From de2b129a56335262a44a05541a3ab2e35668cc6e Mon Sep 17 00:00:00 2001
From: Sven Gothel true
or false
+ * Using a ByteBuffer as the source guarantees + * keeping the source native order programmatically. + * This works around Honeycomb / Android 3.0 Issue 16434. + * This bug is resolved at least in Android 3.2. + *
+ * + * @param buf source Buffer, maybe ByteBuffer (recommended) or FloatBuffer ornull
.
+ * Buffer's position is ignored and floatPos is being used.
+ * @param backing source float array or null
+ * @param floatPos {@link Buffers#SIZEOF_FLOAT} position
+ * @param floatSize {@link Buffers#SIZEOF_FLOAT} size
+ * @return FloatBuffer w/ native byte order as given ByteBuffer
+ */
+ public static FloatBuffer slice2Float(Buffer buf, float[] backing, int floatPos, int floatSize) {
+ if(buf instanceof ByteBuffer) {
+ ByteBuffer bb = (ByteBuffer) buf;
+ bb.position( floatPos * Buffers.SIZEOF_FLOAT );
+ bb.limit( (floatPos + floatSize) * Buffers.SIZEOF_FLOAT );
+ FloatBuffer fb = bb.slice().order(bb.order()).asFloatBuffer(); // slice and duplicate may change byte order
+ fb.mark();
+ return fb;
+ } else if(null != backing) {
+ FloatBuffer fb = FloatBuffer.wrap(backing, floatPos, floatSize);
+ fb.mark();
+ return fb;
+ } else if(buf instanceof FloatBuffer) {
+ FloatBuffer fb = (FloatBuffer) buf;
+ fb.position( floatPos );
+ fb.limit( floatPos + floatSize );
+ FloatBuffer fb0 = fb.slice(); // slice and duplicate may change byte order
+ fb0.mark();
+ return fb0;
+ } else {
+ throw new InternalError("XXX");
+ }
+ }
+
+ public static final int getRequiredFloatBufferSize() { return 2*16+2*4+3*3; }
+
+ // Note that we have cloned parts of the implementation in order to
+ // support incoming Buffers. The reason for this is to avoid loading
+ // non-direct buffer subclasses unnecessarily, because doing so can
+ // cause performance decreases on direct buffer operations, at least
+ // on the current HotSpot JVM. It would be nicer (and make the code
+ // simpler) to simply have the array-based entry points delegate to
+ // the versions taking Buffers by wrapping the arrays.
+
+ // Array-based implementation
+ private final float[] matrix = new float[16];
+ private final float[][] tempInvertMatrix = new float[4][4];
+
+ private final float[] in = new float[4];
+ private final float[] out = new float[4];
+
+ // Buffer-based implementation
+ private FloatBuffer matrixBuf;
+ private FloatBuffer tempInvertMatrixBuf;
+
+ private FloatBuffer inBuf;
+ private FloatBuffer outBuf;
+
+ private FloatBuffer forwardBuf;
+ private FloatBuffer sideBuf;
+ private FloatBuffer upBuf;
+
+ public ProjectFloat() {
+ this(false);
+ }
+
+ public ProjectFloat(boolean useBackingArray) {
+ this(useBackingArray ? null : Buffers.newDirectByteBuffer(getRequiredFloatBufferSize() * Buffers.SIZEOF_FLOAT),
+ useBackingArray ? new float[getRequiredFloatBufferSize()] : null,
+ 0);
+ }
+
+ /**
+ * @param floatBuffer source buffer, may be ByteBuffer (recommended) or FloatBuffer or null
.
+ * If used, shall be ≥ {@link #getRequiredFloatBufferSize()} + floatOffset.
+ * Buffer's position is ignored and floatPos is being used.
+ * @param floatArray source float array or null
.
+ * If used, size shall be ≥ {@link #getRequiredFloatBufferSize()} + floatOffset.
