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/**
* Copyright 2009-2023 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:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions 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.
*
* THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
* or implied, of JogAmp Community.
*/
package com.jogamp.math.util;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import com.jogamp.common.nio.Buffers;
import com.jogamp.math.FloatUtil;
import com.jogamp.math.Matrix4f;
import com.jogamp.math.Quaternion;
import com.jogamp.math.Ray;
import com.jogamp.math.Recti;
import com.jogamp.math.Vec3f;
import com.jogamp.math.Vec4f;
import com.jogamp.math.geom.AABBox;
import com.jogamp.math.geom.Frustum;
/**
* PMVMatrix4f implements the basic computer graphics {@link Matrix4f} pack using
* projection (P), modelview (Mv) and texture (T) {@link Matrix4f} operations.
* <p>
* Unlike {@link com.jogamp.opengl.util.PMVMatrix PMVMatrix}, this class doesn't implement
* {@link com.jogamp.opengl.fixedfunc.GLMatrixFunc GLMatrixFunc} and is OpenGL agnostic.
* </p>
* <p>
* This is the second implementation of `PMVMatrix4f` using
* direct {@link Matrix4f}, {@link Vec4f} and {@link Vec3f} math operations instead of `float[]`
* via {@link com.jogamp.math.FloatUtil FloatUtil}.
* </p>
* <p>
* PMVMatrix4f provides the {@link #getMvi() inverse modelview matrix (Mvi)} and
* {@link #getMvit() inverse transposed modelview matrix (Mvit)}.
* {@link Frustum} is also provided by {@link #getFrustum()}.
*
* To keep these derived values synchronized after mutable Mv operations like {@link #rotateMv(Quaternion)}
* users have to call {@link #update()} before using Mvi and Mvit.
* </p>
* <p>
* All matrices are provided in column-major order,
* as specified in the OpenGL fixed function pipeline, i.e. compatibility profile.
* See {@link Matrix4f}.
* </p>
* <p>
* PMVMatrix4f can supplement {@link com.jogamp.opengl.GL2ES2 GL2ES2} applications w/ the
* lack of the described matrix functionality.
* </p>
* <a name="storageDetails"><h5>Matrix storage details</h5></a>
* <p>
* The {@link SyncBuffer} abstraction is provided, e.g. {@link #getSyncPMvMvi()},
* to synchronize the respective {@link Matrix4f matrices} with the `float[]` backing store.
* The latter is represents the data to {@link com.jogamp.opengl.GLUniformData} via its {@link FloatBuffer}s, see {@link SyncBuffer#getBuffer()},
* and is pushed to the GPU eventually.
* </p>
* <p>
* {@link SyncBuffer}'s {@link SyncAction} is called by {@link com.jogamp.opengl.GLUniformData#getBuffer()},
* i.e. before the data is pushed to the GPU.
* </p>
* <p>
* The provided {@link SyncAction} ensures that the {@link Matrix4f matrices data}
* gets copied into the `float[]` backing store.
* </p>
* <p>
* PMVMatrix4f provides two specializations of {@link SyncBuffer}, {@link SyncMatrix4f} for single {@link Matrix4f} mappings
* and {@link SyncMatrices4f} for multiple {@link Matrix4f} mappings.
* </p>
* <p>
* They can be feed directly to instantiate a {@link com.jogamp.opengl.GLUniformData} object via e.g. {@link com.jogamp.opengl.GLUniformData#GLUniformData(String, int, int, SyncBuffer)}.
* </p>
* <p>
* All {@link Matrix4f matrix} {@link SyncBuffer}'s backing store are backed up by a common primitive float-array for performance considerations
* and are a {@link Buffers#slice2Float(float[], int, int) sliced} representation of it.
* </p>
* <p>
* <b>{@link Matrix4f} {@link SyncBuffer}'s Backing-Store Notes:</b>
* <ul>
* <li>The {@link Matrix4f matrix} {@link SyncBuffer}'s backing store is a {@link Buffers#slice2Float(float[], int, int) sliced part } of a host matrix and it's start position has been {@link FloatBuffer#mark() marked}.</li>
* <li>Use {@link FloatBuffer#reset() reset()} to rewind it to it's start position after relative operations, like {@link FloatBuffer#get() get()}.</li>
* <li>If using absolute operations like {@link FloatBuffer#get(int) get(int)}, use it's {@link FloatBuffer#reset() reset} {@link FloatBuffer#position() position} as it's offset.</li>
* </ul>
* </p>
*/
public class PMVMatrix4f {
/** Bit value stating a modified {@link #getP() projection matrix (P)}, since last {@link #update()} call. */
public static final int MODIFIED_PROJECTION = 1 << 0;
/** Bit value stating a modified {@link #getMv() modelview matrix (Mv)}, since last {@link #update()} call. */
public static final int MODIFIED_MODELVIEW = 1 << 1;
/** Bit value stating a modified {@link #getT() texture matrix (T)}, since last {@link #update()} call. */
public static final int MODIFIED_TEXTURE = 1 << 2;
/** Bit value stating all is modified */
public static final int MODIFIED_ALL = MODIFIED_PROJECTION | MODIFIED_MODELVIEW | MODIFIED_TEXTURE;
/** Bit value for {@link #getMvi() inverse modelview matrix (Mvi)}, updated via {@link #update()}. */
public static final int INVERSE_MODELVIEW = 1 << 1;
/** Bit value for {@link #getMvit() inverse transposed modelview matrix (Mvit)}, updated via {@link #update()}. */
public static final int INVERSE_TRANSPOSED_MODELVIEW = 1 << 2;
/** Bit value for {@link #getFrustum() frustum} and updated by {@link #getFrustum()}. */
public static final int FRUSTUM = 1 << 3;
/** Bit value for {@link #getPMv() pre-multiplied P * Mv}, updated by {@link #getPMv()}. */
public static final int PREMUL_PMV = 1 << 4;
/** Bit value for {@link #getPMvi() pre-multiplied invert(P * Mv)}, updated by {@link #getPMvi()}. */
public static final int PREMUL_PMVI = 1 << 5;
/** Manual bits not covered by {@link #update()} but {@link #getFrustum()}, {@link #FRUSTUM}, {@link #getPMv()}, {@link #PREMUL_PMV}, {@link #getPMvi()}, {@link #PREMUL_PMVI}, etc. */
public static final int MANUAL_BITS = FRUSTUM | PREMUL_PMV | PREMUL_PMVI;
/**
* Creates an instance of PMVMatrix4f.
