/* * Copyright 2009 Sun Microsystems, Inc. All Rights Reserved. */ package javax.media.opengl.util; import com.sun.opengl.impl.ProjectFloat; import java.nio.*; import java.util.ArrayList; import java.util.List; import javax.media.opengl.*; import javax.media.opengl.sub.fixed.GLMatrixIf; public class PMVMatrix implements GLMatrixIf { public PMVMatrix() { projectFloat = new ProjectFloat(); matrixIdent = BufferUtil.newFloatBuffer(1*16); projectFloat.gluMakeIdentityf(matrixIdent); matrixIdent.rewind(); // T Texture // P Projection // Mv ModelView // Mvi Modelview-Inverse // Mvit Modelview-Inverse-Transpose // Pmv P * Mv matrixTPMvMvitPmv = BufferUtil.newFloatBuffer(6*16); // grouping T + P + Mv + Mvi + Mvit + Pmv matrixPMvMvitPmv = slice(matrixTPMvMvitPmv, 1*16, 5*16); // grouping P + Mv + Mvi + Mvit + Pmv matrixT = slice(matrixTPMvMvitPmv, 0*16, 1*16); // T matrixPMvMvit = slice(matrixTPMvMvitPmv, 1*16, 4*16); // grouping P + Mv + Mvi + Mvit matrixPMvMvi = slice(matrixTPMvMvitPmv, 1*16, 3*16); // grouping P + Mv + Mvi matrixPMv = slice(matrixTPMvMvitPmv, 1*16, 2*16); // grouping P + Mv matrixP = slice(matrixTPMvMvitPmv, 1*16, 1*16); // P matrixMv = slice(matrixTPMvMvitPmv, 2*16, 1*16); // Mv matrixMvi = slice(matrixTPMvMvitPmv, 3*16, 1*16); // Mvi matrixMvit = slice(matrixTPMvMvitPmv, 4*16, 1*16); // Mvit matrixPmv = slice(matrixTPMvMvitPmv, 5*16, 1*16); // Pmv matrixTPMvMvitPmv.rewind(); matrixMvit3 = BufferUtil.newFloatBuffer(3*3); localBuf = BufferUtil.newFloatBuffer(6*16); matrixMult=slice(localBuf, 0*16, 16); matrixTrans=slice(localBuf, 1*16, 16); projectFloat.gluMakeIdentityf(matrixTrans); matrixRot=slice(localBuf, 2*16, 16); projectFloat.gluMakeIdentityf(matrixRot); matrixScale=slice(localBuf, 3*16, 16); projectFloat.gluMakeIdentityf(matrixScale); matrixOrtho=slice(localBuf, 4*16, 16); projectFloat.gluMakeIdentityf(matrixOrtho); matrixFrustum=slice(localBuf, 5*16, 16); projectFloat.gluMakeZero(matrixFrustum); vec3f=new float[3]; matrixPStack = new ArrayList(); matrixMvStack= new ArrayList(); // default values and mode glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMatrixMode(GL.GL_TEXTURE); glLoadIdentity(); setDirty(); } public void destroy() { if(null!=projectFloat) { projectFloat.destroy(); projectFloat=null; } if(null!=matrixIdent) { matrixIdent.clear(); matrixIdent=null; } if(null!=matrixTPMvMvitPmv) { matrixTPMvMvitPmv.clear(); matrixTPMvMvitPmv=null; } if(null!=matrixMvit3) { matrixMvit3.clear(); matrixMvit3=null; } if(null!=localBuf) { localBuf.clear(); localBuf=null; } if(null!=matrixPStack) { matrixPStack.clear(); matrixPStack=null; } vec3f=null; if(null!=matrixMvStack) { matrixMvStack.clear(); matrixMvStack=null; } if(null!=matrixPStack) { matrixPStack.clear(); matrixPStack=null; } if(null!=matrixTStack) { matrixTStack.clear(); matrixTStack=null; } matrixTPMvMvitPmv=null; matrixPMvMvit=null; matrixPMvMvitPmv=null; matrixPMvMvi=null; matrixPMv=null; matrixP=null; matrixT=null; matrixMv=null; matrixMvi=null; matrixMvit=null; matrixPmv=null; matrixMult=null; matrixTrans=null; matrixRot=null; matrixScale=null; matrixOrtho=null; matrixFrustum=null; } private static FloatBuffer slice(FloatBuffer buf, int pos, int len) { buf.position(pos); buf.limit(pos + len); return buf.slice(); } public static final boolean isMatrixModeName(final int