/* * Copyright (c) 2009 Sun Microsystems, Inc. All Rights Reserved. * Copyright (c) 2011 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: * * - 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. * */ package com.jogamp.opengl.util; import java.nio.Buffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.util.ArrayList; import java.util.List; import javax.media.opengl.GL; import javax.media.opengl.GLException; import javax.media.opengl.fixedfunc.GLMatrixFunc; import jogamp.opengl.ProjectFloat; import com.jogamp.opengl.FloatUtil; import com.jogamp.common.nio.Buffers; import com.jogamp.common.os.Platform; /** * PMVMatrix implements a subset of the fixed function pipeline * regarding the projection (P), modelview (Mv) matrix operation * which is specified in {@link GLMatrixFunc}. *
* Further more, PMVMatrix provides the {@link #glGetMviMatrixf() inverse modelview matrix (Mvi)} and * {@link #glGetMvitMatrixf() inverse transposed modelview matrix (Mvit)}. * To keep both synchronized after mutable Mv operations like {@link #glRotatef(float, float, float, float) glRotatef(..)} * in {@link #glMatrixMode(int) glMatrixMode}({@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}), * users have to call {@link #update()} before using Mvi and Mvit. *
** All matrices are provided in column-major order, * as specified in the OpenGL fixed function pipeline, i.e. compatibility profile. *
** PMVMatrix can supplement {@link GL2ES2} applications w/ the * lack of the described matrix functionality. *
** All matrices use a common FloatBuffer storage * and are a {@link Buffers#slice2Float(Buffer, float[], int, int) sliced} representation of it. * The common FloatBuffer and hence all matrices may use NIO direct storage or a {@link #usesBackingArray() backing float array}, * depending how the instance if {@link #PMVMatrix(boolean) being constructed}. *
** Note: *
useBackingArray = true
.
*/
public PMVMatrix() {
this(true);
}
/**
* Creates an instance of PMVMatrix.
*
* @param useBackingArray true
for non direct NIO Buffers with guaranteed backing array,
* which allows faster access in Java computation.
* false
for direct NIO buffers w/o a guaranteed backing array.
* In most Java implementations, direct NIO buffers have no backing array
* and hence the Java computation will be throttled down by direct IO get/put
* operations.
Depending on the application, ie. whether the Java computation or
* JNI invocation and hence native data transfer part is heavier,
* this flag shall be set to true
or false
* See matrix storage details. *
*/ public final FloatBuffer glGetTMatrixf() { return matrixTex; } /** * Returns the {@link GLMatrixFunc#GL_PROJECTION_MATRIX projection matrix} (P). ** See matrix storage details. *
*/ public final FloatBuffer glGetPMatrixf() { return matrixP; } /** * Returns the {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mv). ** See matrix storage details. *
*/ public final FloatBuffer glGetMvMatrixf() { return matrixMv; } /** * Returns the inverse {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvi). ** Method enables the Mvi matrix update, and performs it's update w/o clearing the modified bits. *
** See {@link #update()} and matrix storage details. *
* @see #update() * @see #disableMviMvitUpdate() */ public final FloatBuffer glGetMviMatrixf() { requestMask |= DIRTY_INVERSE_MODELVIEW ; updateImpl(false); return matrixMvi; } /** * Returns the inverse transposed {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvit). ** Method enables the Mvit matrix update, and performs it's update w/o clearing the modified bits. *
** See {@link #update()} and matrix storage details. *
* @see #update() * @see #disableMviMvitUpdate() */ public final FloatBuffer glGetMvitMatrixf() { requestMask |= DIRTY_INVERSE_TRANSPOSED_MODELVIEW ; updateImpl(false); return matrixMvit; } /** * Returns 2 matrices within one FloatBuffer: {@link #glGetPMatrixf() P} and {@link #glGetMvMatrixf() Mv}. ** See matrix storage details. *