* <p>
* This constructor only sets up an instance w/o additional {@link #INVERSE_MODELVIEW} or {@link #INVERSE_TRANSPOSED_MODELVIEW}.
* </p>
* <p>
* Implementation uses non-direct non-NIO Buffers with guaranteed backing array,
* which are synchronized to the actual Matrix4f instances.
* This allows faster access in Java computation.
* </p>
* @see #PMVMatrix4f(int)
*/
public PMVMatrix4f() {
this(0);
}
/**
* Creates an instance of PMVMatrix4f.
* <p>
* Additional derived matrices can be requested via `derivedMatrices`, i.e.
* - {@link #INVERSE_MODELVIEW}
* - {@link #INVERSE_TRANSPOSED_MODELVIEW}
* </p>
* <p>
* Implementation uses non-direct non-NIO Buffers with guaranteed backing array,
* which are synchronized to the actual Matrix4f instances.
* This allows faster access in Java computation.
* </p>
* @param derivedMatrices additional matrices can be requested by passing bits {@link #INVERSE_MODELVIEW} and {@link #INVERSE_TRANSPOSED_MODELVIEW}.
* @see #getReqBits()
* @see #isReqDirty()
* @see #getDirtyBits()
* @see #update()
*/
public PMVMatrix4f(final int derivedMatrices) {
// I Identity
// T Texture
// P Projection
// Mv ModelView
// Mvi Modelview-Inverse
// Mvit Modelview-Inverse-Transpose
{
int mask = 0;
if( 0 != ( derivedMatrices & ( INVERSE_MODELVIEW | INVERSE_TRANSPOSED_MODELVIEW ) ) ) {
mask |= INVERSE_MODELVIEW;
}
if( 0 != ( derivedMatrices & INVERSE_TRANSPOSED_MODELVIEW ) ) {
mask |= INVERSE_TRANSPOSED_MODELVIEW;
}
requestBits = mask;
}
// actual underlying Matrix4f count
int mcount = 3;
// actual underlying Matrix4f data
matP = new Matrix4f();
matMv = new Matrix4f();
matTex = new Matrix4f();
if( 0 != ( requestBits & INVERSE_MODELVIEW ) ) {
matMvi = new Matrix4f();
mMvi_offset = 2*16;
++mcount;
} else {
matMvi = null;
mMvi_offset = -1;
}
if( 0 != ( requestBits & INVERSE_TRANSPOSED_MODELVIEW ) ) {
matMvit = new Matrix4f();
mMvit_offset = 3*16;
++mcount;
} else {
matMvit = null;
mMvit_offset = -1;
}
mTex_offset = (mcount-1)*16; // last one
// float back buffer for GPU, Matrix4f -> matrixStore via SyncedBuffer
matrixStore = new float[mcount*16];
// FloatBuffer for single Matrix4f back-buffer
final FloatBuffer bufP = Buffers.slice2Float(matrixStore, mP_offset, 1*16); // P
syncP = new SyncBuffer0(matP, bufP); // mP_offset
final FloatBuffer bufMv = Buffers.slice2Float(matrixStore, mMv_offset, 1*16); // Mv
syncMv = new SyncBuffer1(matMv, bufMv, mMv_offset);
final FloatBuffer bufP_Mv = Buffers.slice2Float(matrixStore, mP_offset, 2*16); // P + Mv
syncP_Mv = new SyncBufferN(new Matrix4f[] { matP, matMv }, bufP_Mv, mP_offset);
final FloatBuffer bufTex = Buffers.slice2Float(matrixStore, mTex_offset, 1*16); // T
syncT = new SyncBuffer1(matTex, bufTex, mTex_offset);
if( null != matMvi ) {
final FloatBuffer bufMvi = Buffers.slice2Float(matrixStore, mMvi_offset, 1*16); // Mvi
final FloatBuffer bufP_Mv_Mvi = Buffers.slice2Float(matrixStore, mP_offset, 3*16); // P + Mv + Mvi
syncMvi = new SyncBuffer1U(matMvi, bufMvi, mMvi_offset);
syncP_Mv_Mvi = new SyncBufferNU(new Matrix4f[] { matP, matMv, matMvi }, bufP_Mv_Mvi, mP_offset);
} else {
syncMvi = null;
syncP_Mv_Mvi = null;
}
if( null != matMvit ) {
final FloatBuffer bufMvit = Buffers.slice2Float(matrixStore, mMvit_offset, 1*16); // Mvit
final FloatBuffer bufP_Mv_Mvi_Mvit = Buffers.slice2Float(matrixStore, mP_offset, 4*16); // P + Mv + Mvi + Mvit
syncMvit = new SyncBuffer1U(matMvit, bufMvit, mMvit_offset);
syncP_Mv_Mvi_Mvit = new SyncBufferNU(new Matrix4f[] { matP, matMv, matMvi, matMvit }, bufP_Mv_Mvi_Mvit, mP_offset);
} else {
syncMvit = null;
syncP_Mv_Mvi_Mvit = null;
}
mat4Tmp1 = new Matrix4f();
mat4Tmp2 = null; // on demand
matPMv = null; // on demand
matPMvi = null; // on demand
matPMviOK = false;
frustum = null; // on demand
reset();
}
/**
* Issues {@link Matrix4f#loadIdentity()} on all matrices and resets all internal states.
*/
public void reset() {
matP.loadIdentity();
matMv.loadIdentity();
matTex.loadIdentity();
modifiedBits = MODIFIED_ALL;
dirtyBits = requestBits | MANUAL_BITS;
}
//
// Temporary storage access for efficiency
//
/**
* Return the second temporary Matrix4f exposed to be reused for efficiency.
* <p>
* Temporary storage is only used by this class within single method calls,
* hence has no side-effects.
* </p>
*/
protected final Matrix4f getTmp2Mat() {
if( null == mat4Tmp2 ) {
mat4Tmp2 = new Matrix4f();
}
return mat4Tmp2;
}
//
// Regular Matrix4f access as well as their SyncedBuffer counterpart SyncedMatrix and SyncedMatrices
//
/**
* Returns the {@link GLMatrixFunc#GL_TEXTURE_MATRIX texture matrix} (T).
* <p>
* Consider using {@link #setTextureDirty()} if modifying the returned {@link Matrix4f}.
