aboutsummaryrefslogtreecommitdiffstats
path: root/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
blob: 237596a81912314ee4b3207bd23dc0d0b9e9c47d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
/*
 * Copyright (c) 2009 Sun Microsystems, Inc. All Rights Reserved.
 * Copyright (c) 2011 JogAmp Community. All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 * 
 * - Redistribution of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 * 
 * - Redistribution in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 * 
 * Neither the name of Sun Microsystems, Inc. or the names of
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 * 
 * This software is provided "AS IS," without a warranty of any kind. ALL
 * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
 * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
 * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
 * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
 * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
 * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
 * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
 * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
 * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
 * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
 * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
 * 
 */

package com.jogamp.opengl.util;

import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.List;

import javax.media.opengl.GL;
import javax.media.opengl.GLException;
import javax.media.opengl.fixedfunc.GLMatrixFunc;

import jogamp.opengl.ProjectFloat;

import com.jogamp.common.nio.Buffers;
import com.jogamp.common.os.Platform;
import com.jogamp.opengl.math.FloatUtil;
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. 
 * </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 use a common FloatBuffer storage
 * and are a {@link Buffers#slice2Float(Buffer, float[], int, int) sliced} representation of it.
 * The common FloatBuffer and hence all matrices may use NIO direct storage or a {@link #usesBackingArray() backing float array},
 * depending how the instance if {@link #PMVMatrix(boolean) being constructed}.
 * </p>
 * <p>
 * <b>Note:</b> 
 * <ul> 
 *   <li>The matrix is a {@link Buffers#slice2Float(Buffer, 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 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
     */
    public static StringBuilder matrixToString(StringBuilder sb, String f, 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
     */
    public static StringBuilder matrixToString(StringBuilder sb, String f, FloatBuffer a, FloatBuffer b) {
        return FloatUtil.matrixToString(sb, null, f, a, 0, b, 0, 4, 4, false);        
    }
    
    /**
     * Creates an instance of PMVMatrix {@link #PMVMatrix(boolean) PMVMatrix(boolean useBackingArray)},
     * with <code>useBackingArray = true</code>. 
     */
    public PMVMatrix() {
        this(true);
    }
    
    /**
     * Creates an instance of PMVMatrix.
     * 
     * @param useBackingArray <code>true</code> for non direct NIO Buffers with guaranteed backing array,
     *                        which allows faster access in Java computation.
     *                        <p><code>false</code> for direct NIO buffers w/o a guaranteed backing array.
     *                        In most Java implementations, direct NIO buffers have no backing array
     *                        and hence the Java computation will be throttled down by direct IO get/put 
     *                        operations.</p> 
     *                        <p>Depending on the application, ie. whether the Java computation or
     *                        JNI invocation and hence native data transfer part is heavier, 
     *                        this flag shall be set to <code>true</code> or <code>false</code></p>.
     */
    public PMVMatrix(boolean useBackingArray) {
          this.usesBackingArray = useBackingArray;
          
          // I    Identity
          // T    Texture
          // P    Projection
          // Mv   ModelView
          // Mvi  Modelview-Inverse
          // Mvit Modelview-Inverse-Transpose
          if(useBackingArray) {
              matrixBufferArray = new float[ 6*16 + ProjectFloat.getRequiredFloatBufferSize() ];
              matrixBuffer = null;
          } else {
              matrixBufferArray = null;
              matrixBuffer = Buffers.newDirectByteBuffer( ( 6*16 + ProjectFloat.getRequiredFloatBufferSize() ) * Buffers.SIZEOF_FLOAT );
              matrixBuffer.mark();
          }
          
          matrixIdent   = Buffers.slice2Float(matrixBuffer, matrixBufferArray,  0*16, 1*16);  //  I
          matrixTex     = Buffers.slice2Float(matrixBuffer, matrixBufferArray,  1*16, 1*16);  //      T
          matrixPMvMvit = Buffers.slice2Float(matrixBuffer, matrixBufferArray,  2*16, 4*16);  //          P  + Mv + Mvi + Mvit          
          matrixPMvMvi  = Buffers.slice2Float(matrixBuffer, matrixBufferArray,  2*16, 3*16);  //          P  + Mv + Mvi
          matrixPMv     = Buffers.slice2Float(matrixBuffer, matrixBufferArray,  2*16, 2*16);  //          P  + Mv
          matrixP       = Buffers.slice2Float(matrixBuffer, matrixBufferArray,  2*16, 1*16);  //          P
          matrixMv      = Buffers.slice2Float(matrixBuffer, matrixBufferArray,  3*16, 1*16);  //               Mv
          matrixMvi     = Buffers.slice2Float(matrixBuffer, matrixBufferArray,  4*16, 1*16);  //                    Mvi
          matrixMvit    = Buffers.slice2Float(matrixBuffer, matrixBufferArray,  5*16, 1*16);  //                          Mvit
          
          projectFloat  = new ProjectFloat(matrixBuffer, matrixBufferArray, 6*16);
          
