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|
/*
* 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.FloatBuffer;
import java.nio.IntBuffer;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GLException;
import com.jogamp.opengl.fixedfunc.GLMatrixFunc;
import jogamp.common.os.PlatformPropsImpl;
import com.jogamp.common.nio.Buffers;
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.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}.
* <p>
* 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.
* </p>
* <p>
* All matrices are provided in column-major order,
* as specified in the OpenGL fixed function pipeline, i.e. compatibility profile.
* See {@link FloatUtil}.
* </p>
* <p>
* PMVMatrix can supplement {@link GL2ES2} applications w/ the
* lack of the described matrix functionality.
* </p>
* <a name="storageDetails"><h5>Matrix storage details</h5></a>
* <p>
* All matrices 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>Note:</b>
* <ul>
* <li>The matrix 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 final class PMVMatrix implements GLMatrixFunc {
/** Bit value stating a modified {@link #glGetPMatrixf() projection matrix (P)}, since last {@link #update()} call. */
public static final int MODIFIED_PROJECTION = 1 << 0;
/** Bit value stating a modified {@link #glGetMvMatrixf() modelview matrix (Mv)}, since last {@link #update()} call. */
public static final int MODIFIED_MODELVIEW = 1 << 1;
/** Bit value stating a modified {@link #glGetTMatrixf() 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 stating a dirty {@link #glGetMviMatrixf() inverse modelview matrix (Mvi)}. */
public static final int DIRTY_INVERSE_MODELVIEW = 1 << 0;
/** Bit value stating a dirty {@link #glGetMvitMatrixf() inverse transposed modelview matrix (Mvit)}. */
public static final int DIRTY_INVERSE_TRANSPOSED_MODELVIEW = 1 << 1;
/** Bit value stating a dirty {@link #glGetFrustum() frustum}. */
public static final int DIRTY_FRUSTUM = 1 << 2;
/** Bit value stating all is dirty */
public static final int DIRTY_ALL = DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM;
/**
* @param matrixModeName One of {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}
* @return true if the given matrix-mode name is valid, otherwise false.
*/
public static final boolean isMatrixModeName(final int matrixModeName) {
switch(matrixModeName) {
case GL_MODELVIEW_MATRIX:
case GL_PROJECTION_MATRIX:
case GL_TEXTURE_MATRIX:
return true;
}
return false;
}
/**
* @param matrixModeName One of {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}
* @return The corresponding matrix-get name, one of {@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}
*/
public static final int matrixModeName2MatrixGetName(final int matrixModeName) {
switch(matrixModeName) {
case GL_MODELVIEW:
return GL_MODELVIEW_MATRIX;
case GL_PROJECTION:
return GL_PROJECTION_MATRIX;
case GL.GL_TEXTURE:
return GL_TEXTURE_MATRIX;
default:
throw new GLException("unsupported matrixName: "+matrixModeName);
}
}
/**
* @param matrixGetName One of {@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}
* @return true if the given matrix-get name is valid, otherwise false.