+ * @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 = slice2Float(floatBuffer, floatArray, floatPos, floatSize);
+ floatPos += floatSize;
+ tempInvertMatrixBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize);
+ floatPos += floatSize;
+ floatSize = 4;
+ inBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize);
+ floatPos += floatSize;
+ outBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize);
+ floatPos += floatSize;
+ floatSize = 3;
+ forwardBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize);
+ floatPos += floatSize;
+ sideBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize);
+ floatPos += floatSize;
+ upBuf = slice2Float(floatBuffer, floatArray, floatPos, floatSize);
+ }
+
+ public void destroy() {
+ matrixBuf = null;
+ tempInvertMatrixBuf = null;
+ inBuf = null;
+ outBuf = null;
+ forwardBuf = null;
+ sideBuf = null;
+ upBuf = null;
+ }
+
+ /**
+ * @param src
+ * @param srcOffset
+ * @param inverse
+ * @param inverseOffset
+ * @return
+ */
+ public boolean gluInvertMatrixf(float[] src, int srcOffset, float[] inverse, int inverseOffset) {
+ int i, j, k, swap;
+ float t;
+ float[][] temp = tempInvertMatrix;
+
+ for (i = 0; i < 4; i++) {
+ for (j = 0; j < 4; j++) {
+ temp[i][j] = src[i*4+j+srcOffset];
+ }
+ }
+ makeIdentityf(inverse, inverseOffset);
+
+ for (i = 0; i < 4; i++) {
+ //
+ // Look for largest element in column
+ //
+ swap = i;
+ for (j = i + 1; j < 4; j++) {
+ if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) {
+ swap = j;
+ }
+ }
+
+ if (swap != i) {
+ //
+ // Swap rows.
+ //
+ for (k = 0; k < 4; k++) {
+ t = temp[i][k];
+ temp[i][k] = temp[swap][k];
+ temp[swap][k] = t;
+
+ t = inverse[i*4+k+inverseOffset];
+ inverse[i*4+k+inverseOffset] = inverse[swap*4+k+inverseOffset];
+ inverse[swap*4+k+inverseOffset] = t;
+ }
+ }
+
+ 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.
+ //
+ return false;
+ }
+
+ t = temp[i][i];
+ for (k = 0; k < 4; k++) {
+ temp[i][k] /= t;
+ inverse[i*4+k+inverseOffset] /= t;
+ }
+ for (j = 0; j < 4; j++) {
+ if (j != i) {
+ t = temp[j][i];
+ for (k = 0; k < 4; k++) {
+ temp[j][k] -= temp[i][k] * t;
+ inverse[j*4+k+inverseOffset] -= inverse[i*4+k+inverseOffset]*t;
+ }
+ }
+ }
+ }
+ return true;
+ }
+
+ /**
+ * @param src
+ * @param inverse
+ *
+ * @return
+ */
+ public boolean gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) {
+ int i, j, k, swap;
+ float t;
+
+ int srcPos = src.position();
+ int invPos = inverse.position();
+
+ FloatBuffer temp = tempInvertMatrixBuf;
+
+ for (i = 0; i < 4; i++) {
+ for (j = 0; j < 4; j++) {
+ temp.put(i*4+j, src.get(i*4+j + srcPos));
+ }
+ }
+ makeIdentityf(inverse);
+
+ for (i = 0; i < 4; i++) {
+ //
+ // Look for largest element in column
+ //
+ swap = i;
+ for (j = i + 1; j < 4; j++) {
+ if (Math.abs(temp.get(j*4+i)) > Math.abs(temp.get(i*4+i))) {
+ swap = j;
+ }
+ }
+
+ if (swap != i) {
+ //
+ // 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 = 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) {
+ //
+ // No non-zero pivot. The matrix is singular, which shouldn't
+ // happen. This means the user gave us a bad matrix.
+ //
+ return false;
+ }
+
+ t = temp.get(i*4+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);
+ }
+ for (j = 0; j < 4; j++) {
+ if (j != i) {
+ t = temp.get(j*4+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);
+ }
+ }
+ }
+ }
+ return true;
+ }
+
+
+ /**
+ * Method gluOrtho2D.
+ *
+ * @param left
+ * @param right
+ * @param bottom
+ * @param top
+ */
+ public void gluOrtho2D(GLMatrixFunc gl, float left, float right, float bottom, float top) {
+ gl.glOrthof(left, right, bottom, top, -1, 1);
+ }
+
+ /**
+ * Method gluPerspective.