*/ public final FloatBuffer glGetPMvMatrixf() { return matrixPMv; } /** * Returns 3 matrices within one FloatBuffer: {@link #glGetPMatrixf() P}, {@link #glGetMvMatrixf() Mv} and {@link #glGetMviMatrixf() Mvi}. ** Method enables the Mvi matrix update, and performs it's update w/o clearing the modified bits. *
** See {@link #update()} and matrix storage details. *
* @see #update() * @see #disableMviMvitUpdate() */ public final FloatBuffer glGetPMvMviMatrixf() { requestMask |= DIRTY_INVERSE_MODELVIEW ; updateImpl(false); return matrixPMvMvi; } /** * Returns 4 matrices within one FloatBuffer: {@link #glGetPMatrixf() P}, {@link #glGetMvMatrixf() Mv}, {@link #glGetMviMatrixf() Mvi} and {@link #glGetMvitMatrixf() Mvit}. ** Method enables the Mvi and Mvit matrix update, and performs it's update w/o clearing the modified bits. *
** See {@link #update()} and matrix storage details. *
* @see #update() * @see #disableMviMvitUpdate() */ public final FloatBuffer glGetPMvMvitMatrixf() { requestMask |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW ; updateImpl(false); return matrixPMvMvit; } /* * @return the matrix of the current matrix-mode */ public final FloatBuffer glGetMatrixf() { return glGetMatrixf(matrixMode); } /** * @param matrixName Either a matrix-get-name, i.e. * {@link GLMatrixFunc#GL_MODELVIEW_MATRIX GL_MODELVIEW_MATRIX}, {@link GLMatrixFunc#GL_PROJECTION_MATRIX GL_PROJECTION_MATRIX} or {@link GLMatrixFunc#GL_TEXTURE_MATRIX GL_TEXTURE_MATRIX}, * or a matrix-mode-name, i.e. * {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE} * @return the named matrix */ public final FloatBuffer glGetMatrixf(final int matrixName) { switch(matrixName) { case GL_MODELVIEW_MATRIX: case GL_MODELVIEW: return matrixMv; case GL_PROJECTION_MATRIX: case GL_PROJECTION: return matrixP; case GL_TEXTURE_MATRIX: case GL.GL_TEXTURE: return matrixTex; default: throw new GLException("unsupported matrixName: "+matrixName); } } // // GLMatrixFunc implementation // @Override public final void glMatrixMode(final int matrixName) { switch(matrixName) { case GL_MODELVIEW: case GL_PROJECTION: case GL.GL_TEXTURE: break; default: throw new GLException("unsupported matrixName: "+matrixName); } matrixMode = matrixName; } @Override public final void glGetFloatv(int matrixGetName, FloatBuffer params) { int pos = params.position(); if(matrixGetName==GL_MATRIX_MODE) { params.put((float)matrixMode); } else { FloatBuffer matrix = glGetMatrixf(matrixGetName); params.put(matrix); // matrix -> params matrix.reset(); } params.position(pos); } @Override public final void glGetFloatv(int matrixGetName, float[] params, int params_offset) { if(matrixGetName==GL_MATRIX_MODE) { params[params_offset]=(float)matrixMode; } else { FloatBuffer matrix = glGetMatrixf(matrixGetName); matrix.get(params, params_offset, 16); // matrix -> params matrix.reset(); } } @Override public final void glGetIntegerv(int pname, IntBuffer params) { int pos = params.position(); if(pname==GL_MATRIX_MODE) { params.put(matrixMode); } else { throw new GLException("unsupported pname: "+pname); } params.position(pos); } @Override public final void glGetIntegerv(int pname, int[] params, int params_offset) { if(pname==GL_MATRIX_MODE) { params[params_offset]=matrixMode; } else { throw new GLException("unsupported pname: "+pname); } } @Override public final void glLoadMatrixf(final float[] values, final int offset) { int len = values.length-offset; if(matrixMode==GL_MODELVIEW) { matrixMv.put(values, offset, len); matrixMv.reset(); dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW ; modifiedBits |= MODIFIED_MODELVIEW; } else