*/
public static final boolean isMatrixGetName(final int matrixGetName) {
switch(matrixGetName) {
case GL_MATRIX_MODE:
case GL_MODELVIEW_MATRIX:
case GL_PROJECTION_MATRIX:
case GL_TEXTURE_MATRIX:
return true;
}
return false;
}
/**
* @param matrixGetName One of {@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}
* @return The corresponding matrix-mode name, one of {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}
*/
public static final int matrixGetName2MatrixModeName(final int matrixGetName) {
switch(matrixGetName) {
case GL_MODELVIEW_MATRIX:
return GL_MODELVIEW;
case GL_PROJECTION_MATRIX:
return GL_PROJECTION;
case GL_TEXTURE_MATRIX:
return GL.GL_TEXTURE;
default:
throw new GLException("unsupported matrixGetName: "+matrixGetName);
}
}
/**
* @param sb optional passed StringBuilder instance to be used
* @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter}
* @param a 4x4 matrix in column major order (OpenGL)
* @return matrix string representation
*/
@SuppressWarnings("deprecation")
public static StringBuilder matrixToString(final StringBuilder sb, final String f, final FloatBuffer a) {
return FloatUtil.matrixToString(sb, null, f, a, 0, 4, 4, false);
}
/**
* @param sb optional passed StringBuilder instance to be used
* @param f the format string of one floating point, i.e. "%10.5f", see {@link java.util.Formatter}
* @param a 4x4 matrix in column major order (OpenGL)
* @param b 4x4 matrix in column major order (OpenGL)
* @return side by side representation
*/
@SuppressWarnings("deprecation")
public static StringBuilder matrixToString(final StringBuilder sb, final String f, final FloatBuffer a, final FloatBuffer b) {
return FloatUtil.matrixToString(sb, null, f, a, 0, b, 0, 4, 4, false);
}
/**
* Creates an instance of PMVMatrix.
* <p>
* Implementation uses non-direct non-NIO Buffers with guaranteed backing array,
* which allows faster access in Java computation.
* </p>
*/
public PMVMatrix() {
// I Identity
// T Texture
// P Projection
// Mv ModelView
// Mvi Modelview-Inverse
// Mvit Modelview-Inverse-Transpose
matrixArray = new float[5*16];
mP_offset = 0*16;
mMv_offset = 1*16;
mTex_offset = 4*16;
matrixPMvMvit = Buffers.slice2Float(matrixArray, 0*16, 4*16); // P + Mv + Mvi + Mvit
matrixPMvMvi = Buffers.slice2Float(matrixArray, 0*16, 3*16); // P + Mv + Mvi
matrixPMv = Buffers.slice2Float(matrixArray, 0*16, 2*16); // P + Mv
matrixP = Buffers.slice2Float(matrixArray, 0*16, 1*16); // P
matrixMv = Buffers.slice2Float(matrixArray, 1*16, 1*16); // Mv
matrixMvi = Buffers.slice2Float(matrixArray, 2*16, 1*16); // Mvi
matrixMvit = Buffers.slice2Float(matrixArray, 3*16, 1*16); // Mvit
matrixTex = Buffers.slice2Float(matrixArray, 4*16, 1*16); // T
mat4Tmp1 = new float[16];
mat4Tmp2 = new float[16];
mat4Tmp3 = new float[16];
matrixTxSx = new float[16];
FloatUtil.makeIdentity(matrixTxSx);
// Start w/ zero size to save memory
matrixTStack = new FloatStack( 0, 2*16); // growSize: GL-min size (2)
matrixPStack = new FloatStack( 0, 2*16); // growSize: GL-min size (2)
matrixMvStack= new FloatStack( 0, 16*16); // growSize: half GL-min size (32)
reset();
frustum = null;
}
/**
* Issues {@link #glLoadIdentity()} on all matrices,
* i.e. {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}
* and resets all internal states.
*/
public final void reset() {
FloatUtil.makeIdentity(matrixArray, mMv_offset);
FloatUtil.makeIdentity(matrixArray, mP_offset);
FloatUtil.makeIdentity(matrixArray, mTex_offset);
modifiedBits = MODIFIED_ALL;
dirtyBits = DIRTY_ALL;
requestMask = 0;
matrixMode = GL_MODELVIEW;
}
/** Returns the current matrix-mode, one of {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}. */
public final int glGetMatrixMode() {
return matrixMode;
}
/**
* Returns the {@link GLMatrixFunc#GL_TEXTURE_MATRIX texture matrix} (T).
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
*/
public final FloatBuffer glGetTMatrixf() {
return matrixTex;
}
/**
* Returns the {@link GLMatrixFunc#GL_PROJECTION_MATRIX projection matrix} (P).
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
*/
public final FloatBuffer glGetPMatrixf() {
return matrixP;
}
/**
* Returns the {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mv).
