/* * 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 javax.media.opengl.GL; import javax.media.opengl.GLException; import javax.media.opengl.fixedfunc.GLMatrixFunc; import jogamp.opengl.ProjectFloat; import com.jogamp.common.nio.Buffers; import com.jogamp.common.os.Platform; import com.jogamp.common.util.FloatStack; import com.jogamp.opengl.math.FloatUtil; import com.jogamp.opengl.math.Quaternion; import com.jogamp.opengl.math.Ray; import com.jogamp.opengl.math.VectorUtil; import com.jogamp.opengl.math.geom.AABBox; import com.jogamp.opengl.math.geom.Frustum; /** * 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)}. * {@link Frustum} is also provided by {@link #glGetFrustum()}. * To keep these derived values 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. * See {@link FloatUtil}. *
** 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 #clearAllUpdateRequests() */ 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 #clearAllUpdateRequests() */ 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 #clearAllUpdateRequests() */ 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 #clearAllUpdateRequests() */ public final FloatBuffer glGetPMvMvitMatrixf() { requestMask |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW ; updateImpl(false); return matrixPMvMvit; } /** Returns the frustum, derived from projection * modelview */ public Frustum glGetFrustum() { requestMask |= DIRTY_FRUSTUM; updateImpl(false); return frustum; } /* * @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(final int matrixGetName, final FloatBuffer params) { int pos = params.position(); if(matrixGetName==GL_MATRIX_MODE) { params.put(matrixMode); } else { final FloatBuffer matrix = glGetMatrixf(matrixGetName); params.put(matrix); // matrix -> params matrix.reset(); } params.position(pos); } @Override public final void glGetFloatv(final int matrixGetName, float[] params, final int params_offset) { if(matrixGetName==GL_MATRIX_MODE) { params[params_offset]=matrixMode; } else { final FloatBuffer matrix = glGetMatrixf(matrixGetName); matrix.get(params, params_offset, 16); // matrix -> params matrix.reset(); } } @Override public final void glGetIntegerv(final int pname, final 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(final int pname, final int[] params, final 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) { if(matrixMode==GL_MODELVIEW) { matrixMv.put(values, offset, 16); matrixMv.reset(); dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ; modifiedBits |= MODIFIED_MODELVIEW; } else if(matrixMode==GL_PROJECTION) { matrixP.put(values, offset, 16); matrixP.reset(); dirtyBits |= DIRTY_FRUSTUM ; modifiedBits |= MODIFIED_PROJECTION; } else if(matrixMode==GL.GL_TEXTURE) { matrixTex.put(values, offset, 16); matrixTex.reset(); modifiedBits |= MODIFIED_TEXTURE; } } @Override public final void glLoadMatrixf(final 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 | DIRTY_FRUSTUM ; modifiedBits |= MODIFIED_MODELVIEW; } else if(matrixMode==GL_PROJECTION) { matrixP.put(m); matrixP.reset(); dirtyBits |= DIRTY_FRUSTUM ; modifiedBits |= MODIFIED_PROJECTION; } else if(matrixMode==GL.GL_TEXTURE) { matrixTex.put(m); matrixTex.reset(); modifiedBits |= MODIFIED_TEXTURE; } m.position(spos); } /** * Load the current matrix with the values of the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}. */ public final void glLoadMatrix(final Quaternion quat) { if(matrixMode==GL_MODELVIEW) { quat.toMatrix(matrixMv); matrixMv.reset(); dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ; modifiedBits |= MODIFIED_MODELVIEW; } else if(matrixMode==GL_PROJECTION) { quat.toMatrix(matrixP); matrixP.reset(); dirtyBits |= DIRTY_FRUSTUM ; modifiedBits |= MODIFIED_PROJECTION; } else if(matrixMode==GL.GL_TEXTURE) { quat.toMatrix(matrixTex); matrixTex.reset(); modifiedBits |= MODIFIED_TEXTURE; } } @Override public final void glPopMatrix() { final FloatStack stack; if(matrixMode==GL_MODELVIEW) { stack = matrixMvStack; } else if(matrixMode==GL_PROJECTION) { stack = matrixPStack; } else if(matrixMode==GL.GL_TEXTURE) { stack = matrixTStack; } else { throw new