matrixModeName) { switch(matrixModeName) { case GL_MODELVIEW_MATRIX: case GL_PROJECTION_MATRIX: case GL_TEXTURE_MATRIX: return true; } return false; } public static final int matrixModeName2MatrixGetName(final int matrixModeName) { switch(matrixModeName) { case GL_MODELVIEW: return GL_MODELVIEW_MATRIX; case GL_PROJECTION: return GL_PROJECTION_MATRIX; case GL.GL_TEXTURE: return GL_TEXTURE_MATRIX; default: throw new GLUnsupportedException("unsupported matrixName: "+matrixModeName); } } public static final boolean isMatrixGetName(final int matrixGetName) { switch(matrixGetName) { case GL_MATRIX_MODE: case GL_MODELVIEW_MATRIX: case GL_PROJECTION_MATRIX: case GL_TEXTURE_MATRIX: return true; } return false; } public static final int matrixGetName2MatrixModeName(final int matrixGetName) { switch(matrixGetName) { case GL_MODELVIEW_MATRIX: return GL_MODELVIEW; case GL_PROJECTION_MATRIX: return GL_PROJECTION; case GL_TEXTURE_MATRIX: return GL.GL_TEXTURE; default: throw new GLUnsupportedException("unsupported matrixGetName: "+matrixGetName); } } public void setDirty() { modified = DIRTY_MODELVIEW | DIRTY_PROJECTION | DIRTY_TEXTURE ; matrixMode = GL_MODELVIEW; } public int getDirtyBits() { return modified; } public boolean isDirty(final int matrixName) { boolean res; switch(matrixName) { case GL_MODELVIEW: res = (modified&DIRTY_MODELVIEW)!=0 ; break; case GL_PROJECTION: res = (modified&DIRTY_PROJECTION)!=0 ; break; case GL.GL_TEXTURE: res = (modified&DIRTY_TEXTURE)!=0 ; break; default: throw new GLUnsupportedException("unsupported matrixName: "+matrixName); } return res; } public boolean isDirty() { return modified!=0; } public boolean update() { // if(0==modified) return false; // int res = modified; int res = DIRTY_MODELVIEW | DIRTY_PROJECTION ; if( (res&DIRTY_MODELVIEW)!=0 ) { setMviMvit(); } if( (res&DIRTY_MODELVIEW)!=0 || (res&DIRTY_PROJECTION)!=0 ) { glMultMatrixf(matrixP, matrixMv, matrixPmv); } modified=0; return res!=0; } public final int glGetMatrixMode() { return matrixMode; } public final FloatBuffer glGetTMatrixf() { return matrixT; } public final FloatBuffer glGetPMatrixf() { return matrixP; } public final FloatBuffer glGetMvMatrixf() { return matrixMv; } public final FloatBuffer glGetPMvMvitPmvMatrixf() { return matrixPMvMvitPmv; } public final FloatBuffer glGetPMvMvitMatrixf() { return matrixPMvMvit; } public final FloatBuffer glGetPMvMviMatrixf() { return matrixPMvMvi; } public final FloatBuffer glGetPMvMatrixf() { return matrixPMv; } public final FloatBuffer glGetMviMatrixf() { return matrixMvi; } public final FloatBuffer glGetPmvMatrixf() { return matrixPmv; } public final FloatBuffer glGetNormalMatrixf() { return matrixMvit3; } /* * @return the current matrix */ public final FloatBuffer glGetMatrixf() { return glGetMatrixf(matrixMode); } /** * @param pname GL_MODELVIEW, GL_PROJECTION or GL.GL_TEXTURE * @return the given matrix */ public final FloatBuffer glGetMatrixf(final int matrixName) { if(matrixName==GL_MODELVIEW) { return matrixMv; } else if(matrixName==GL_PROJECTION) { return matrixP; } else if(matrixName==GL.GL_TEXTURE) { return matrixT; } else { throw new GLUnsupportedException("unsupported matrixName: "+matrixName); } } public final void gluPerspective(final float fovy, final float aspect, final float zNear, final float zFar) { float