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
*/
public final FloatBuffer glGetMvMatrixf() {
return matrixMv;
}
/**
* Returns the inverse {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvi).
* <p>
* Method enables the Mvi matrix update, and performs it's update w/o clearing the modified bits.
* </p>
* <p>
* See {@link #update()} and <a href="#storageDetails"> matrix storage details</a>.
* </p>
* @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).
* <p>
* Method enables the Mvit matrix update, and performs it's update w/o clearing the modified bits.
* </p>
* <p>
* See {@link #update()} and <a href="#storageDetails"> matrix storage details</a>.
* </p>
* @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}.
* <p>
* See <a href="#storageDetails"> matrix storage details</a>.
* </p>
*/
public final FloatBuffer glGetPMvMatrixf() {
return matrixPMv;
}
/**
* Returns 3 matrices within one FloatBuffer: {@link #glGetPMatrixf() P}, {@link #glGetMvMatrixf() Mv} and {@link #glGetMviMatrixf() Mvi}.
* <p>
* Method enables the Mvi matrix update, and performs it's update w/o clearing the modified bits.
* </p>
* <p>
* See {@link #update()} and <a href="#storageDetails"> matrix storage details</a>.
* </p>
* @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}.
* <p>
* Method enables the Mvi and Mvit matrix update, and performs it's update w/o clearing the modified bits.
* </p>
* <p>
* See {@link #update()} and <a href="#storageDetails"> matrix storage details</a>.
* </p>
* @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 final 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, not a copy!
*/
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);
}
}
/**
* Multiplies the {@link #glGetPMatrixf() P} and {@link #glGetMvMatrixf() Mv} matrix, i.e.
* <pre>
* mat4PMv = P x Mv
* </pre>
* @param mat4PMv 4x4 matrix storage for result
* @param mat4PMv_offset
* @return given matrix for chaining
*/
public final float[] multPMvMatrixf(final float[/*16*/] mat4PMv, final int mat4PMv_offset) {
FloatUtil.multMatrix(matrixArray, mP_offset, matrixArray, mMv_offset, mat4PMv, mat4PMv_offset);
return mat4PMv;
}
/**
* Multiplies the {@link #glGetMvMatrixf() Mv} and {@link #glGetPMatrixf() P} matrix, i.e.
* <pre>
* mat4MvP = Mv x P
* </pre>
* @param mat4MvP 4x4 matrix storage for result
* @param mat4MvP_offset
* @return given matrix for chaining
*/
public final float[] multMvPMatrixf(final float[/*16*/] mat4MvP, final int mat4MvP_offset) {
FloatUtil.multMatrix(matrixArray, mMv_offset, matrixArray, mP_offset, mat4MvP, mat4MvP_offset);
return mat4MvP;
}
//
// 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) {
final 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, final 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) {
final 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) {
final 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(matrixArray, mMv_offset);
matrixMv.reset();
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
quat.toMatrix(matrixArray, mP_offset);
matrixP.reset();
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
quat.toMatrix(matrixArray, mTex_offset);
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) {
FloatUtil.makeIdentity(matrixArray, mMv_offset);
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
FloatUtil.makeIdentity(matrixArray, mP_offset);
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
FloatUtil.makeIdentity(matrixArray, mTex_offset);
modifiedBits |= MODIFIED_TEXTURE;
}
}
@SuppressWarnings("deprecation")
@Override
public final void glMultMatrixf(final FloatBuffer m) {
if(matrixMode==GL_MODELVIEW) {
FloatUtil.multMatrix(matrixMv, m);