* </p>
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
*/
public final Matrix4f getT() {
return matTex;
}
/**
* Returns the {@link SyncMatrix} of {@link GLMatrixFunc#GL_TEXTURE_MATRIX texture matrix} (T).
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
*/
public final SyncMatrix4f getSyncT() {
return syncT;
}
/**
* Returns the {@link GLMatrixFunc#GL_PROJECTION_MATRIX projection matrix} (P).
* <p>
* Consider using {@link #setProjectionDirty()} if modifying the returned {@link Matrix4f}.
* </p>
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
*/
public final Matrix4f getP() {
return matP;
}
/**
* Returns the {@link SyncMatrix} of {@link GLMatrixFunc#GL_PROJECTION_MATRIX projection matrix} (P).
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
*/
public final SyncMatrix4f getSyncP() {
return syncP;
}
/**
* Returns the {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mv).
* <p>
* Consider using {@link #setModelviewDirty()} if modifying the returned {@link Matrix4f}.
* </p>
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
*/
public final Matrix4f getMv() {
return matMv;
}
/**
* Returns the {@link SyncMatrix} of {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mv).
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
*/
public final SyncMatrix4f getSyncMv() {
return syncMv;
}
/**
* Returns {@link SyncMatrices4f} of 2 matrices within one FloatBuffer: {@link #getP() P} and {@link #getMv() Mv}.
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
*/
public final SyncMatrices4f getSyncPMv() {
return syncP_Mv;
}
/**
* Returns the inverse {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvi) if requested.
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
* @throws IllegalArgumentException if {@link #INVERSE_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}.
*/
public final Matrix4f getMvi() {
if( 0 == ( INVERSE_MODELVIEW & requestBits ) ) {
throw new IllegalArgumentException("Not requested in ctor");
}
updateImpl(false);
return matMvi;
}
/**
* Returns the {@link SyncMatrix} of inverse {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvi) if requested.
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
* @throws IllegalArgumentException if {@link #INVERSE_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}.
*/
public final SyncMatrix4f getSyncMvi() {
if( 0 == ( INVERSE_MODELVIEW & requestBits ) ) {
throw new IllegalArgumentException("Not requested in ctor");
}
return syncMvi;
}
/**
* Returns the inverse transposed {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvit) if requested.
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
* @throws IllegalArgumentException if {@link #INVERSE_TRANSPOSED_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}.
*/
public final Matrix4f getMvit() {
if( 0 == ( INVERSE_TRANSPOSED_MODELVIEW & requestBits ) ) {
throw new IllegalArgumentException("Not requested in ctor");
}
updateImpl(false);
return matMvit;
}
/**
* Returns the {@link SyncMatrix} of inverse transposed {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvit) if requested.
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
* @throws IllegalArgumentException if {@link #INVERSE_TRANSPOSED_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}.
*/
public final SyncMatrix4f getSyncMvit() {
if( 0 == ( INVERSE_TRANSPOSED_MODELVIEW & requestBits ) ) {
throw new IllegalArgumentException("Not requested in ctor");
}
return syncMvit;
}
/**
* Returns {@link SyncMatrices4f} of 3 matrices within one FloatBuffer: {@link #getP() P}, {@link #getMv() Mv} and {@link #getMvi() Mvi} if requested.
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
* @throws IllegalArgumentException if {@link #INVERSE_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}.
*/
public final SyncMatrices4f getSyncPMvMvi() {
if( 0 == ( INVERSE_MODELVIEW & requestBits ) ) {
throw new IllegalArgumentException("Not requested in ctor");
}
return syncP_Mv_Mvi;
}
/**
* Returns {@link SyncMatrices4f} of 4 matrices within one FloatBuffer: {@link #getP() P}, {@link #getMv() Mv}, {@link #getMvi() Mvi} and {@link #getMvit() Mvit} if requested.
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
* @throws IllegalArgumentException if {@link #INVERSE_TRANSPOSED_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}.
*/
public final SyncMatrices4f getSyncPMvMviMvit() {
if( 0 == ( INVERSE_TRANSPOSED_MODELVIEW & requestBits ) ) {
throw new IllegalArgumentException("Not requested in ctor");
}
return syncP_Mv_Mvi_Mvit;
}
//
// Basic Matrix4f, Vec3f and Vec4f operations similar to GLMatrixFunc
//
/**
* Returns multiplication result of {@link #getP() P} and {@link #getMv() Mv} matrix, i.e.
* <pre>
* result = P x Mv
* </pre>
* @param result 4x4 matrix storage for result
* @return given result matrix for chaining
*/
public final Matrix4f getMulPMv(final Matrix4f result) {
return result.mul(matP, matMv);
}
/**
* Returns multiplication result of {@link #getMv() Mv} and {@link #getP() P} matrix, i.e.
* <pre>
* result = Mv x P
* </pre>
* @param result 4x4 matrix storage for result
* @return given result matrix for chaining
*/
public final Matrix4f getMulMvP(final Matrix4f result) {
return result.mul(matMv, matP);
}
/**
* v_out = Mv * v_in
* @param v_in input vector, can be v_out for in-place transformation
* @param v_out output vector
* @returns v_out for chaining
*/
public final Vec4f mulWithMv(final Vec4f v_in, final Vec4f v_out) {
return matMv.mulVec4f(v_in, v_out);
}
/**
* v_inout = Mv * v_inout
* @param v_inout input and output vector, i.e. in-place transformation
* @returns v_inout for chaining
*/
public final Vec4f mulWithMv(final Vec4f v_inout) {
return matMv.mulVec4f(v_inout);
}
/**
* v_out = Mv * v_in
*
* Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}.
*
* @param v_in input vector, can be v_out for in-place transformation
* @param v_out output vector
* @returns v_out for chaining
*/
public final Vec3f mulWithMv(final Vec3f v_in, final Vec3f v_out) {
return matMv.mulVec3f(v_in, v_out);
}
//
// GLMatrixFunc alike functionality
//
/**
* Load the {@link #getMv() modelview matrix} with the provided values.
*/
public final PMVMatrix4f loadMv(final float[] values, final int offset) {
matMv.load(values, offset);
setModelviewDirty();
return this;
}
/**
* Load the {@link #getMv() modelview matrix} with the provided values.
*/
public final PMVMatrix4f loadMv(final java.nio.FloatBuffer m) {
final int spos = m.position();
matMv.load(m);
setModelviewDirty();
m.position(spos);
return this;
}
/**
* Load the {@link #getMv() modelview matrix} with the values of the given {@link Matrix4f}.