if(matrixMode==GL_PROJECTION) { matrixP.put(values, offset, len); matrixP.reset(); modifiedBits |= MODIFIED_PROJECTION; } else if(matrixMode==GL.GL_TEXTURE) { matrixTex.put(values, offset, len); matrixTex.reset(); modifiedBits |= MODIFIED_TEXTURE; } } @Override public final void glLoadMatrixf(java.nio.FloatBuffer m) { int spos = m.position(); if(matrixMode==GL_MODELVIEW) { matrixMv.put(m); matrixMv.reset(); dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW ; modifiedBits |= MODIFIED_MODELVIEW; } else if(matrixMode==GL_PROJECTION) { matrixP.put(m); matrixP.reset(); modifiedBits |= MODIFIED_PROJECTION; } else if(matrixMode==GL.GL_TEXTURE) { matrixTex.put(m); matrixTex.reset(); modifiedBits |= MODIFIED_TEXTURE; } m.position(spos); } @Override public final void glPopMatrix() { float[] stackEntry=null; if(matrixMode==GL_MODELVIEW) { stackEntry = matrixMvStack.remove(0); } else if(matrixMode==GL_PROJECTION) { stackEntry = matrixPStack.remove(0); } else if(matrixMode==GL.GL_TEXTURE) { stackEntry = matrixTStack.remove(0); } glLoadMatrixf(stackEntry, 0); } @Override public final void glPushMatrix() { float[] stackEntry = new float[1*16]; if(matrixMode==GL_MODELVIEW) { matrixMv.get(stackEntry); matrixMv.reset(); matrixMvStack.add(0, stackEntry); } else if(matrixMode==GL_PROJECTION) { matrixP.get(stackEntry); matrixP.reset(); matrixPStack.add(0, stackEntry); } else if(matrixMode==GL.GL_TEXTURE) { matrixTex.get(stackEntry); matrixTex.reset(); matrixTStack.add(0, stackEntry); } } @Override public final void glLoadIdentity() { if(matrixMode==GL_MODELVIEW) { matrixMv.put(matrixIdent); matrixMv.reset(); dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW ; modifiedBits |= MODIFIED_MODELVIEW; } else if(matrixMode==GL_PROJECTION) { matrixP.put(matrixIdent); matrixP.reset(); modifiedBits |= MODIFIED_PROJECTION; } else if(matrixMode==GL.GL_TEXTURE) { matrixTex.put(matrixIdent); matrixTex.reset(); modifiedBits |= MODIFIED_TEXTURE; } matrixIdent.reset(); } @Override public final void glMultMatrixf(final FloatBuffer m) { if(matrixMode==GL_MODELVIEW) { FloatUtil.multMatrixf(matrixMv, m, matrixMv); dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW ; modifiedBits |= MODIFIED_MODELVIEW; } else if(matrixMode==GL_PROJECTION) { FloatUtil.multMatrixf(matrixP, m, matrixP); modifiedBits |= MODIFIED_PROJECTION; } else if(matrixMode==GL.GL_TEXTURE) { FloatUtil.multMatrixf(matrixTex, m, matrixTex); modifiedBits |= MODIFIED_TEXTURE; } } @Override public final void glMultMatrixf(float[] m, int m_offset) { if(matrixMode==GL_MODELVIEW) { FloatUtil.multMatrixf(matrixMv, m, m_offset, matrixMv); dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW ; modifiedBits |= MODIFIED_MODELVIEW; } else if(matrixMode==GL_PROJECTION) { FloatUtil.multMatrixf(matrixP, m, m_offset, matrixP); modifiedBits |= MODIFIED_PROJECTION; } else if(matrixMode==GL.GL_TEXTURE) { FloatUtil.multMatrixf(matrixTex, m, m_offset, matrixTex); modifiedBits |= MODIFIED_TEXTURE; } } @Override 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[0+4*3] = x; matrixTrans[1+4*3] = y; matrixTrans[2+4*3] = z; glMultMatrixf(matrixTrans, 0); } @Override public final void glRotatef(final float angdeg, float x, float y, float z) { final float angrad = angdeg * (float) Math.PI / 180.0f; final float c = (float)Math.cos(angrad); final float ic= 1.0f - c; final float s = (float)Math.sin(angrad); vec3f[0]=x; vec3f[1]=y; vec3f[2]=z; FloatUtil.