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
FloatUtil.multMatrix(matrixP, m);
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
FloatUtil.multMatrix(matrixTex, m);
modifiedBits |= MODIFIED_TEXTURE;
}
}
@Override
public final void glMultMatrixf(final float[] m, final int m_offset) {
if(matrixMode==GL_MODELVIEW) {
FloatUtil.multMatrix(matrixArray, mMv_offset, m, m_offset);
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
FloatUtil.multMatrix(matrixArray, mP_offset, m, m_offset);
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
FloatUtil.multMatrix(matrixArray, mTex_offset, m, m_offset);
modifiedBits |= MODIFIED_TEXTURE;
}
}
@Override
public final void glTranslatef(final float x, final float y, final float z) {
glMultMatrixf(FloatUtil.makeTranslation(matrixTxSx, false, x, y, z), 0);
}
@Override
public final void glScalef(final float x, final float y, final float z) {
glMultMatrixf(FloatUtil.makeScale(matrixTxSx, false, x, y, z), 0);
}
@Override
public final void glRotatef(final float ang_deg, final float x, final float y, final float z) {
glMultMatrixf(FloatUtil.makeRotationAxis(mat4Tmp1, 0, ang_deg * FloatUtil.PI / 180.0f, x, y, z, mat4Tmp2), 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) {
glMultMatrixf(quat.toMatrix(mat4Tmp1, 0), 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.makeOrtho(mat4Tmp1, 0, true, left, right, bottom, top, zNear, zFar), 0 );
}
/**
* {@inheritDoc}
*
* @throws GLException if {@code zNear <= 0} or {@code zFar <= zNear}
* or {@code left == right}, or {@code bottom == top}.
* @see FloatUtil#makeFrustum(float[], int, boolean, float, float, float, float, float, float)
*/
@Override
public final void glFrustumf(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) throws GLException {
glMultMatrixf( FloatUtil.makeFrustum(mat4Tmp1, 0, true, left, right, bottom, top, zNear, zFar), 0 );
}
//
// Extra functionality
//
/**
* {@link #glMultMatrixf(FloatBuffer) Multiply} the {@link #glGetMatrixMode() current matrix} with the perspective/frustum matrix.
*
* @param fovy_deg fov angle in degrees
* @param aspect aspect ratio width / height
* @param zNear
* @param zFar
* @throws GLException if {@code zNear <= 0} or {@code zFar <= zNear}
* @see FloatUtil#makePerspective(float[], int, boolean, float, float, float, float)
*/
public final void gluPerspective(final float fovy_deg, final float aspect, final float zNear, final float zFar) throws GLException {
glMultMatrixf( FloatUtil.makePerspective(mat4Tmp1, 0, true, fovy_deg * FloatUtil.PI / 180.0f, 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) {
mat4Tmp2[0+0] = eyex;
mat4Tmp2[1+0] = eyey;
mat4Tmp2[2+0] = eyez;
mat4Tmp2[0+4] = centerx;
mat4Tmp2[1+4] = centery;
mat4Tmp2[2+4] = centerz;
mat4Tmp2[0+8] = upx;
mat4Tmp2[1+8] = upy;
mat4Tmp2[2+8] = upz;
glMultMatrixf(
FloatUtil.makeLookAt(mat4Tmp1, 0, mat4Tmp2 /* eye */, 0, mat4Tmp2 /* center */, 4, mat4Tmp2 /* up */, 8, mat4Tmp3), 0);
}
/**
* Map object coordinates to window coordinates.
* <p>
* Traditional <code>gluProject</code> implementation.
* </p>
*
* @param objx
* @param objy
* @param objz
* @param viewport 4 component viewport vector
* @param viewport_offset
* @param win_pos 3 component window coordinate, the result
* @param win_pos_offset
* @return true if successful, otherwise false (z is 1)
*/
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 ) {
return FloatUtil.mapObjToWinCoords(objx, objy, objz,
matrixArray, mMv_offset,
matrixArray, mP_offset,
viewport, viewport_offset,
win_pos, win_pos_offset,
mat4Tmp1, mat4Tmp2);
}
/**
* Map window coordinates to object coordinates.
* <p>
* Traditional <code>gluUnProject</code> implementation.