*/
public final PMVMatrix4f loadMv(final Matrix4f m) {
matMv.load(m);
setModelviewDirty();
return this;
}
/**
* Load the {@link #getMv() modelview matrix} with the values of the given {@link Quaternion}'s rotation {@link Matrix4f#setToRotation(Quaternion) matrix representation}.
*/
public final PMVMatrix4f loadMv(final Quaternion quat) {
matMv.setToRotation(quat);
setModelviewDirty();
return this;
}
/**
* Load the {@link #getP() projection matrix} with the provided values.
*/
public final PMVMatrix4f loadP(final float[] values, final int offset) {
matP.load(values, offset);
setProjectionDirty();
return this;
}
/**
* Load the {@link #getP() projection matrix} with the provided values.
*/
public final PMVMatrix4f loadP(final java.nio.FloatBuffer m) {
final int spos = m.position();
matP.load(m);
setProjectionDirty();
m.position(spos);
return this;
}
/**
* Load the {@link #getP() projection matrix} with the values of the given {@link Matrix4f}.
*/
public final PMVMatrix4f loadP(final Matrix4f m) {
matP.load(m);
setProjectionDirty();
return this;
}
/**
* Load the {@link #getP() projection matrix} with the values of the given {@link Quaternion}'s rotation {@link Matrix4f#setToRotation(Quaternion) matrix representation}.
*/
public final PMVMatrix4f loadP(final Quaternion quat) {
matP.setToRotation(quat);
setProjectionDirty();
return this;
}
/**
* Load the {@link #getT() texture matrix} with the provided values.
*/
public final PMVMatrix4f loadT(final float[] values, final int offset) {
matTex.load(values, offset);
setTextureDirty();
return this;
}
/**
* Load the {@link #getT() texture matrix} with the provided values.
*/
public final PMVMatrix4f loadT(final java.nio.FloatBuffer m) {
final int spos = m.position();
matTex.load(m);
setTextureDirty();
m.position(spos);
return this;
}
/**
* Load the {@link #getT() texture matrix} with the values of the given {@link Matrix4f}.
*/
public final PMVMatrix4f loadT(final Matrix4f m) {
matTex.load(m);
setTextureDirty();
return this;
}
/**
* Load the {@link #getT() texture matrix} with the values of the given {@link Quaternion}'s rotation {@link Matrix4f#setToRotation(Quaternion) matrix representation}.
*/
public final PMVMatrix4f loadT(final Quaternion quat) {
matTex.setToRotation(quat);
setTextureDirty();
return this;
}
/**
* Load the {@link #getMv() modelview matrix} with the values of the given {@link Matrix4f}.
*/
public final PMVMatrix4f loadMvIdentity() {
matMv.loadIdentity();
setModelviewDirty();
return this;
}
/**
* Load the {@link #getP() projection matrix} with the values of the given {@link Matrix4f}.
*/
public final PMVMatrix4f loadPIdentity() {
matP.loadIdentity();
setProjectionDirty();
return this;
}
/**
* Load the {@link #getT() texture matrix} with the values of the given {@link Matrix4f}.
*/
public final PMVMatrix4f loadTIdentity() {
matTex.loadIdentity();
setTextureDirty();
return this;
}
/**
* Multiply the {@link #getMv() modelview matrix}: [c] = [c] x [m]
* @param m the right hand Matrix4f
* @return this instance of chaining
*/
public final PMVMatrix4f mulMv(final Matrix4f m) {
matMv.mul( m );
setModelviewDirty();
return this;
}
/**
* Multiply the {@link #getP() projection matrix}: [c] = [c] x [m]
* @param m the right hand Matrix4f
* @return this instance of chaining
*/
public final PMVMatrix4f mulP(final Matrix4f m) {
matP.mul( m );
setProjectionDirty();
return this;
}
/**
* Multiply the {@link #getT() texture matrix}: [c] = [c] x [m]
* @param m the right hand Matrix4f
* @return this instance of chaining
*/
public final PMVMatrix4f mulT(final Matrix4f m) {
matTex.mul( m );
setTextureDirty();
return this;
}
/**
* Translate the {@link #getMv() modelview matrix}.
* @param x
* @param y
* @param z
* @return this instance of chaining
*/
public final PMVMatrix4f translateMv(final float x, final float y, final float z) {
return mulMv( mat4Tmp1.setToTranslation(x, y, z) );
}
/**
* Translate the {@link #getMv() modelview matrix}.
* @param t translation vec3
* @return this instance of chaining
*/
public final PMVMatrix4f translateMv(final Vec3f t) {
return mulMv( mat4Tmp1.setToTranslation(t) );
}
/**
* Translate the {@link #getP() projection matrix}.
* @param x
* @param y
* @param z
* @return this instance of chaining
*/
public final PMVMatrix4f translateP(final float x, final float y, final float z) {
return mulP( mat4Tmp1.setToTranslation(x, y, z) );
}
/**
* Translate the {@link #getP() projection matrix}.
* @param t translation vec3
* @return this instance of chaining
*/
public final PMVMatrix4f translateP(final Vec3f t) {
return mulP( mat4Tmp1.setToTranslation(t) );
}
/**
* Scale the {@link #getMv() modelview matrix}.
* @param x
* @param y
* @param z
* @return this instance of chaining
*/
public final PMVMatrix4f scaleMv(final float x, final float y, final float z) {
return mulMv( mat4Tmp1.setToScale(x, y, z) );
}
/**
* Scale the {@link #getMv() modelview matrix}.
* @param s scale vec4f
* @return this instance of chaining
*/
public final PMVMatrix4f scaleMv(final Vec3f s) {
return mulMv( mat4Tmp1.setToScale(s) );
}
/**
* Scale the {@link #getP() projection matrix}.
* @param x
* @param y
* @param z
* @return this instance of chaining
*/
public final PMVMatrix4f scaleP(final float x, final float y, final float z) {
return mulP( mat4Tmp1.setToScale(x, y, z) );
}
/**
* Scale the {@link #getP() projection matrix}.
* @param s scale vec4f
* @return this instance of chaining
*/
public final PMVMatrix4f scaleP(final Vec3f s) {
return mulP( mat4Tmp1.setToScale(s) );
}
/**
* Rotate the {@link #getMv() modelview matrix} by the given axis and angle in radians.