+ *
+ * @param fovy
+ * @param aspect
+ * @param zNear
+ * @param zFar
+ */
+ public void gluPerspective(GLMatrixFunc gl, float fovy, float aspect, float zNear, float zFar) {
+ float sine, cotangent, deltaZ;
+ float radians = fovy / 2 * (float) Math.PI / 180;
+
+ deltaZ = zFar - zNear;
+ sine = (float) Math.sin(radians);
+
+ if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
+ return;
+ }
+
+ cotangent = (float) Math.cos(radians) / sine;
+
+ 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);
+
+ gl.glMultMatrixf(matrixBuf);
+ }
+
+ /**
+ * Method gluLookAt
+ *
+ * @param eyex
+ * @param eyey
+ * @param eyez
+ * @param centerx
+ * @param centery
+ * @param centerz
+ * @param upx
+ * @param upy
+ * @param upz
+ */
+ public void gluLookAt(GLMatrixFunc gl,
+ 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;
+
+ forward.put(0, centerx - eyex);
+ forward.put(1, centery - eyey);
+ forward.put(2, centerz - eyez);
+
+ up.put(0, upx);
+ up.put(1, upy);
+ up.put(2, upz);
+
+ normalize(forward);
+
+ /* Side = forward x up */
+ cross(forward, up, side);
+ normalize(side);
+
+ /* Recompute up as: up = side x forward */
+ cross(side, forward, up);
+
+ 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));
+
+ 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 + 2, -forward.get(0));
+ matrixBuf.put(1 * 4 + 2, -forward.get(1));
+ matrixBuf.put(2 * 4 + 2, -forward.get(2));
+
+ gl.glMultMatrixf(matrixBuf);
+ gl.glTranslatef(-eyex, -eyey, -eyez);
+ }
+
+ /**
+ * Method gluProject
+ *
+ * @param objx
+ * @param objy
+ * @param objz
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param win_pos
+ *
+ * @return
+ */
+ public boolean gluProject(float objx,
+ float objy,
+ float objz,
+ float[] modelMatrix,
+ int modelMatrix_offset,
+ float[] projMatrix,
+ int projMatrix_offset,
+ int[] viewport,
+ int viewport_offset,
+ float[] win_pos,
+ int win_pos_offset ) {
+
+ float[] in = this.in;
+ float[] out = this.out;
+
+ in[0] = objx;
+ in[1] = objy;
+ in[2] = objz;
+ in[3] = 1.0f;
+
+ multMatrixVecf(modelMatrix, modelMatrix_offset, in, 0, out);
+ multMatrixVecf(projMatrix, projMatrix_offset, out, 0, in);
+
+ if (in[3] == 0.0f)
+ return false;
+
+ in[3] = (1.0f / in[3]) * 0.5f;
+
+ // Map x, y and z to range 0-1
+ 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[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;
+ }
+
+ /**
+ * Method gluProject
+ *
+ * @param objx
+ * @param objy
+ * @param objz
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param win_pos
+ *
+ * @return
+ */
+ public boolean gluProject(float objx,
+ float objy,
+ float objz,
+ FloatBuffer modelMatrix,
+ FloatBuffer projMatrix,
+ IntBuffer viewport,
+ FloatBuffer win_pos) {
+
+ FloatBuffer in = this.inBuf;
+ FloatBuffer out = this.outBuf;
+
+ in.put(0, objx);
+ in.put(1, objy);
+ in.put(2, objz);
+ in.put(3, 1.0f);
+
+ multMatrixVecf(modelMatrix, in, out);
+ multMatrixVecf(projMatrix, out, in);
+
+ if (in.get(3) == 0.0f)
+ return false;
+
+ in.put(3, (1.0f / in.get(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);
+
+ // 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));
+
+ return true;
+ }
+
+
+ /**
+ * Method gluUnproject
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param obj_pos
+ *
+ * @return
+ */
+ public boolean gluUnProject(float winx,
+ float winy,
+ float winz,
+ float[] modelMatrix,
+ int modelMatrix_offset,
+ 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;
+
+ multMatrixf(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, matrix, 0);
+
+ if (!gluInvertMatrixf(matrix, 0, matrix, 0))
+ return false;
+
+ in[0] = winx;
+ in[1] = winy;
+ in[2] = winz;
+ in[3] = 1.0f;
+
+ // Map x and y from window coordinates
+ 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[0] = in[0] * 2 - 1;
+ in[1] = in[1] * 2 - 1;
+ in[2] = in[2] * 2 - 1;
+
+ multMatrixVecf(matrix, in, out);
+
+ if (out[3] == 0.0)
+ return false;
+
+ out[3] = 1.0f / out[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;
+ }
+
+
+ /**
+ * Method gluUnproject
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param obj_pos
+ *
+ * @return
+ */
+ public boolean gluUnProject(float winx,
+ float winy,
+ float winz,