* </p>
*
* @param winx
* @param winy
* @param winz
* @param viewport 4 component viewport vector
* @param viewport_offset
* @param obj_pos 3 component object coordinate, the result
* @param obj_pos_offset
* @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
*/
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) {
return FloatUtil.mapWinToObjCoords(winx, winy, winz,
matrixArray, mMv_offset,
matrixArray, mP_offset,
viewport, viewport_offset,
obj_pos, obj_pos_offset,
mat4Tmp1, mat4Tmp2);
}
/**
* Map window coordinates to object coordinates.
* <p>
* Traditional <code>gluUnProject4</code> implementation.
* </p>
*
* @param winx
* @param winy
* @param winz
* @param clipw
* @param modelMatrix 4x4 modelview matrix
* @param modelMatrix_offset
* @param projMatrix 4x4 projection matrix
* @param projMatrix_offset
* @param viewport 4 component viewport vector
* @param viewport_offset
* @param near
* @param far
* @param obj_pos 4 component object coordinate, the result
* @param obj_pos_offset
* @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z)
*/
public boolean gluUnProject4(final float winx, final float winy, final float winz, final float clipw,
final int[] viewport, final int viewport_offset,
final float near, final float far,
final float[] obj_pos, final int obj_pos_offset ) {
return FloatUtil.mapWinToObjCoords(winx, winy, winz, clipw,
matrixArray, mMv_offset,
matrixArray, mP_offset,
viewport, viewport_offset,
near, far,
obj_pos, obj_pos_offset,
mat4Tmp1, mat4Tmp2);
}
/**
* Make given matrix the <i>pick</i> matrix based on given parameters.
* <p>
* Traditional <code>gluPickMatrix</code> implementation.
* </p>
* <p>
* See {@link FloatUtil#makePick(float[], int, float, float, float, float, int[], int, float[]) FloatUtil.makePick(..)} for details.
* </p>
* @param x the center x-component of a picking region in window coordinates
* @param y the center y-component of a picking region in window coordinates
* @param deltaX the width of the picking region in window coordinates.
* @param deltaY the height of the picking region in window coordinates.
* @param viewport 4 component viewport vector
* @param viewport_offset
*/
public final void gluPickMatrix(final float x, final float y,
final float deltaX, final float deltaY,
final int[] viewport, final int viewport_offset) {
if( null != FloatUtil.makePick(mat4Tmp1, 0, x, y, deltaX, deltaY, viewport, viewport_offset, mat4Tmp2) ) {
glMultMatrixf(mat4Tmp1, 0);
}
}
/**
* 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(Ray, float[]) 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 viewport_offset
* @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 gluUnProjectRay(final float winx, final float winy, final float winz0, final float winz1,
final int[] viewport, final int viewport_offset,
final Ray ray) {
return FloatUtil.mapWinToRay(winx, winy, winz0, winz1,
matrixArray, mMv_offset,
matrixArray, mP_offset,
viewport, viewport_offset,
ray,
mat4Tmp1, mat4Tmp2, mat4Tmp3);
}
public StringBuilder toString(StringBuilder sb, final 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 frustumDirty = 0 != (DIRTY_FRUSTUM & dirtyBits);
final boolean mviReq = 0 != (DIRTY_INVERSE_MODELVIEW & requestMask);
final boolean mvitReq = 0 != (DIRTY_INVERSE_TRANSPOSED_MODELVIEW & requestMask);
final boolean frustumReq = 0 != (DIRTY_FRUSTUM & 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[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).append(", Frustum ").append(frustumDirty).append("/").append(frustumReq).append("]").append(PlatformPropsImpl.NEWLINE);
sb.append(", Projection").append(PlatformPropsImpl.NEWLINE);
matrixToString(sb, f, matrixP);
sb.append(", Modelview").append(PlatformPropsImpl.NEWLINE);
matrixToString(sb, f, matrixMv);
sb.append(", Texture").append(PlatformPropsImpl.NEWLINE);
matrixToString(sb, f, matrixTex);
if( 0 != ( requestMask & DIRTY_INVERSE_MODELVIEW ) ) {
sb.append(", Inverse Modelview").append(PlatformPropsImpl.NEWLINE);
matrixToString(sb, f, matrixMvi);
}
if( 0 != ( requestMask & DIRTY_INVERSE_TRANSPOSED_MODELVIEW ) ) {
sb.append(", Inverse Transposed Modelview").append(PlatformPropsImpl.NEWLINE);
matrixToString(sb, f, matrixMvit);
}
sb.append("]");
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
*/
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.