* <p>
* Consider using {@link #rotateMv(Quaternion)}
* </p>
* @param ang_rad angle in radians
* @param axis rotation axis
* @return this instance of chaining
* @see #rotateMv(Quaternion)
*/
public final PMVMatrix4f rotateMv(final float ang_rad, final float x, final float y, final float z) {
return mulMv( mat4Tmp1.setToRotationAxis(ang_rad, x, y, z) );
}
/**
* Rotate the {@link #getMv() modelview matrix} by the given axis and angle in radians.
* <p>
* Consider using {@link #rotateMv(Quaternion)}
* </p>
* @param ang_rad angle in radians
* @param axis rotation axis
* @return this instance of chaining
* @see #rotateMv(Quaternion)
*/
public final PMVMatrix4f rotateMv(final float ang_rad, final Vec3f axis) {
return mulMv( mat4Tmp1.setToRotationAxis(ang_rad, axis) );
}
/**
* Rotate the {@link #getMv() modelview matrix} with the given {@link Quaternion}'s rotation {@link Matrix4f#setToRotation(Quaternion) matrix representation}.
* @param quat the {@link Quaternion}
* @return this instance of chaining
*/
public final PMVMatrix4f rotateMv(final Quaternion quat) {
return mulMv( mat4Tmp1.setToRotation(quat) );
}
/**
* Rotate the {@link #getP() projection matrix} by the given axis and angle in radians.
* <p>
* Consider using {@link #rotateP(Quaternion)}
* </p>
* @param ang_rad angle in radians
* @param axis rotation axis
* @return this instance of chaining
* @see #rotateP(Quaternion)
*/
public final PMVMatrix4f rotateP(final float ang_rad, final float x, final float y, final float z) {
return mulP( mat4Tmp1.setToRotationAxis(ang_rad, x, y, z) );
}
/**
* Rotate the {@link #getP() projection matrix} by the given axis and angle in radians.
* <p>
* Consider using {@link #rotateP(Quaternion)}
* </p>
* @param ang_rad angle in radians
* @param axis rotation axis
* @return this instance of chaining
* @see #rotateP(Quaternion)
*/
public final PMVMatrix4f rotateP(final float ang_rad, final Vec3f axis) {
return mulP( mat4Tmp1.setToRotationAxis(ang_rad, axis) );
}
/**
* Rotate the {@link #getP() projection matrix} with the given {@link Quaternion}'s rotation {@link Matrix4f#setToRotation(Quaternion) matrix representation}.
* @param quat the {@link Quaternion}
* @return this instance of chaining
*/
public final PMVMatrix4f rotateP(final Quaternion quat) {
return mulP( mat4Tmp1.setToRotation(quat) );
}
/** Pop the {@link #getMv() modelview matrix} from its stack. */
public final PMVMatrix4f popMv() {
matMv.pop();
setModelviewDirty();
return this;
}
/** Pop the {@link #getP() projection matrix} from its stack. */
public final PMVMatrix4f popP() {
matP.pop();
setProjectionDirty();
return this;
}
/** Pop the {@link #getT() texture matrix} from its stack. */
public final PMVMatrix4f popT() {
matTex.pop();
setTextureDirty();
return this;
}
/** Push the {@link #getMv() modelview matrix} to its stack, while preserving its values. */
public final PMVMatrix4f pushMv() {
matMv.push();
return this;
}
/** Push the {@link #getP() projection matrix} to its stack, while preserving its values. */
public final PMVMatrix4f pushP() {
matP.push();
return this;
}
/** Push the {@link #getT() texture matrix} to its stack, while preserving its values. */
public final PMVMatrix4f pushT() {
matTex.push();
return this;
}
/**
* {@link #mulP(Matrix4f) Multiply} the {@link #getP() projection matrix} with the orthogonal matrix.
* @param left
* @param right
* @param bottom
* @param top
* @param zNear
* @param zFar
* @see Matrix4f#setToOrtho(float, float, float, float, float, float)
*/
public final void orthoP(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) {
mulP( mat4Tmp1.setToOrtho(left, right, bottom, top, zNear, zFar) );
}
/**
* {@link #mulP(Matrix4f) Multiply} the {@link #getP() projection matrix} with the frustum matrix.
*
* @throws IllegalArgumentException if {@code zNear <= 0} or {@code zFar <= zNear}
* or {@code left == right}, or {@code bottom == top}.
* @see Matrix4f#setToFrustum(float, float, float, float, float, float)
*/
public final void frustumP(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) throws IllegalArgumentException {
mulP( mat4Tmp1.setToFrustum(left, right, bottom, top, zNear, zFar) );
}
//
// Extra functionality
//
/**
* {@link #mulP(Matrix4f) Multiply} the {@link #getP() projection matrix} with the perspective/frustum matrix.
*
* @param fovy_rad fov angle in radians
* @param aspect aspect ratio width / height
* @param zNear
* @param zFar
* @throws IllegalArgumentException if {@code zNear <= 0} or {@code zFar <= zNear}
* @see Matrix4f#setToPerspective(float, float, float, float)
*/
public final PMVMatrix4f perspectiveP(final float fovy_rad, final float aspect, final float zNear, final float zFar) throws IllegalArgumentException {
mulP( mat4Tmp1.setToPerspective(fovy_rad, aspect, zNear, zFar) );
return this;
}
/**
* {@link #mulP(Matrix4f) Multiply} the {@link #getP() projection matrix}
* with the eye, object and orientation, i.e. {@link Matrix4f#setToLookAt(Vec3f, Vec3f, Vec3f, Matrix4f)}.
*/
public final PMVMatrix4f lookAtP(final Vec3f eye, final Vec3f center, final Vec3f up) {
mulP( mat4Tmp1.setToLookAt(eye, center, up, getTmp2Mat()) );
return this;
}
/**
* Map object coordinates to window coordinates.
* <p>
* Traditional <code>gluProject</code> implementation.
* </p>
*
* @param objPos 3 component object coordinate
* @param viewport Rect4i viewport
* @param winPos 3 component window coordinate, the result
* @return true if successful, otherwise false (z is 1)
*/
public final boolean mapObjToWin(final Vec3f objPos, final Recti viewport, final Vec3f winPos) {
return Matrix4f.mapObjToWin(objPos, matMv, matP, viewport, winPos);
}
/**
* Map window coordinates to object coordinates.
* <p>
* Traditional <code>gluUnProject</code> implementation.