          if(null != matrixBuffer) {
              matrixBuffer.reset();
          }          
          FloatUtil.makeIdentityf(matrixIdent);
          
          vec3f         = new float[3];
          matrixMult    = new float[16];
          matrixTrans   = new float[16];
          matrixRot     = new float[16];
          matrixScale   = new float[16];
          matrixOrtho   = new float[16];
          matrixFrustum = new float[16];
          FloatUtil.makeIdentityf(matrixTrans, 0);
          FloatUtil.makeIdentityf(matrixRot, 0);
          FloatUtil.makeIdentityf(matrixScale, 0);
          FloatUtil.makeIdentityf(matrixOrtho, 0);
          FloatUtil.makeZero(matrixFrustum, 0);

          matrixPStack = new ArrayList<float[]>();
          matrixMvStack= new ArrayList<float[]>();

          // default values and mode
          glMatrixMode(GL_PROJECTION);
          glLoadIdentity();
          glMatrixMode(GL_MODELVIEW);
          glLoadIdentity();
          glMatrixMode(GL.GL_TEXTURE);
          glLoadIdentity();
          modifiedBits = MODIFIED_ALL;
          dirtyBits = DIRTY_ALL;
          requestMask = 0;
          matrixMode = GL_MODELVIEW;
          
          mulMVP = null;
          frustum = null;
    }

    /** @see #PMVMatrix(boolean) */
    public final boolean usesBackingArray() { return usesBackingArray; }          
    
    public final void destroy() {
        if(null!=projectFloat) {
            projectFloat.destroy(); projectFloat=null;
        }

        matrixBuffer=null;
        matrixBuffer=null; matrixPMvMvit=null; matrixPMvMvi=null; matrixPMv=null; 
        matrixP=null; matrixTex=null; matrixMv=null; matrixMvi=null; matrixMvit=null;        

        vec3f         = null;
        matrixMult    = null;
        matrixTrans   = null;
        matrixRot     = null;
        matrixScale   = null;
        matrixOrtho   = null;
        matrixFrustum = null;
        
        if(null!=matrixPStack) {
            matrixPStack.clear(); matrixPStack=null;
        }
        if(null!=matrixMvStack) {
            matrixMvStack.clear(); matrixMvStack=null;
        }
        if(null!=matrixPStack) {
            matrixPStack.clear(); matrixPStack=null;
        }
        if(null!=matrixTStack) {
            matrixTStack.clear(); matrixTStack=null;
        }
    }

    
    /** 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 Frustum glGetFrustum() {
        requestMask |= DIRTY_FRUSTUM;
        updateImpl(false);
        return frustum;
    }
        
    /*
     * @return the matrix of the current matrix-mode
     */
    public final FloatBuffer glGetMatrixf() {
        return glGetMatrixf(matrixMode);
    }

    /**
     * @param matrixName Either a matrix-get-name, i.e. 
     *                   {@link GLMatrixFunc#GL_MODELVIEW_MATRIX GL_MODELVIEW_MATRIX}, {@link GLMatrixFunc#GL_PROJECTION_MATRIX GL_PROJECTION_MATRIX} or {@link GLMatrixFunc#GL_TEXTURE_MATRIX GL_TEXTURE_MATRIX},
     *                   or a matrix-mode-name, i.e.
     *                   {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}
     * @return the named matrix
     */
    public final FloatBuffer glGetMatrixf(final int matrixName) {
        switch(matrixName) {
            case GL_MODELVIEW_MATRIX:
            case GL_MODELVIEW:
                return matrixMv;
            case GL_PROJECTION_MATRIX:
            case GL_PROJECTION:
                return matrixP;
            case GL_TEXTURE_MATRIX:
            case GL.GL_TEXTURE:
                return matrixTex;
            default:
              throw new GLException("unsupported matrixName: "+matrixName);
        }    
    }

    // 
    // GLMatrixFunc implementation
    //

    @Override
    public final void glMatrixMode(final int matrixName) {
        switch(matrixName) {
            case GL_MODELVIEW:
            case GL_PROJECTION:
            case GL.GL_TEXTURE:
                break;
            default:
              throw new GLException("unsupported matrixName: "+matrixName);
        }
        matrixMode = matrixName;
    }

    @Override
    public final void glGetFloatv(int matrixGetName, FloatBuffer params) {
        int pos = params.position();
        if(matrixGetName==GL_MATRIX_MODE) {
            params.put((float)matrixMode);
        } else {
            FloatBuffer matrix = glGetMatrixf(matrixGetName);
            params.put(matrix); // matrix -> params
            matrix.reset();
        }
        params.position(pos);
    }
    
    @Override
    public final void glGetFloatv(int matrixGetName, float[] params, int params_offset) {
        if(matrixGetName==GL_MATRIX_MODE) {
            params[params_offset]=(float)matrixMode;
        } else {
            FloatBuffer matrix = glGetMatrixf(matrixGetName);
            matrix.get(params, params_offset, 16); // matrix -> params
            matrix.reset();
        }
    }
    
