Load the current matrix with the values of the given {@link Matrix4f}.
+ */
+ public final void glLoadMatrixf(final Matrix4f m) {
+ if(matrixMode==GL_MODELVIEW) {
+ m.get(matrixArray, mMv_offset);
+ dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
+ modifiedBits |= MODIFIED_MODELVIEW;
+ } else if(matrixMode==GL_PROJECTION) {
+ m.get(matrixArray, mP_offset);
+ dirtyBits |= DIRTY_FRUSTUM ;
+ modifiedBits |= MODIFIED_PROJECTION;
+ } else if(matrixMode==GL.GL_TEXTURE) {
+ m.get(matrixArray, mTex_offset);
+ modifiedBits |= MODIFIED_TEXTURE;
+ }
+ }
+
/**
* Load the current matrix with the values of the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
@@ -633,6 +718,21 @@ public final class PMVMatrix implements GLMatrixFunc {
}
}
+ public final void glMultMatrixf(final Matrix4f m) {
+ if(matrixMode==GL_MODELVIEW) {
+ new Matrix4f(matrixArray, mMv_offset).mul(m).get(matrixArray, mMv_offset);
+ dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
+ modifiedBits |= MODIFIED_MODELVIEW;
+ } else if(matrixMode==GL_PROJECTION) {
+ new Matrix4f(matrixArray, mP_offset).mul(m).get(matrixArray, mP_offset);
+ dirtyBits |= DIRTY_FRUSTUM ;
+ modifiedBits |= MODIFIED_PROJECTION;
+ } else if(matrixMode==GL.GL_TEXTURE) {
+ new Matrix4f(matrixArray, mTex_offset).mul(m).get(matrixArray, mTex_offset);
+ modifiedBits |= MODIFIED_TEXTURE;
+ }
+ }
+
@Override
public final void glTranslatef(final float x, final float y, final float z) {
glMultMatrixf(FloatUtil.makeTranslation(matrixTxSx, false, x, y, z), 0);
@@ -645,7 +745,7 @@ public final class PMVMatrix implements GLMatrixFunc {
@Override
public final void glRotatef(final float ang_deg, final float x, final float y, final float z) {
- glMultMatrixf(FloatUtil.makeRotationAxis(mat4Tmp1, 0, ang_deg * FloatUtil.PI / 180.0f, x, y, z, mat4Tmp2), 0);
+ glMultMatrixf(FloatUtil.makeRotationAxis(mat4Tmp1, 0, FloatUtil.adegToRad(ang_deg), x, y, z, mat4Tmp2), 0);
}
/**
@@ -728,7 +828,7 @@ public final class PMVMatrix implements GLMatrixFunc {
public final boolean gluProject(final float objx, final float objy, final float objz,
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,
matrixArray, mMv_offset,
matrixArray, mP_offset,
viewport, viewport_offset,
@@ -754,7 +854,7 @@ public final class PMVMatrix implements GLMatrixFunc {
public final boolean gluUnProject(final float winx, final float winy, final float winz,
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,
matrixArray, mMv_offset,
matrixArray, mP_offset,
viewport, viewport_offset,
@@ -788,7 +888,7 @@ public final class PMVMatrix implements GLMatrixFunc {
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,
matrixArray, mMv_offset,
matrixArray, mP_offset,
viewport, viewport_offset,
@@ -842,14 +942,12 @@ public final class PMVMatrix implements GLMatrixFunc {
* @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
*/
public final boolean gluUnProjectRay(final float winx, final float winy, final float winz0, final float winz1,
- final int[] viewport, final int viewport_offset,
+ final int[] viewport,
final Ray ray) {
return FloatUtil.mapWinToRay(winx, winy, winz0, winz1,
matrixArray, mMv_offset,
- matrixArray, mP_offset,
- viewport, viewport_offset,
- ray,
- mat4Tmp1, mat4Tmp2, mat4Tmp3);
+ matrixArray, mP_offset, viewport,
+ ray, mat4Tmp1, mat4Tmp2, mat4Tmp3);
}
public StringBuilder toString(StringBuilder sb, final String f) {
@@ -1066,8 +1164,10 @@ public final class PMVMatrix implements GLMatrixFunc {
return res;
}
+ private static final int mP_offset = 0*16;
+ private static final int mMv_offset = 1*16;
+ private static final int mTex_offset = 4*16;
private final float[] matrixArray;
- private final int mP_offset, mMv_offset, mTex_offset;
private final FloatBuffer matrixPMvMvit, matrixPMvMvi, matrixPMv, matrixP, matrixTex, matrixMv, matrixMvi, matrixMvit;
private final float[] matrixTxSx;
private final float[] mat4Tmp1, mat4Tmp2, mat4Tmp3;
diff --git a/src/jogl/classes/com/jogamp/opengl/util/stereo/EyeParameter.java b/src/jogl/classes/com/jogamp/opengl/util/stereo/EyeParameter.java
index 43a6cfc58..e0f465da7 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/stereo/EyeParameter.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/stereo/EyeParameter.java
@@ -1,5 +1,5 @@
/**
- * Copyright 2014 JogAmp Community. All rights reserved.