* </p>
*
* @param winx
* @param winy
* @param winz
* @param viewport Rect4i viewport
* @param objPos 3 component object coordinate, the result
* @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
*/
public final boolean mapWinToObj(final float winx, final float winy, final float winz,
final Recti viewport, final Vec3f objPos) {
if( Matrix4f.mapWinToObj(winx, winy, winz, getPMvi(), viewport, objPos) ) {
return true;
} else {
return false;
}
}
/**
* Map window coordinates to object coordinates.
* <p>
* Traditional <code>gluUnProject4</code> implementation.
* </p>
*
* @param winx
* @param winy
* @param winz
* @param clipw
* @param viewport Rect4i viewport
* @param near
* @param far
* @param objPos 4 component object coordinate, the result
* @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
*/
public boolean mapWinToObj4(final float winx, final float winy, final float winz, final float clipw,
final Recti viewport, final float near, final float far, final Vec4f objPos) {
if( Matrix4f.mapWinToObj4(winx, winy, winz, clipw, getPMvi(), viewport, near, far, objPos) ) {
return true;
} else {
return false;
}
}
/**
* Map two window coordinates w/ shared X/Y and distinctive Z
* to a {@link Ray}. The resulting {@link Ray} maybe used for <i>picking</i>
* using a {@link AABBox#getRayIntersection(Vec3f, Ray, float, boolean) bounding box}.
* <p>
* Notes for picking <i>winz0</i> and <i>winz1</i>:
* <ul>
* <li>see {@link FloatUtil#getZBufferEpsilon(int, float, float)}</li>
* <li>see {@link FloatUtil#getZBufferValue(int, float, float, float)}</li>
* <li>see {@link FloatUtil#getOrthoWinZ(float, float, float)}</li>
* </ul>
* </p>
* @param winx
* @param winy
* @param winz0
* @param winz1
* @param viewport
* @param ray storage for the resulting {@link Ray}
* @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
*/
public final boolean mapWinToRay(final float winx, final float winy, final float winz0, final float winz1,
final Recti viewport, final Ray ray) {
return Matrix4f.mapWinToRay(winx, winy, winz0, winz1, getPMvi(), viewport, ray);
}
public StringBuilder toString(StringBuilder sb, final String f) {
if(null == sb) {
sb = new StringBuilder();
}
final boolean pmvDirty = 0 != (PREMUL_PMV & dirtyBits);
final boolean pmvUsed = null != matPMv;
final boolean pmviDirty = 0 != (PREMUL_PMVI & dirtyBits);
final boolean pmviUsed = null != matPMvi;
final boolean frustumDirty = 0 != (FRUSTUM & dirtyBits);
final boolean frustumUsed = null != frustum;
final boolean mviDirty = 0 != (INVERSE_MODELVIEW & dirtyBits);
final boolean mviReq = 0 != (INVERSE_MODELVIEW & requestBits);
final boolean mvitDirty = 0 != (INVERSE_TRANSPOSED_MODELVIEW & dirtyBits);
final boolean mvitReq = 0 != (INVERSE_TRANSPOSED_MODELVIEW & requestBits);
final boolean modP = 0 != ( MODIFIED_PROJECTION & modifiedBits );
final boolean modMv = 0 != ( MODIFIED_MODELVIEW & modifiedBits );
final boolean modT = 0 != ( MODIFIED_TEXTURE & modifiedBits );
int count = 3; // P, Mv, T
sb.append("PMVMatrix4f[modified[P ").append(modP).append(", Mv ").append(modMv).append(", T ").append(modT);
sb.append("], dirty/used[PMv ").append(pmvDirty).append("/").append(pmvUsed).append(", Pmvi ").append(pmviDirty).append("/").append(pmviUsed).append(", Frustum ").append(frustumDirty).append("/").append(frustumUsed);
sb.append("], dirty/req[Mvi ").append(mviDirty).append("/").append(mviReq).append(", Mvit ").append(mvitDirty).append("/").append(mvitReq).append("]").append(System.lineSeparator());
sb.append(", Projection").append(System.lineSeparator());
matP.toString(sb, null, f);
sb.append(", Modelview").append(System.lineSeparator());
matMv.toString(sb, null, f);
sb.append(", Texture").append(System.lineSeparator());
matTex.toString(sb, null, f);
if( null != matPMv ) {
sb.append(", P * Mv").append(System.lineSeparator());
matPMv.toString(sb, null, f);
++count;
}
if( null != matPMvi ) {
sb.append(", P * Mv").append(System.lineSeparator());
matPMvi.toString(sb, null, f);
++count;
}
if( mviReq ) {
sb.append(", Inverse Modelview").append(System.lineSeparator());
matMvi.toString(sb, null, f);
++count;
}
if( mvitReq ) {
sb.append(", Inverse Transposed Modelview").append(System.lineSeparator());
matMvit.toString(sb, null, f);
++count;
}
int tmpCount = 1;
if( null != mat4Tmp2 ) {
++tmpCount;
}
sb.append(", matrices "+count+" + "+tmpCount+" temp = "+(count+tmpCount)+"]");
return sb;
}
@Override
public String toString() {
return toString(null, "%10.5f").toString();
}
/**
* Returns the modified bits due to mutable operations..
* <p>
* 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.
* </p>
* @param clear if true, clears the modified bits, otherwise leaves them untouched.
*
* @see #MODIFIED_PROJECTION
* @see #MODIFIED_MODELVIEW
* @see #MODIFIED_TEXTURE
* @see #getDirtyBits()
* @see #isReqDirty()
*/
public final int getModifiedBits(final boolean clear) {
final int r = modifiedBits;
if(clear) {
modifiedBits = 0;
}
return r;
}
/**
* Returns the dirty bits due to mutable operations,
* i.e.
* - {@link #INVERSE_MODELVIEW} (if requested)
* - {@link #INVERSE_TRANSPOSED_MODELVIEW} (if requested)
* - {@link #FRUSTUM} (always, cleared via {@link #getFrustum()}
* <p>
* A dirty bit is set, if the corresponding matrix had been modified by a mutable operation
* since last {@link #update()} call and requested in the constructor {@link #PMVMatrix4f(int)}.
* </p>
* <p>
* {@link #update()} clears the dirty state for the matrices and {@link #getFrustum()} for {@link #FRUSTUM}.