InternalError("XXX: mode "+matrixMode); } stack.position(stack.position() - 16); glLoadMatrixf(stack.buffer(), stack.position()); } @Override public final void glPushMatrix() { if(matrixMode==GL_MODELVIEW) { matrixMvStack.putOnTop(matrixMv, 16); matrixMv.reset(); } else if(matrixMode==GL_PROJECTION) { matrixPStack.putOnTop(matrixP, 16); matrixP.reset(); } else if(matrixMode==GL.GL_TEXTURE) { matrixTStack.putOnTop(matrixTex, 16); matrixTex.reset(); } } @Override public final void glLoadIdentity() { if(matrixMode==GL_MODELVIEW) { matrixMv.put(matrixIdent); matrixMv.reset(); dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ; modifiedBits |= MODIFIED_MODELVIEW; } else if(matrixMode==GL_PROJECTION) { matrixP.put(matrixIdent); matrixP.reset(); dirtyBits |= DIRTY_FRUSTUM ; 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); dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ; modifiedBits |= MODIFIED_MODELVIEW; } else if(matrixMode==GL_PROJECTION) { FloatUtil.multMatrixf(matrixP, m); dirtyBits |= DIRTY_FRUSTUM ; modifiedBits |= MODIFIED_PROJECTION; } else if(matrixMode==GL.GL_TEXTURE) { FloatUtil.multMatrixf(matrixTex, m); modifiedBits |= MODIFIED_TEXTURE; } } @Override public final void glMultMatrixf(final float[] m, final int m_offset) { if(matrixMode==GL_MODELVIEW) { FloatUtil.multMatrixf(matrixMv, m, m_offset); dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ; modifiedBits |= MODIFIED_MODELVIEW; } else if(matrixMode==GL_PROJECTION) { FloatUtil.multMatrixf(matrixP, m, m_offset); dirtyBits |= DIRTY_FRUSTUM ; modifiedBits |= MODIFIED_PROJECTION; } else if(matrixMode==GL.GL_TEXTURE) { FloatUtil.multMatrixf(matrixTex, m, m_offset); modifiedBits |= MODIFIED_TEXTURE; } } @Override public final void glTranslatef(final float x, final float y, final float z) { // Translation matrix (Column Order): // 1 0 0 0 // 0 1 0 0 // 0 0 1 0 // x y z 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, final float x, final float y, final float z) { final float angrad = angdeg * FloatUtil.PI / 180.0f; FloatUtil.makeRotationAxis(angrad, x, y, z, matrixRot, 0, tmpVec3f); glMultMatrixf(matrixRot, 0); } /** * Rotate the current matrix with the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}. */ public final void glRotate(final Quaternion quat) { quat.toMatrix(tmpMatrix, 0); glMultMatrixf(tmpMatrix, 0); } @Override public final void glScalef(final float x, final float y, final float z) { // Scale matrix (Any Order): // 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) { glMultMatrixf( FloatUtil.makeOrthof(matrixOrtho, 0, false, left, right, bottom, top, zNear, zFar), 0 ); } @Override public final void glFrustumf(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) { glMultMatrixf( FloatUtil.makeFrustumf(matrixFrustum, 0, false, left, right, bottom, top, zNear, zFar), 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) { glMultMatrixf( FloatUtil.makePerspective(matrixFrustum, 0, false, fovy*((float)Math.PI)/360.0f, aspect, zNear, zFar), 0 ); } /** * {@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(final float eyex, final float eyey, final float eyez, final float centerx, final float centery, final float centerz, final float upx, final float upy, final 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(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 ) { if(usesBackingArray) { return projectFloat.gluProject(objx, objy, objz, matrixMv.array(), matrixMv.position(), matrixP.array(), matrixP.position(), 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 true if successful, otherwise false (failed to invert matrix, or becomes z is infinity) */ 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) { if(usesBackingArray) { return projectFloat.gluUnProject(winx, winy, winz, matrixMv.array(), matrixMv.position(), matrixP.array(), matrixP.position(), 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(final float x, final float y, final float deltaX, final float deltaY, final int[] viewport, final int viewport_offset) { projectFloat.gluPickMatrix(this, x, y, deltaX, deltaY, viewport, viewport_offset); } /** * Map two window coordinates w/ shared X/Y and distinctive Z * to a {@link Ray}. The resulting {@link Ray} maybe used for picking * using a {@link AABBox#getRayIntersection(Ray, float[]) bounding box}. ** Notes for picking winz0 and winz1: *
* 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) or {@link Frustum} * has been requested by one of the {@link #glGetMviMatrixf() Mvi get}, {@link #glGetMvitMatrixf() Mvit get} * or {@link #glGetFrustum() Frustum get} methods. *