* <p>
* 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.
* </p>
*
* @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.
* <p>
* The request bit mask is set by one of the {@link #glGetMviMatrixf() Mvi get}, {@link #glGetMvitMatrixf() Mvit get}
* or {@link #glGetFrustum() Frustum get} methods.
* </p>
*
* @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.
* <p>
* Allows user to disable subsequent Mvi, Mvit and {@link Frustum} updates if no more required.
* </p>
*
* @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}
* <b>if</b> they are dirty <b>and</b> they were requested
* by one of the {@link #glGetMviMatrixf() Mvi get}, {@link #glGetMvitMatrixf() Mvit get}
* or {@link #glGetFrustum() Frustum get} methods.
* <p>
* 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.
* </p>
* <p>
* 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.
* </p>
* <p>
* 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.
* </p>
*
* @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(final boolean clearModBits) {
boolean mod = 0 != modifiedBits;
if(clearModBits) {
modifiedBits = 0;
}
if( 0 != ( dirtyBits & ( DIRTY_FRUSTUM & requestMask ) ) ) {
if( null == frustum ) {
frustum = new Frustum();
}
FloatUtil.multMatrix(matrixArray, mP_offset, matrixArray, mMv_offset, mat4Tmp1, 0);
// FloatUtil.multMatrix(matrixP, matrixMv, mat4Tmp1, 0);
frustum.updateByPMV(mat4Tmp1, 0);
dirtyBits &= ~DIRTY_FRUSTUM;
mod = true;
}
if( 0 == ( dirtyBits & requestMask ) ) {
return mod; // nothing more requested which may have been dirty
}
return setMviMvit() || mod;
}
//
// private
//
private static final String msgCantComputeInverse = "Invalid source Mv matrix, can't compute inverse";
private final boolean setMviMvit() {
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( null == FloatUtil.invertMatrix(matrixArray, mMv_offset, _matrixMvi, _matrixMviOffset) ) {
throw new GLException(msgCantComputeInverse);
}
dirtyBits &= ~DIRTY_INVERSE_MODELVIEW;
res = true;
}
if( 0 != ( requestMask & ( dirtyBits & DIRTY_INVERSE_TRANSPOSED_MODELVIEW ) ) ) { // only if requested & dirty
FloatUtil.transposeMatrix(_matrixMvi, _matrixMviOffset, matrixMvit.array(), matrixMvit.position());
dirtyBits &= ~DIRTY_INVERSE_TRANSPOSED_MODELVIEW;
res = true;
}
return res;
}
private final float[] matrixArray;
private final int mP_offset, mMv_offset, mTex_offset;
private final FloatBuffer matrixPMvMvit, matrixPMvMvi, matrixPMv, matrixP, matrixTex, matrixMv, matrixMvi, matrixMvit;
private final float[] matrixTxSx;
private final float[] mat4Tmp1, mat4Tmp2, mat4Tmp3;
private final FloatStack matrixTStack, matrixPStack, matrixMvStack;
private int matrixMode = GL_MODELVIEW;
private int modifiedBits = MODIFIED_ALL;
private int dirtyBits = DIRTY_ALL; // contains the dirty bits, i.e. hinting for update operation
private int requestMask = 0; // may contain the requested dirty bits: DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW
private Frustum frustum;
}
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