* </p>
*
* @see #isReqDirty()
* @see #INVERSE_MODELVIEW
* @see #INVERSE_TRANSPOSED_MODELVIEW
* @see #FRUSTUM
* @see #PMVMatrix4f(int)
* @see #getMvi()
* @see #getMvit()
* @see #getSyncPMvMvi()
* @see #getSyncPMvMviMvit()
* @see #getFrustum()
*/
public final int getDirtyBits() {
return dirtyBits;
}
/**
* Returns true if the one of the {@link #getReqBits() requested bits} are are set dirty due to mutable operations,
* i.e. at least one of
* - {@link #INVERSE_MODELVIEW}
* - {@link #INVERSE_TRANSPOSED_MODELVIEW}
* <p>
* A dirty bit is set, if the corresponding matrix had been modified by a mutable operation
* since last {@link #update()} call and requested in the constructor {@link #PMVMatrix4f(int)}.
* </p>
* <p>
* {@link #update()} clears the dirty state for the matrices and {@link #getFrustum()} for {@link #FRUSTUM}.
* </p>
*
* @see #INVERSE_MODELVIEW
* @see #INVERSE_TRANSPOSED_MODELVIEW
* @see #PMVMatrix4f(int)
* @see #getMvi()
* @see #getMvit()
* @see #getSyncPMvMvi()
* @see #getSyncPMvMviMvit()
*/
public final boolean isReqDirty() {
return 0 != ( requestBits & dirtyBits );
}
/**
* Sets the {@link #getMv() Modelview (Mv)} matrix dirty and modified,
* i.e. adds {@link #getReqBits() requested bits} and {@link #MANUAL_BITS} to {@link #getDirtyBits() dirty bits}.
* @see #isReqDirty()
*/
public final void setModelviewDirty() {
dirtyBits |= requestBits | MANUAL_BITS ;
modifiedBits |= MODIFIED_MODELVIEW;
}
/**
* Sets the {@link #getP() Projection (P)} matrix dirty and modified,
* i.e. adds {@link #MANUAL_BITS} to {@link #getDirtyBits() dirty bits}.
*/
public final void setProjectionDirty() {
dirtyBits |= MANUAL_BITS ;
modifiedBits |= MODIFIED_PROJECTION;
}
/**
* Sets the {@link #getT() Texture (T)} matrix modified.
*/
public final void setTextureDirty() {
modifiedBits |= MODIFIED_TEXTURE;
}
/**
* Returns the request bit mask, which uses bit values equal to the dirty mask
* and may contain
* - {@link #INVERSE_MODELVIEW}
* - {@link #INVERSE_TRANSPOSED_MODELVIEW}
* <p>
* The request bit mask is set by in the constructor {@link #PMVMatrix4f(int)}.
* </p>
*
* @see #INVERSE_MODELVIEW
* @see #INVERSE_TRANSPOSED_MODELVIEW
* @see #PMVMatrix4f(int)
* @see #getMvi()
* @see #getMvit()
* @see #getSyncPMvMvi()
* @see #getSyncPMvMviMvit()
* @see #getFrustum()
*/
public final int getReqBits() {
return requestBits;
}
/**
* Returns the pre-multiplied projection x modelview, P x Mv.
* <p>
* This {@link Matrix4f} instance should be re-fetched via this method and not locally stored
* to have it updated from a potential modification of underlying projection and/or modelview matrix.
* {@link #update()} has no effect on this {@link Matrix4f}.
* </p>
* <p>
* This pre-multipled P x Mv is considered dirty, if its corresponding
* {@link #getP() P matrix} or {@link #getMv() Mv matrix} has been modified since its last update.
* </p>
* @see #update()
*/
public final Matrix4f getPMv() {
if( 0 != ( dirtyBits & PREMUL_PMV ) ) {
if( null == matPMv ) {
matPMv = new Matrix4f();
}
matPMv.mul(matP, matMv);
dirtyBits &= ~PREMUL_PMV;
}
return matPMv;
}
/**
* Returns the pre-multiplied inverse projection x modelview,
* if {@link Matrix4f#invert(Matrix4f)} succeeded, otherwise `null`.
* <p>
* This {@link Matrix4f} instance should be re-fetched via this method and not locally stored
* to have it updated from a potential modification of underlying projection and/or modelview matrix.
* {@link #update()} has no effect on this {@link Matrix4f}.
* </p>
* <p>
* This pre-multipled invert(P x Mv) is considered dirty, if its corresponding
* {@link #getP() P matrix} or {@link #getMv() Mv matrix} has been modified since its last update.
* </p>
* @see #update()
*/
public final Matrix4f getPMvi() {
if( 0 != ( dirtyBits & PREMUL_PMVI ) ) {
if( null == matPMvi ) {
matPMvi = new Matrix4f();
}
final Matrix4f mPMv = getPMv();
matPMviOK = matPMvi.invert(mPMv);
dirtyBits &= ~PREMUL_PMVI;
}
return matPMviOK ? matPMvi : null;
}
/**
* Returns the frustum, derived from projection x modelview.
* <p>
* This {@link Frustum} instance should be re-fetched via this method and not locally stored
* to have it updated from a potential modification of underlying projection and/or modelview matrix.
* {@link #update()} has no effect on this {@link Frustum}.
* </p>
* <p>
* The {@link Frustum} is considered dirty, if its corresponding
* {@link #getP() P matrix} or {@link #getMv() Mv matrix} has been modified since its last update.
* </p>
* @see #update()
*/
public final Frustum getFrustum() {
if( 0 != ( dirtyBits & FRUSTUM ) ) {
if( null == frustum ) {
frustum = new Frustum();
}
frustum.setFromMat(getPMv());
dirtyBits &= ~FRUSTUM;
}
return frustum;
}
/**
* Update the derived {@link #getMvi() inverse modelview (Mvi)},
* {@link #getMvit() inverse transposed modelview (Mvit)} matrices
* <b>if</b> they {@link #isReqDirty() are dirty} <b>and</b>
* requested via the constructor {@link #PMVMatrix4f(int)}.<br/>
* Hence updates the following dirty bits.
* - {@link #INVERSE_MODELVIEW}
* - {@link #INVERSE_TRANSPOSED_MODELVIEW}
* <p>
* The {@link Frustum} is updated only via {@link #getFrustum()} separately.
* </p>
* <p>
* The Mvi and Mvit matrices are considered dirty, if their corresponding
* {@link #getMv() Mv matrix} has been modified since their last update.
* </p>
* <p>
* Method is automatically called by {@link SyncMatrix4f} and {@link SyncMatrices4f}
* instances {@link SyncAction} as retrieved by e.g. {@link #getSyncMvit()}.