+ FloatBuffer modelMatrix,
+ FloatBuffer projMatrix,
+ IntBuffer viewport,
+ FloatBuffer obj_pos) {
+ FloatBuffer in = this.inBuf;
+ FloatBuffer out = this.outBuf;
+
+ multMatrixf(modelMatrix, projMatrix, matrixBuf);
+
+ if (!gluInvertMatrixf(matrixBuf, matrixBuf))
+ return false;
+
+ in.put(0, winx);
+ in.put(1, winy);
+ in.put(2, winz);
+ in.put(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));
+
+ // 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);
+
+ multMatrixVecf(matrixBuf, in, out);
+
+ if (out.get(3) == 0.0f)
+ return false;
+
+ out.put(3, 1.0f / out.get(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));
+
+ return true;
+ }
+
+
+ /**
+ * Method gluUnproject4
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param clipw
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param near
+ * @param far
+ * @param obj_pos
+ *
+ * @return
+ */
+ public boolean gluUnProject4(float winx,
+ float winy,
+ float winz,
+ float clipw,
+ float[] modelMatrix,
+ int modelMatrix_offset,
+ float[] projMatrix,
+ int projMatrix_offset,
+ int[] viewport,
+ int viewport_offset,
+ float near,
+ float far,
+ float[] obj_pos,
+ int obj_pos_offset ) {
+ float[] in = this.in;
+ float[] out = this.out;
+
+ multMatrixf(modelMatrix, modelMatrix_offset, projMatrix, projMatrix_offset, matrix, 0);
+
+ if (!gluInvertMatrixf(matrix, 0, matrix, 0))
+ return false;
+
+ in[0] = winx;
+ in[1] = winy;
+ in[2] = winz;
+ in[3] = clipw;
+
+ // Map x and y from window coordinates
+ in[0] = (in[0] - viewport[0+viewport_offset]) / viewport[2+viewport_offset];
+ in[1] = (in[1] - viewport[1+viewport_offset]) / viewport[3+viewport_offset];
+ in[2] = (in[2] - near) / (far - near);
+
+ // Map to range -1 to 1
+ in[0] = in[0] * 2 - 1;
+ in[1] = in[1] * 2 - 1;
+ in[2] = in[2] * 2 - 1;
+
+ multMatrixVecf(matrix, in, out);
+
+ if (out[3] == 0.0f)
+ return false;
+
+ obj_pos[0+obj_pos_offset] = out[0];
+ obj_pos[1+obj_pos_offset] = out[1];
+ obj_pos[2+obj_pos_offset] = out[2];
+ obj_pos[3+obj_pos_offset] = out[3];
+ return true;
+ }
+
+ /**
+ * Method gluUnproject4
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param clipw
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param near
+ * @param far
+ * @param obj_pos
+ *
+ * @return
+ */
+ public boolean gluUnProject4(float winx,
+ float winy,
+ float winz,
+ float clipw,
+ FloatBuffer modelMatrix,
+ FloatBuffer projMatrix,
+ IntBuffer viewport,
+ float near,
+ float far,
+ FloatBuffer obj_pos) {
+ FloatBuffer in = this.inBuf;
+ FloatBuffer out = this.outBuf;
+
+ multMatrixf(modelMatrix, projMatrix, matrixBuf);
+
+ if (!gluInvertMatrixf(matrixBuf, matrixBuf))
+ return false;
+
+ in.put(0, winx);
+ in.put(1, winy);
+ in.put(2, winz);
+ in.put(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));
+
+ // 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);
+
+ multMatrixVecf(matrixBuf, in, out);
+
+ if (out.get(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));
+ return true;
+ }
+
+
+ /**
+ * Method gluPickMatrix
+ *
+ * @param x
+ * @param y
+ * @param deltaX
+ * @param deltaY
+ * @param viewport
+ */
+ public void gluPickMatrix(GLMatrixFunc gl,
+ float x,
+ float y,
+ float deltaX,
+ float deltaY,
+ IntBuffer viewport) {
+ if (deltaX <= 0 || deltaY <= 0) {
+ return;
+ }
+
+ /* Translate and scale the picked region to the entire window */
+ 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);
+ gl.glScalef(viewport.get(2) / deltaX, viewport.get(3) / deltaY, 1.0f);
+ }
+
+ /**
+ * Method gluPickMatrix
+ *
+ * @param x
+ * @param y
+ * @param deltaX
+ * @param deltaY
+ * @param viewport
+ * @param viewport_offset
+ */
+ public void gluPickMatrix(GLMatrixFunc gl,
+ float x,
+ float y,
+ float deltaX,
+ float deltaY,
+ int[] viewport,
+ int viewport_offset) {
+ if (deltaX <= 0 || deltaY <= 0) {
+ return;
+ }
+
+ /* Translate and scale the picked region to the entire window */
+ gl.glTranslatef((viewport[2+viewport_offset] - 2 * (x - viewport[0+viewport_offset])) / deltaX,
+ (viewport[3+viewport_offset] - 2 * (y - viewport[1+viewport_offset])) / deltaY,
+ 0);
+ gl.glScalef(viewport[2+viewport_offset] / deltaX, viewport[3+viewport_offset] / deltaY, 1.0f);
+ }
+
+}
--
cgit v1.2.3