+ * Copyright 2014-2023 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:
@@ -28,6 +28,7 @@
package com.jogamp.opengl.util.stereo;
import com.jogamp.opengl.math.FovHVHalves;
+import com.jogamp.opengl.math.Vec3f;
/**
* Constant single eye parameter of the viewer, relative to its {@link ViewerPose}.
@@ -36,8 +37,8 @@ public final class EyeParameter {
/** Eye number,
0
for the left eye and 1
for the right eye. */
public final int number;
- /** float[3] eye position vector used to define eye height in meter relative to actor. */
- public final float[] positionOffset;
+ /** eye position vector used to define eye height in meter relative to actor. */
+ public final Vec3f positionOffset;
/** Field of view in both directions, may not be centered, either {@link FovHVHalves#inTangents} or radians. */
public final FovHVHalves fovhv;
@@ -51,18 +52,18 @@ public final class EyeParameter {
/** Z-axis eye relief in meter. */
public final float eyeReliefZ;
- public EyeParameter(final int number, final float[] positionOffset, final FovHVHalves fovhv,
+ public EyeParameter(final int number, final Vec3f positionOffset, final FovHVHalves fovhv,
final float distNoseToPupil, final float verticalDelta, final float eyeRelief) {
this.number = number;
- this.positionOffset = new float[3];
- System.arraycopy(positionOffset, 0, this.positionOffset, 0, 3);
+ this.positionOffset = new Vec3f(positionOffset);
this.fovhv = fovhv;
this.distNoseToPupilX = distNoseToPupil;
this.distMiddleToPupilY = verticalDelta;
this.eyeReliefZ = eyeRelief;
}
+ @Override
public final String toString() {
- return "EyeParam[num "+number+", posOff["+positionOffset[0]+", "+positionOffset[1]+", "+positionOffset[2]+"], "+fovhv+
- ", distPupil[noseX "+distNoseToPupilX+", middleY "+distMiddleToPupilY+", reliefZ "+eyeReliefZ+"]]";
+ return "EyeParam[num "+number+", posOff["+positionOffset+"], "+fovhv+
+ ", distPupil[noseX "+distNoseToPupilX+", middleY "+distMiddleToPupilY+", reliefZ "+eyeReliefZ+"]]";
}
}
\ No newline at end of file
diff --git a/src/jogl/classes/com/jogamp/opengl/util/stereo/LocationSensorParameter.java b/src/jogl/classes/com/jogamp/opengl/util/stereo/LocationSensorParameter.java
index b795927cd..6294adee1 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/stereo/LocationSensorParameter.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/stereo/LocationSensorParameter.java
@@ -1,5 +1,5 @@
/**
- * Copyright 2015 JogAmp Community. All rights reserved.
+ * Copyright 2015-2023 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:
@@ -27,6 +27,7 @@
*/
package com.jogamp.opengl.util.stereo;
+import com.jogamp.opengl.math.Matrix4f;
import com.jogamp.opengl.math.geom.Frustum;
/**
@@ -38,13 +39,15 @@ public final class LocationSensorParameter {
/** The {@link Frustum}'s {@link Frustum.FovDesc} description of the location sensor. */
public final Frustum.FovDesc frustumDesc;
/** The {@link Frustum}'s float[16] projection matrix of the location sensor. */
- public final float[] frustumProjMat;
+ public final Matrix4f frustumProjMat;
public LocationSensorParameter(final Frustum.FovDesc fovDesc) {
this.frustumDesc = fovDesc;
this.frustum = new Frustum();
- this.frustumProjMat = frustum.updateByFovDesc(new float[16], 0, true, fovDesc);
+ this.frustumProjMat = frustum.updateByFovDesc(new Matrix4f(), fovDesc);
}
+
+ @Override
public final String toString() {
return "LocationSensor["+frustumDesc+"]";
}
diff --git a/src/jogl/classes/com/jogamp/opengl/util/stereo/StereoDevice.java b/src/jogl/classes/com/jogamp/opengl/util/stereo/StereoDevice.java
index b6112650a..85e752302 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/stereo/StereoDevice.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/stereo/StereoDevice.java
@@ -1,5 +1,5 @@
/**
- * Copyright 2014 JogAmp Community. All rights reserved.
+ * Copyright 2014-2023 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:
@@ -33,6 +33,7 @@ import com.jogamp.nativewindow.util.PointImmutable;
import jogamp.opengl.Debug;
import com.jogamp.opengl.math.FovHVHalves;
+import com.jogamp.opengl.math.Vec3f;
/**
* Interface describing a native stereoscopic device
@@ -94,7 +95,7 @@ public interface StereoDevice {
public int getRequiredRotation();
/**
- * Return the device default eye position offset for {@link #createRenderer(int, int, float[], FovHVHalves[], float)}.
+ * Return the device default eye position offset for {@link #createRenderer(int, int, Vec3f, FovHVHalves[], float)}.
*
@@ -105,7 +106,7 @@ public interface StereoDevice {
*
* Apply the following to resolve the actual eye position: *