* This ensures an automatic update cycle if used with {@link com.jogamp.opengl.GLUniformData}.
* </p>
* <p>
* Method may be called manually in case mutable operations has been called
* and caller operates on already fetched references, i.e. not calling
* {@link #getMvi()}, {@link #getMvit()} anymore.
* </p>
* <p>
* 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.
* </p>
*
* @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 #isReqDirty()
* @see #INVERSE_MODELVIEW
* @see #INVERSE_TRANSPOSED_MODELVIEW
* @see #PMVMatrix4f(int)
* @see #getMvi()
* @see #getMvit()
* @see #getSyncPMvMvi()
* @see #getSyncPMvMviMvit()
*/
public final boolean update() {
return updateImpl(true);
}
//
// private
//
private final boolean updateImpl(final boolean clearModBits) {
boolean mod = 0 != modifiedBits;
if( clearModBits ) {
modifiedBits = 0;
}
if( 0 != ( requestBits & ( ( dirtyBits & ( INVERSE_MODELVIEW | INVERSE_TRANSPOSED_MODELVIEW ) ) ) ) ) { // only if dirt requested & dirty
if( !matMvi.invert(matMv) ) {
throw new RuntimeException("Invalid source Mv matrix, can't compute inverse");
}
dirtyBits &= ~INVERSE_MODELVIEW;
mod = true;
}
if( 0 != ( requestBits & ( dirtyBits & INVERSE_TRANSPOSED_MODELVIEW ) ) ) { // only if requested & dirty
matMvit.transpose(matMvi);
dirtyBits &= ~INVERSE_TRANSPOSED_MODELVIEW;
mod = true;
}
return mod;
}
protected final Matrix4f matP;
protected final Matrix4f matMv;
protected final Matrix4f matTex;
private final Matrix4f matMvi;
private final Matrix4f matMvit;
private static final int mP_offset = 0*16;
private static final int mMv_offset = 1*16;
private final int mMvi_offset;
private final int mMvit_offset;
private final int mTex_offset;
private final float[] matrixStore;
private final SyncMatrix4f syncP, syncMv, syncT;
private final SyncMatrix4f syncMvi, syncMvit;
private final SyncMatrices4f syncP_Mv, syncP_Mv_Mvi, syncP_Mv_Mvi_Mvit;
protected final Matrix4f mat4Tmp1;
private Matrix4f mat4Tmp2;
private int modifiedBits = MODIFIED_ALL;
private int dirtyBits = 0; // contains the dirty bits, i.e. hinting for update operation
private final int requestBits; // may contain the requested bits: INVERSE_MODELVIEW | INVERSE_TRANSPOSED_MODELVIEW
private Matrix4f matPMv;
private Matrix4f matPMvi;
private boolean matPMviOK;
private Frustum frustum;
private abstract class PMVSyncBuffer implements SyncMatrix4f {
protected final Matrix4f mat;
private final FloatBuffer fbuf;
public PMVSyncBuffer(final Matrix4f m, final FloatBuffer fbuf) {
this.mat = m;
this.fbuf = fbuf;
}
@Override
public final Buffer getBuffer() { return fbuf; }
@Override
public final SyncBuffer sync() { getAction().sync(); return this; }
@Override
public final Buffer getSyncBuffer() { getAction().sync(); return fbuf; }
@Override
public final Matrix4f getMatrix() { return mat; }
@Override
public final FloatBuffer getSyncFloats() { getAction().sync(); return fbuf; }
}
private final class SyncBuffer0 extends PMVSyncBuffer {
private final SyncAction action = new SyncAction() {
@Override
public void sync() { mat.get(matrixStore); }
};
public SyncBuffer0(final Matrix4f m, final FloatBuffer fbuf) { super(m, fbuf); }
@Override
public SyncAction getAction() { return action; }
}
private final class SyncBuffer1 extends PMVSyncBuffer {
private final int offset;
private final SyncAction action = new SyncAction() {
@Override
public void sync() { mat.get(matrixStore, offset); }
};
public SyncBuffer1(final Matrix4f m, final FloatBuffer fbuf, final int offset) {
super(m, fbuf);
this.offset = offset;
}
@Override
public SyncAction getAction() { return action; }
}
private final class SyncBuffer1U extends PMVSyncBuffer {
private final int offset;
private final SyncAction action = new SyncAction() {
@Override
public void sync() {
updateImpl(true);
mat.get(matrixStore, offset);
}
};
public SyncBuffer1U(final Matrix4f m, final FloatBuffer fbuf, final int offset) {
super(m, fbuf);
this.offset = offset;
}
@Override
public SyncAction getAction() { return action; }
}
private abstract class PMVSyncBufferN implements SyncMatrices4f {
protected final Matrix4f[] mats;
private final FloatBuffer fbuf;
public PMVSyncBufferN(final Matrix4f[] ms, final FloatBuffer fbuf) {
this.mats = ms;
this.fbuf = fbuf;
}
@Override
public final Buffer getBuffer() { return fbuf; }
@Override
public final SyncBuffer sync() { getAction().sync(); return this; }
@Override
public final Buffer getSyncBuffer() { getAction().sync(); return fbuf; }
@Override
public Matrix4f[] getMatrices() { return mats; }
@Override
public final FloatBuffer getSyncFloats() { getAction().sync(); return fbuf; }
}
private final class SyncBufferN extends PMVSyncBufferN {
private final int offset;
private final SyncAction action = new SyncAction() {
@Override
public void sync() {
int ioff = offset;
for(int i=0; i<mats.length; ++i, ioff+=16) {
mats[i].get(matrixStore, ioff);
}
}
};
public SyncBufferN(final Matrix4f[] ms, final FloatBuffer fbuf, final int offset) {
super(ms, fbuf);
this.offset = offset;
}
@Override
public SyncAction getAction() { return action; }
}
private final class SyncBufferNU extends PMVSyncBufferN {
private final int offset;
private final SyncAction action = new SyncAction() {
@Override
public void sync() {
updateImpl(true);
int ioff = offset;
for(int i=0; i<mats.length; ++i, ioff+=16) {
mats[i].get(matrixStore, ioff);
}
}
};
public SyncBufferNU(final Matrix4f[] ms, final FloatBuffer fbuf, final int offset) {
super(ms, fbuf);
this.offset = offset;
}
@Override
public SyncAction getAction() { return action; }
}
}
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