top=(float)Math.tan(fovy*((float)Math.PI)/360.0f)*zNear; float bottom=-1.0f*top; float left=aspect*bottom; float right=aspect*top; glFrustumf(left, right, bottom, top, zNear, zFar); } public static final void glMultMatrixf(final FloatBuffer a, final FloatBuffer b, FloatBuffer p) { for (int i = 0; i < 4; i++) { final float ai0=a.get(i+0*4), ai1=a.get(i+1*4), ai2=a.get(i+2*4), ai3=a.get(i+3*4); p.put(i+0*4 , ai0 * b.get(0+0*4) + ai1 * b.get(1+0*4) + ai2 * b.get(2+0*4) + ai3 * b.get(3+0*4) ); p.put(i+1*4 , ai0 * b.get(0+1*4) + ai1 * b.get(1+1*4) + ai2 * b.get(2+1*4) + ai3 * b.get(3+1*4) ); p.put(i+2*4 , ai0 * b.get(0+2*4) + ai1 * b.get(1+2*4) + ai2 * b.get(2+2*4) + ai3 * b.get(3+2*4) ); p.put(i+3*4 , ai0 * b.get(0+3*4) + ai1 * b.get(1+3*4) + ai2 * b.get(2+3*4) + ai3 * b.get(3+3*4) ); } } public static final void glMultMatrixf(final FloatBuffer a, final float[] b, int b_off, FloatBuffer p) { for (int i = 0; i < 4; i++) { final float ai0=a.get(i+0*4), ai1=a.get(i+1*4), ai2=a.get(i+2*4), ai3=a.get(i+3*4); p.put(i+0*4 , ai0 * b[b_off+0+0*4] + ai1 * b[b_off+1+0*4] + ai2 * b[b_off+2+0*4] + ai3 * b[b_off+3+0*4] ); p.put(i+1*4 , ai0 * b[b_off+0+1*4] + ai1 * b[b_off+1+1*4] + ai2 * b[b_off+2+1*4] + ai3 * b[b_off+3+1*4] ); p.put(i+2*4 , ai0 * b[b_off+0+2*4] + ai1 * b[b_off+1+2*4] + ai2 * b[b_off+2+2*4] + ai3 * b[b_off+3+2*4] ); p.put(i+3*4 , ai0 * b[b_off+0+3*4] + ai1 * b[b_off+1+3*4] + ai2 * b[b_off+2+3*4] + ai3 * b[b_off+3+3*4] ); } } // // MatrixIf // public void glMatrixMode(final int matrixName) { switch(matrixName) { case GL_MODELVIEW: case GL_PROJECTION: case GL.GL_TEXTURE: break; default: throw new GLUnsupportedException("unsupported matrixName: "+matrixName); } matrixMode = matrixName; } public void glGetFloatv(int matrixGetName, FloatBuffer params) { int pos = params.position(); if(matrixGetName==GL_MATRIX_MODE) { params.put((float)matrixMode); } else { FloatBuffer matrix = glGetMatrixf(matrixGetName2MatrixModeName(matrixGetName)); params.put(matrix); matrix.rewind(); } params.position(pos); } public void glGetFloatv(int matrixGetName, float[] params, int params_offset) { if(matrixGetName==GL_MATRIX_MODE) { params[params_offset]=(float)matrixMode; } else { FloatBuffer matrix = glGetMatrixf(matrixGetName2MatrixModeName(matrixGetName)); matrix.get(params, params_offset, 16); matrix.rewind(); } } public void glGetIntegerv(int pname, IntBuffer params) { int pos = params.position(); if(pname==GL_MATRIX_MODE) { params.put(matrixMode); } else { throw new GLUnsupportedException("unsupported pname: "+pname); } params.position(pos); } public void glGetIntegerv(int pname, int[] params, int params_offset) { if(pname==GL_MATRIX_MODE) { params[params_offset]=matrixMode; } else { throw new GLUnsupportedException("unsupported pname: "+pname); } } public final void glLoadMatrixf(final float[] values, final int offset) { int len = values.length-offset; if(matrixMode==GL_MODELVIEW) { matrixMv.clear(); matrixMv.put(values, offset, len); matrixMv.rewind(); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { matrixP.clear(); matrixP.put(values, offset, len); matrixP.rewind(); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { matrixT.clear(); matrixT.put(values, offset, len); matrixT.rewind(); modified |= DIRTY_TEXTURE ; } } public final void glLoadMatrixf(java.nio.FloatBuffer m) { int spos = m.position(); if(matrixMode==GL_MODELVIEW) { matrixMv.clear(); matrixMv.put(m); matrixMv.rewind(); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { matrixP.clear(); matrixP.put(m); matrixP.rewind(); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { matrixT.clear(); matrixT.put(m); matrixT.rewind(); modified |= DIRTY_TEXTURE ; } m.position(spos); } public final void glPopMatrix() { float[] stackEntry=null; if(matrixMode==GL_MODELVIEW) { stackEntry = (float[])matrixMvStack.remove(0); } else if(matrixMode==GL_PROJECTION) { stackEntry = (float[])matrixPStack.remove(0); } else if(matrixMode==GL.GL_TEXTURE) { stackEntry = (float[])matrixTStack.remove(0); } glLoadMatrixf(stackEntry, 0); } public final void glPushMatrix() { float[] stackEntry = new float[1*16]; if(matrixMode==GL_MODELVIEW) { matrixMv.get(stackEntry); matrixMv.rewind(); matrixMvStack.add(0, stackEntry); } else if(matrixMode==GL_PROJECTION) { matrixP.get(stackEntry); matrixP.rewind(); matrixPStack.add(0, stackEntry); } else if(matrixMode==GL.GL_TEXTURE) { matrixT.get(stackEntry); matrixT.rewind(); matrixTStack.add(0, stackEntry); } } public final void glLoadIdentity() { if(matrixMode==GL_MODELVIEW) { matrixMv.clear(); matrixMv.put(matrixIdent); matrixMv.rewind(); matrixIdent.rewind(); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { matrixP.clear(); matrixP.put(matrixIdent); matrixP.rewind(); matrixIdent.rewind(); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { matrixT.clear(); matrixT.put(matrixIdent); matrixT.rewind(); matrixIdent.rewind(); modified |= DIRTY_TEXTURE ; } } public final void glMultMatrixf(final FloatBuffer m) { if(matrixMode==GL_MODELVIEW) { glMultMatrixf(matrixMv, m, matrixMult); matrixMv.clear(); matrixMv.put(matrixMult); matrixMv.rewind(); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { glMultMatrixf(matrixP, m, matrixMult); matrixP.clear(); matrixP.put(matrixMult); matrixP.rewind(); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { glMultMatrixf(matrixT, m, matrixMult); matrixT.clear(); matrixT.put(matrixMult); matrixT.rewind(); modified |= DIRTY_TEXTURE ; } matrixMult.rewind(); } public void glMultMatrixf(float[] m, int m_offset) { if(matrixMode==GL_MODELVIEW) { glMultMatrixf(matrixMv, m, m_offset, matrixMult); matrixMv.clear(); matrixMv.put(matrixMult); matrixMv.rewind(); modified |= DIRTY_MODELVIEW ; } else if(matrixMode==GL_PROJECTION) { glMultMatrixf(matrixP, m, m_offset, matrixMult); matrixP.clear(); matrixP.put(matrixMult); matrixP.rewind(); modified |= DIRTY_PROJECTION ; } else if(matrixMode==GL.GL_TEXTURE) { glMultMatrixf(matrixT, m, m_offset, matrixMult); matrixT.clear(); matrixT.put(matrixMult); matrixT.rewind(); modified |= DIRTY_TEXTURE ; } matrixMult.rewind(); } public final void glTranslatef(final float x, final float y, final float z) { // Translation matrix: // 1 0 0 x // 0 1 0 y // 0 0 1 z // 0 0 0 1 matrixTrans.put(0+4*3, x); matrixTrans.put(1+4*3, y); matrixTrans.put(2+4*3, z); glMultMatrixf(matrixTrans); } public final void glRotatef(final float angdeg, float x, float y, float z) { float angrad = angdeg * (float) Math.PI / 180; float c = (float)Math.cos(angrad); float ic= 1.0f - c; float s = (float)Math.sin(angrad); vec3f[0]=x; vec3f[1]=y; vec3f[2]=z; projectFloat.normalize(vec3f); x = vec3f[0]; y = vec3f[1]; z = vec3f[2]; // Rotation