* * @deprecated Function is exposed for debugging purposes only. * @see #DIRTY_INVERSE_MODELVIEW * @see #DIRTY_INVERSE_TRANSPOSED_MODELVIEW * @see #DIRTY_FRUSTUM * @see #glGetMviMatrixf() * @see #glGetMvitMatrixf() * @see #glGetPMvMviMatrixf() * @see #glGetPMvMvitMatrixf() * @see #glGetFrustum() */ 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}, {@link #glGetMvitMatrixf() Mvit get} * or {@link #glGetFrustum() Frustum get} methods. *
* * @deprecated Function is exposed for debugging purposes only. * @see #clearAllUpdateRequests() * @see #DIRTY_INVERSE_MODELVIEW * @see #DIRTY_INVERSE_TRANSPOSED_MODELVIEW * @see #DIRTY_FRUSTUM * @see #glGetMviMatrixf() * @see #glGetMvitMatrixf() * @see #glGetPMvMviMatrixf() * @see #glGetPMvMvitMatrixf() * @see #glGetFrustum() */ public final int getRequestMask() { return requestMask; } /** * Clears all {@link #update()} requests of the Mvi and Mvit matrix and Frustum * after it has been enabled by one of the {@link #glGetMviMatrixf() Mvi get}, {@link #glGetMvitMatrixf() Mvit get} * or {@link #glGetFrustum() Frustum get} methods. ** Allows user to disable subsequent Mvi, Mvit and {@link Frustum} updates if no more required. *
* * @see #glGetMviMatrixf() * @see #glGetMvitMatrixf() * @see #glGetPMvMviMatrixf() * @see #glGetPMvMvitMatrixf() * @see #glGetFrustum() * @see #getRequestMask() */ public final void clearAllUpdateRequests() { requestMask &= ~DIRTY_ALL; } /** * Update the derived {@link #glGetMviMatrixf() inverse modelview (Mvi)}, * {@link #glGetMvitMatrixf() inverse transposed modelview (Mvit)} matrices and {@link Frustum} * if they are dirty and they were requested * by one of the {@link #glGetMviMatrixf() Mvi get}, {@link #glGetMvitMatrixf() Mvit get} * or {@link #glGetFrustum() Frustum get} methods. ** The Mvi and Mvit matrices and {@link Frustum} 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}, {@link #glGetMvitMatrixf() Mvit get} * or {@link #glGetFrustum() Frustum 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 or {@link Frustum} 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 #DIRTY_FRUSTUM * @see #glGetMviMatrixf() * @see #glGetMvitMatrixf() * @see #glGetPMvMviMatrixf() * @see #glGetPMvMvitMatrixf() * @see #glGetFrustum() * @see #clearAllUpdateRequests() */ public final boolean update() { return updateImpl(true); } private final boolean updateImpl(boolean clearModBits) { boolean mod = 0 != modifiedBits; if(clearModBits) { modifiedBits = 0; } if( 0 != ( dirtyBits & ( DIRTY_FRUSTUM & requestMask ) ) ) { if( null == frustum ) { frustum = new Frustum(); } FloatUtil.multMatrixf(matrixP, matrixMv, tmpMatrix, 0); frustum.updateByPMV(tmpMatrix, 0); dirtyBits &= ~DIRTY_FRUSTUM; mod = true; } if( 0 == ( dirtyBits & requestMask ) ) { return mod; // nothing more 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 boolean usesBackingArray; protected final float[] matrixBufferArray; protected final Buffer matrixBuffer; protected final FloatBuffer matrixIdent, matrixPMvMvit, matrixPMvMvi, matrixPMv, matrixP, matrixTex, matrixMv, matrixMvi, matrixMvit; protected final float[] matrixMult, matrixTrans, matrixRot, matrixScale, matrixOrtho, matrixFrustum, tmpVec3f; protected final float[] tmpMatrix; protected final FloatStack matrixTStack, matrixPStack, matrixMvStack; protected final ProjectFloat projectFloat; protected int matrixMode = GL_MODELVIEW; protected int modifiedBits = MODIFIED_ALL; protected int dirtyBits = DIRTY_ALL; // contains the dirty bits, i.e. hinting for update operation protected int requestMask = 0; // may contain the requested dirty bits: DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW protected Frustum frustum; }