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 final float xy = x*y; final float xz = x*z; final float xs = x*s; final float ys = y*s; final float yz = y*z; final float zs = z*s; matrixRot[0*4+0] = x*x*ic+c; matrixRot[0*4+1] = xy*ic+zs; matrixRot[0*4+2] = xz*ic-ys; matrixRot[1*4+0] = xy*ic-zs; matrixRot[1*4+1] = y*y*ic+c; matrixRot[1*4+2] = yz*ic+xs; matrixRot[2*4+0] = xz*ic+ys; matrixRot[2*4+1] = yz*ic-xs; matrixRot[2*4+2] = z*z*ic+c; glMultMatrixf(matrixRot, 0); } @Override 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[0+4*0] = x; matrixScale[1+4*1] = y; matrixScale[2+4*2] = z; glMultMatrixf(matrixScale, 0); } @Override 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 final float dx=right-left; final float dy=top-bottom; final float dz=zFar-zNear; final float tx=-1.0f*(right+left)/dx; final float ty=-1.0f*(top+bottom)/dy; final float tz=-1.0f*(zFar+zNear)/dz; matrixOrtho[0+4*0] = 2.0f/dx; matrixOrtho[1+4*1] = 2.0f/dy; matrixOrtho[2+4*2] = -2.0f/dz; matrixOrtho[0+4*3] = tx; matrixOrtho[1+4*3] = ty; matrixOrtho[2+4*3] = tz; glMultMatrixf(matrixOrtho, 0); } @Override 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 final float zNear2 = 2.0f*zNear; final float dx=right-left; final float dy=top-bottom; final float dz=zFar-zNear; final float A=(right+left)/dx; final float B=(top+bottom)/dy; final float C=-1.0f*(zFar+zNear)/dz; final float D=-2.0f*(zFar*zNear)/dz; matrixFrustum[0+4*0] = zNear2/dx; matrixFrustum[1+4*1] = zNear2/dy; matrixFrustum[2+4*2] = C; matrixFrustum[0+4*2] = A; matrixFrustum[1+4*2] = B; matrixFrustum[2+4*3] = D; matrixFrustum[3+4*2] = -1.0f; glMultMatrixf(matrixFrustum, 0); } // // Extra functionality // /** * {@link #glMultMatrixf(FloatBuffer) Multiply} the {@link #glGetMatrixMode() current matrix} with the perspective/frustum matrix. */ 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); } /** * {@link #glMultMatrixf(FloatBuffer) Multiply} and {@link #glTranslatef(float, float, float) translate} the {@link #glGetMatrixMode() current matrix} * with the eye, object and orientation. */ public final void gluLookAt(float eyex, float eyey, float eyez, float centerx, float centery, float centerz, float upx, float upy, float upz) { projectFloat.gluLookAt(this, eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz); } /** * Map object coordinates to window coordinates. * * @param objx * @param objy * @param objz * @param viewport * @param viewport_offset * @param win_pos * @param win_pos_offset * @return */ public final boolean gluProject(float objx, float objy, float objz, int[] viewport, int viewport_offset, float[] win_pos, int win_pos_offset ) { if(usesBackingArray) { return projectFloat.gluProject(objx, objy, objz, matrixMv.array(), 0, matrixP.array(), 0, viewport, viewport_offset, win_pos, win_pos_offset); } else { return projectFloat.gluProject(objx, objy, objz, matrixMv, matrixP, viewport, viewport_offset, win_pos, win_pos_offset); } } /** * Map window coordinates to object coordinates. * * @param winx * @param winy * @param winz * @param viewport * @param viewport_offset * @param obj_pos * @param obj_pos_offset * @return */ public boolean gluUnProject(float winx, float winy, float winz, int[] viewport, int viewport_offset, float[] obj_pos, int obj_pos_offset) { if(usesBackingArray) { return projectFloat.gluUnProject(winx, winy, winz, matrixMv.array(), 0, matrixP.array(), 0, viewport, viewport_offset, obj_pos, obj_pos_offset); } else { return projectFloat.gluUnProject(winx, winy, winz, matrixMv, matrixP, viewport, viewport_offset, obj_pos, obj_pos_offset); } } public final void gluPickMatrix(float x, float y, float deltaX, float deltaY, int[] viewport, int viewport_offset) { projectFloat.gluPickMatrix(this, x, y, deltaX, deltaY, viewport, viewport_offset); } public StringBuilder toString(StringBuilder sb, String f) { if(null == sb) { sb = new StringBuilder(); } final boolean mviDirty = 0 != (DIRTY_INVERSE_MODELVIEW & dirtyBits); final boolean mvitDirty = 0 != (DIRTY_INVERSE_TRANSPOSED_MODELVIEW & dirtyBits); final boolean mviReq = 0 != (DIRTY_INVERSE_MODELVIEW & requestMask); final boolean mvitReq = 0 != (DIRTY_INVERSE_TRANSPOSED_MODELVIEW & requestMask); final boolean modP = 0 != ( MODIFIED_PROJECTION & modifiedBits ); final boolean modMv = 0 != ( MODIFIED_MODELVIEW & modifiedBits ); final boolean modT = 0 != ( MODIFIED_TEXTURE & modifiedBits ); sb.append("PMVMatrix[backingArray ").append(this.usesBackingArray()); sb.append(", modified[P ").append(modP).append(", Mv ").append(modMv).append(", T ").append(modT); sb.append("], dirty/req[Mvi ").append(mviDirty).append("/").append(mviReq).append(", Mvit ").append(mvitDirty).append("/").append(mvitReq); sb.append("], Projection").append(Platform.NEWLINE); matrixToString(sb, f, matrixP); sb.append(", Modelview").append(Platform.NEWLINE); matrixToString(sb, f, matrixMv); sb.append(", Texture").append(Platform.NEWLINE); matrixToString(sb, f, matrixTex); if( 0 != ( requestMask & DIRTY_INVERSE_MODELVIEW ) ) { sb.append(", Inverse Modelview").append(Platform.NEWLINE); matrixToString(sb, f, matrixMvi); } if( 0 != ( requestMask & DIRTY_INVERSE_TRANSPOSED_MODELVIEW ) ) { sb.append(", Inverse Transposed Modelview").append(Platform.NEWLINE); matrixToString(sb, f, matrixMvit); } sb.append("]"); return sb; } public String toString() { return toString(null, "%10.5f").toString(); } /** * Returns the modified bits due to mutable operations.. ** A modified bit is set, if the corresponding matrix had been modified by a mutable operation * since last {@link #update()} or {@link #getModifiedBits(boolean) getModifiedBits(true)} call. *
* @param clear if true, clears the modified bits, otherwise leaves them untouched. * * @see #MODIFIED_PROJECTION * @see #MODIFIED_MODELVIEW * @see #MODIFIED_TEXTURE */ public final int getModifiedBits(boolean clear) { final int r = modifiedBits; if(clear) { modifiedBits = 0; } return r; } /** * Returns the dirty bits due to mutable operations. ** A dirty bit is set , if the corresponding matrix had been modified by a mutable operation * since last {@link #update()} call. The latter clears the dirty state only if the dirty matrix (Mvi or Mvit) * has been requested by one of the {@link #glGetMviMatrixf() Mvi get} or {@link #glGetMvitMatrixf() Mvit get} methods. *
* * @deprecated Function is exposed for debugging purposes only. * @see #DIRTY_INVERSE_MODELVIEW * @see #DIRTY_INVERSE_TRANSPOSED_MODELVIEW * @see #glGetMviMatrixf() * @see #glGetMvitMatrixf() * @see #glGetPMvMviMatrixf() * @see #glGetPMvMvitMatrixf() */ public final int getDirtyBits() { return dirtyBits; } /** * Returns the request bit mask, which uses bit values equal to the dirty mask. ** The request bit mask is set by one of the {@link #glGetMviMatrixf() Mvi get} or {@link #glGetMvitMatrixf() Mvit get} methods. *
* * @deprecated Function is exposed for debugging purposes only. * @see #disableMviMvitUpdate() * @see #DIRTY_INVERSE_MODELVIEW * @see #DIRTY_INVERSE_TRANSPOSED_MODELVIEW * @see #glGetMviMatrixf() * @see #glGetMvitMatrixf() * @see #glGetPMvMviMatrixf() * @see #glGetPMvMvitMatrixf() */ public final int getRequestMask() { return requestMask; } /** * Disable {@link #update()} of the Mvi and Mvit matrix * after it has been enabled by one of the {@link #glGetMviMatrixf() Mvi get} or {@link #glGetMvitMatrixf() Mvit get} methods. ** This cleans the request bit mask used internally. *
** Function may be useful to disable subsequent Mvi and Mvit updates if no more required. *
* * @see #glGetMviMatrixf() * @see #glGetMvitMatrixf() * @see #glGetPMvMviMatrixf() * @see #glGetPMvMvitMatrixf() * @see #getRequestMask() */ public final void disableMviMvitUpdate() { requestMask &= ~DIRTY_ALL; } /** * Update the derived {@link #glGetMviMatrixf() inverse modelview (Mvi)} * and {@link #glGetMvitMatrixf() inverse transposed modelview (Mvit)} matrices * if they are dirty and their usage/update has been requested * by one of the {@link #glGetMviMatrixf() Mvi get} or {@link #glGetMvitMatrixf() Mvit get} methods. ** The Mvi and Mvit matrices are considered dirty, if their corresponding * {@link #glGetMvMatrixf() Mv matrix} has been modified since their last update. *