matrix: // xx(1−c)+c xy(1−c)+zs xz(1−c)-ys 0 // xy(1−c)-zs yy(1−c)+c yz(1−c)+xs 0 // xz(1−c)+ys yz(1−c)-xs zz(1−c)+c 0 // 0 0 0 1 float xy = x*y; float xz = x*z; float xs = x*s; float ys = y*s; float yz = y*z; float zs = z*s; matrixRot.put(0*4+0, x*x*ic+c); matrixRot.put(0*4+1, xy*ic+zs); matrixRot.put(0*4+2, xz*ic-ys); matrixRot.put(1*4+0, xy*ic-zs); matrixRot.put(1*4+1, y*y*ic+c); matrixRot.put(1*4+2, yz*ic+xs); matrixRot.put(2*4+0, xz*ic+ys); matrixRot.put(2*4+1, yz*ic-xs); matrixRot.put(2*4+2, z*z*ic+c); glMultMatrixf(matrixRot); } public final void glScalef(final float x, final float y, final float z) { // Scale matrix: // x 0 0 0 // 0 y 0 0 // 0 0 z 0 // 0 0 0 1 matrixScale.put(0+4*0, x); matrixScale.put(1+4*1, y); matrixScale.put(2+4*2, z); glMultMatrixf(matrixScale); } public final void glOrthof(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) { // Ortho matrix: // 2/dx 0 0 tx // 0 2/dy 0 ty // 0 0 2/dz tz // 0 0 0 1 float dx=right-left; float dy=top-bottom; float dz=zFar-zNear; float tx=-1.0f*(right+left)/dx; float ty=-1.0f*(top+bottom)/dy; float tz=-1.0f*(zFar+zNear)/dz; matrixOrtho.put(0+4*0, 2.0f/dx); matrixOrtho.put(1+4*1, 2.0f/dy); matrixOrtho.put(2+4*2, -2.0f/dz); matrixOrtho.put(0+4*3, tx); matrixOrtho.put(1+4*3, ty); matrixOrtho.put(2+4*3, tz); glMultMatrixf(matrixOrtho); } public final void glFrustumf(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) { if(zNear<=0.0f||zFar<0.0f) { throw new GLException("GL_INVALID_VALUE: zNear and zFar must be positive, and zNear>0"); } if(left==right || top==bottom) { throw new GLException("GL_INVALID_VALUE: top,bottom and left,right must not be equal"); } // Frustum matrix: // 2*zNear/dx 0 A 0 // 0 2*zNear/dy B 0 // 0 0 C D // 0 0 −1 0 float zNear2 = 2.0f*zNear; float dx=right-left; float dy=top-bottom; float dz=zFar-zNear; float A=(right+left)/dx; float B=(top+bottom)/dy; float C=-1.0f*(zFar+zNear)/dz; float D=-2.0f*(zFar*zNear)/dz; matrixFrustum.put(0+4*0, zNear2/dx); matrixFrustum.put(1+4*1, zNear2/dy); matrixFrustum.put(2+4*2, C); matrixFrustum.put(0+4*2, A); matrixFrustum.put(1+4*2, B); matrixFrustum.put(2+4*3, D); matrixFrustum.put(3+4*2, -1.0f); glMultMatrixf(matrixFrustum); } // // private // private final void setMviMvit() { if(!projectFloat.gluInvertMatrixf(matrixMv, matrixMvi)) { throw new GLException("Invalid source Mv matrix, can't compute inverse"); } // transpose matrix for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { matrixMvit.put(j+i*4, matrixMvi.get(i+j*4)); } } // fetch 3x3 for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { matrixMvit3.put(i+j*3, matrixMvit.get(i+j*4)); } } } protected FloatBuffer matrixIdent; protected FloatBuffer matrixTPMvMvitPmv, matrixPMvMvit, matrixPMvMvitPmv, matrixPMvMvi, matrixPMv, matrixP, matrixT, matrixMv, matrixMvi, matrixMvit, matrixPmv; protected FloatBuffer matrixMvit3; protected FloatBuffer localBuf, matrixMult, matrixTrans, matrixRot, matrixScale, matrixOrtho, matrixFrustum; protected float[] vec3f; protected List/*FloatBuffer*/ matrixTStack, matrixPStack, matrixMvStack; protected int matrixMode = GL_MODELVIEW; protected int modified = 0; protected ProjectFloat projectFloat; public static final int DIRTY_MODELVIEW = 1 << 0; public static final int DIRTY_PROJECTION = 1 << 1; public static final int DIRTY_TEXTURE = 1 << 2; }