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package javax.media.opengl.util;
import javax.media.opengl.*;
import com.sun.opengl.impl.ProjectFloat;
import java.nio.*;
import java.util.ArrayList;
import java.util.List;
public class PMVMatrix {
public PMVMatrix() {
projectFloat = new ProjectFloat();
matrixIdent = BufferUtil.newFloatBuffer(1*16);
projectFloat.gluMakeIdentityf(matrixIdent);
matrixIdent.rewind();
matrixPMvMviT = BufferUtil.newFloatBuffer(4*16); // grouping P + Mv + Mvi + MviT
matrixPMvMvi = slice(matrixPMvMviT, 0*16, 3*16); // grouping P + Mv + Mvi
matrixPMv = slice(matrixPMvMviT, 0*16, 2*16); // grouping P + Mv
matrixP = slice(matrixPMvMviT, 0*16, 1*16);
matrixMv = slice(matrixPMvMviT, 1*16, 1*16);
matrixMvi = slice(matrixPMvMviT, 2*16, 1*16);
matrixMvit = slice(matrixPMvMviT, 3*16, 1*16);
matrixPMvMviT.rewind();
matrixMvit3 = BufferUtil.newFloatBuffer(3*3);
FloatBuffer buf = BufferUtil.newFloatBuffer(6*16);
matrixMult=slice(buf, 0*16, 16);
matrixTrans=slice(buf, 1*16, 16);
projectFloat.gluMakeIdentityf(matrixTrans);
matrixRot=slice(buf, 2*16, 16);
projectFloat.gluMakeIdentityf(matrixRot);
matrixScale=slice(buf, 3*16, 16);
projectFloat.gluMakeIdentityf(matrixScale);
matrixOrtho=slice(buf, 4*16, 16);
projectFloat.gluMakeIdentityf(matrixOrtho);
matrixFrustum=slice(buf, 5*16, 16);
projectFloat.gluMakeZero(matrixFrustum);
vec3f=new float[3];
matrixPStack = new ArrayList();
matrixMvStack= new ArrayList();
// default values and mode
glMatrixMode(GL.GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL.GL_MODELVIEW);
glLoadIdentity();
modified = true;
}
private static FloatBuffer slice(FloatBuffer buf, int pos, int len) {
buf.position(pos);
buf.limit(pos + len);
return buf.slice();
}
public boolean isDirty() {
return modified;
}
public boolean update() {
boolean res = modified;
if(res) {
setMviMvit();
modified=false;
}
return res;
}
public final int glGetMatrixMode() {
return matrixMode;
}
public void glMatrixMode(int matrixName) {
switch(matrixName) {
case GL.GL_MODELVIEW:
case GL.GL_PROJECTION:
break;
default:
throw new GLUnsupportedException("unsupported matrixName: "+matrixName);
}
matrixMode = matrixName;
}
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 glGetNormalMatrixf() {
return matrixMvit3;
}
public final FloatBuffer glGetMatrixf() {
return glGetMatrixf(matrixMode);
}
public final FloatBuffer glGetMatrixf(int matrixName) {
if(matrixName==GL.GL_MODELVIEW) {
return matrixMv;
} else if(matrixName==GL.GL_PROJECTION) {
return matrixP;
}
return null;
}
public void glLoadMatrixf(float[] values, int offset) {
int len = values.length-offset;
if(matrixMode==GL.GL_MODELVIEW) {
matrixMv.clear();
matrixMv.put(values, offset, len);
matrixMv.rewind();
} else if(matrixMode==GL.GL_PROJECTION) {
matrixP.clear();
matrixP.put(values, offset, len);
matrixP.rewind();
}
modified = true;
}
public void glLoadMatrixf(java.nio.FloatBuffer m) {
int spos = m.position();
if(matrixMode==GL.GL_MODELVIEW) {
matrixMv.clear();
matrixMv.put(m);
matrixMv.rewind();
} else if(matrixMode==GL.GL_PROJECTION) {
matrixP.clear();
matrixP.put(m);
matrixP.rewind();
}
m.position(spos);
modified = true;
}
public void glPopMatrix() {
float[] stackEntry=null;
if(matrixMode==GL.GL_MODELVIEW) {
stackEntry = (float[])matrixMvStack.remove(0);
} else if(matrixMode==GL.GL_PROJECTION) {
stackEntry = (float[])matrixPStack.remove(0);
}
glLoadMatrixf(stackEntry, 0);
}
public void glPushMatrix() {
float[] stackEntry = new float[1*16];
if(matrixMode==GL.GL_MODELVIEW) {
matrixMv.get(stackEntry);
matrixMv.rewind();
matrixMvStack.add(0, stackEntry);
} else if(matrixMode==GL.GL_PROJECTION) {
matrixP.get(stackEntry);
matrixP.rewind();
matrixPStack.add(0, stackEntry);
}
}
public void glLoadIdentity() {
if(matrixMode==GL.GL_MODELVIEW) {
matrixMv.clear();
matrixMv.put(matrixIdent);
matrixMv.rewind();
matrixIdent.rewind();
} else if(matrixMode==GL.GL_PROJECTION) {
matrixP.clear();
matrixP.put(matrixIdent);
matrixP.rewind();
matrixIdent.rewind();
}
modified = true;
}
public void glMultMatrixf(FloatBuffer a, 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) );
}
// or .. projectFloat.gluMultMatricesf(b, a, p);
}
public void glMultMatrixf(FloatBuffer m) {
if(matrixMode==GL.GL_MODELVIEW) {
glMultMatrixf(matrixMv, m, matrixMult);
matrixMv.clear();
matrixMv.put(matrixMult);
matrixMv.rewind();
} else if(matrixMode==GL.GL_PROJECTION) {
glMultMatrixf(matrixP, m, matrixMult);
matrixP.clear();
matrixP.put(matrixMult);
matrixP.rewind();
}
matrixMult.rewind();
modified = true;
}
public void glTranslatef(float x, float y, 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 void glRotatef(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;
if(false) {
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);
} else {
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 void glScalef(float x, float y, 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 void glOrthof(float left, float right, float bottom, float top, float zNear, 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 void glFrustumf(float left, float right, float bottom, float top, float zNear, 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);
}
public void gluPerspective(float fovy, float aspect, float zNear, 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);
}
private 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 matrixPMvMviT, matrixPMvMvi, matrixPMv, matrixP, matrixMv, matrixMvi, matrixMvit;
protected FloatBuffer matrixMvit3;
protected FloatBuffer matrixMult, matrixTrans, matrixRot, matrixScale, matrixOrtho, matrixFrustum;
protected float[] vec3f;
protected List/*FloatBuffer*/ matrixPStack, matrixMvStack;
protected int matrixMode = GL.GL_MODELVIEW;
protected boolean modified = false;
protected ProjectFloat projectFloat;
}
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