** Method should be called manually in case mutable operations has been called * and caller operates on already fetched references, i.e. not calling * {@link #glGetMviMatrixf() Mvi get} or {@link #glGetMvitMatrixf() Mvit get} etc anymore. *
** This method clears the modified bits like {@link #getModifiedBits(boolean) getModifiedBits(true)}, * which are set by any mutable operation. The modified bits have no impact * on this method, but the return value. *
* * @return true if any matrix has been modified since last update call or * if the derived matrices Mvi and Mvit were updated, otherwise false. * In other words, method returns true if any matrix used by the caller must be updated, * e.g. uniforms in a shader program. * * @see #getModifiedBits(boolean) * @see #MODIFIED_PROJECTION * @see #MODIFIED_MODELVIEW * @see #MODIFIED_TEXTURE * @see #DIRTY_INVERSE_MODELVIEW * @see #DIRTY_INVERSE_TRANSPOSED_MODELVIEW * @see #glGetMviMatrixf() * @see #glGetMvitMatrixf() * @see #glGetPMvMviMatrixf() * @see #glGetPMvMvitMatrixf() * @see #disableMviMvitUpdate() */ public final boolean update() { return updateImpl(true); } private final boolean updateImpl(boolean clearModBits) { final boolean mod = 0 != modifiedBits; if(clearModBits) { modifiedBits = 0; } if( 0 == ( dirtyBits & requestMask ) ) { return mod; // nothing requested which may have been dirty } if(nioBackupArraySupported>=0) { try { nioBackupArraySupported = 1; return setMviMvitNIOBackupArray() || mod; } catch(UnsupportedOperationException uoe) { nioBackupArraySupported = -1; } } return setMviMvitNIODirectAccess() || mod; } // // private // private int nioBackupArraySupported = 0; // -1 not supported, 0 - TBD, 1 - supported private final String msgCantComputeInverse = "Invalid source Mv matrix, can't compute inverse"; private final boolean setMviMvitNIOBackupArray() { final float[] _matrixMvi = matrixMvi.array(); final int _matrixMviOffset = matrixMvi.position(); boolean res = false; if( 0 != ( dirtyBits & DIRTY_INVERSE_MODELVIEW ) ) { // only if dirt; always requested at this point, see update() if(!projectFloat.gluInvertMatrixf(matrixMv.array(), matrixMv.position(), _matrixMvi, _matrixMviOffset)) { throw new GLException(msgCantComputeInverse); } dirtyBits &= ~DIRTY_INVERSE_MODELVIEW; res = true; } if( 0 != ( requestMask & ( dirtyBits & DIRTY_INVERSE_TRANSPOSED_MODELVIEW ) ) ) { // only if requested & dirty // transpose matrix final float[] _matrixMvit = matrixMvit.array(); final int _matrixMvitOffset = matrixMvit.position(); for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { _matrixMvit[_matrixMvitOffset+j+i*4] = _matrixMvi[_matrixMviOffset+i+j*4]; } } dirtyBits &= ~DIRTY_INVERSE_TRANSPOSED_MODELVIEW; res = true; } return res; } private final boolean setMviMvitNIODirectAccess() { boolean res = false; if( 0 != ( dirtyBits & DIRTY_INVERSE_MODELVIEW ) ) { // only if dirt; always requested at this point, see update() if(!projectFloat.gluInvertMatrixf(matrixMv, matrixMvi)) { throw new GLException(msgCantComputeInverse); } dirtyBits &= ~DIRTY_INVERSE_MODELVIEW; res = true; } if( 0 != ( requestMask & ( dirtyBits & DIRTY_INVERSE_TRANSPOSED_MODELVIEW ) ) ) { // only if requested & dirty // 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)); } } dirtyBits &= ~DIRTY_INVERSE_TRANSPOSED_MODELVIEW; res = true; } return res; } protected final float[] matrixBufferArray; protected final boolean usesBackingArray; protected Buffer matrixBuffer; protected FloatBuffer matrixIdent, matrixPMvMvit, matrixPMvMvi, matrixPMv, matrixP, matrixTex, matrixMv, matrixMvi, matrixMvit; protected float[] matrixMult, matrixTrans, matrixRot, matrixScale, matrixOrtho, matrixFrustum, vec3f; protected List