    @Override
    public final void glGetIntegerv(int pname, IntBuffer params) {
        int pos = params.position();
        if(pname==GL_MATRIX_MODE) {
            params.put(matrixMode);
        } else {
            throw new GLException("unsupported pname: "+pname);
        }
        params.position(pos);
    }
    
    @Override
    public final void glGetIntegerv(int pname, int[] params, int params_offset) {
        if(pname==GL_MATRIX_MODE) {
            params[params_offset]=matrixMode;
        } else {
            throw new GLException("unsupported pname: "+pname);
        }
    }

    @Override
    public final void glLoadMatrixf(final float[] values, final int offset) {
        int len = values.length-offset;
        if(matrixMode==GL_MODELVIEW) {
            matrixMv.put(values, offset, len);
            matrixMv.reset();
            dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
            modifiedBits |= MODIFIED_MODELVIEW;
        } else if(matrixMode==GL_PROJECTION) {
            matrixP.put(values, offset, len);
            matrixP.reset();
            dirtyBits |= DIRTY_FRUSTUM ;
            modifiedBits |= MODIFIED_PROJECTION;            
        } else if(matrixMode==GL.GL_TEXTURE) {
            matrixTex.put(values, offset, len);
            matrixTex.reset();
            modifiedBits |= MODIFIED_TEXTURE;
        } 
    }

    @Override
    public final void glLoadMatrixf(java.nio.FloatBuffer m) {
        int spos = m.position();
        if(matrixMode==GL_MODELVIEW) {
            matrixMv.put(m);
            matrixMv.reset();
            dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | 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);
    }

    @Override
    public final void glPopMatrix() {
        float[] stackEntry=null;
        if(matrixMode==GL_MODELVIEW) {
            stackEntry = matrixMvStack.remove(0);
        } else if(matrixMode==GL_PROJECTION) {
            stackEntry = matrixPStack.remove(0);
        } else if(matrixMode==GL.GL_TEXTURE) {
            stackEntry = matrixTStack.remove(0);
        } 
        glLoadMatrixf(stackEntry, 0);
    }

    @Override
    public final void glPushMatrix() {
        float[] stackEntry = new float[1*16];
        if(matrixMode==GL_MODELVIEW) {
            matrixMv.get(stackEntry);
            matrixMv.reset();
            matrixMvStack.add(0, stackEntry);
        } else if(matrixMode==GL_PROJECTION) {
            matrixP.get(stackEntry);
            matrixP.reset();
            matrixPStack.add(0, stackEntry);
        } else if(matrixMode==GL.GL_TEXTURE) {
            matrixTex.get(stackEntry);
            matrixTex.reset();
            matrixTStack.add(0, stackEntry);
        }
    }

    @Override
    public final void glLoadIdentity() {
        if(matrixMode==GL_MODELVIEW) {
            matrixMv.put(matrixIdent);
            matrixMv.reset();
            dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
            modifiedBits |= MODIFIED_MODELVIEW;
        } else if(matrixMode==GL_PROJECTION) {
            matrixP.put(matrixIdent);
            matrixP.reset();
            dirtyBits |= DIRTY_FRUSTUM ;
            modifiedBits |= MODIFIED_PROJECTION;
        } else if(matrixMode==GL.GL_TEXTURE) {
            matrixTex.put(matrixIdent);
            matrixTex.reset();
            modifiedBits |= MODIFIED_TEXTURE;
        } 
        matrixIdent.reset();        
    }

    @Override
    public final void glMultMatrixf(final FloatBuffer m) {
        if(matrixMode==GL_MODELVIEW) {
            FloatUtil.multMatrixf(matrixMv, m, matrixMv);
            dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
            modifiedBits |= MODIFIED_MODELVIEW;
        } else if(matrixMode==GL_PROJECTION) {
            FloatUtil.multMatrixf(matrixP, m, matrixP);
            dirtyBits |= DIRTY_FRUSTUM ;
            modifiedBits |= MODIFIED_PROJECTION;
        } else if(matrixMode==GL.GL_TEXTURE) {
            FloatUtil.multMatrixf(matrixTex, m, matrixTex);
            modifiedBits |= MODIFIED_TEXTURE;
        } 
    }

    @Override
    public final void glMultMatrixf(float[] m, int m_offset) {
        if(matrixMode==GL_MODELVIEW) {
            FloatUtil.multMatrixf(matrixMv, m, m_offset, matrixMv);
            dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
            modifiedBits |= MODIFIED_MODELVIEW;
        } else if(matrixMode==GL_PROJECTION) {
            FloatUtil.multMatrixf(matrixP, m, m_offset, matrixP);
            dirtyBits |= DIRTY_FRUSTUM ;
            modifiedBits |= MODIFIED_PROJECTION;
        } else if(matrixMode==GL.GL_TEXTURE) {
            FloatUtil.multMatrixf(matrixTex, m, m_offset, matrixTex);
            modifiedBits |= MODIFIED_TEXTURE;
        } 
    }

    @Override
    public final void glTranslatef(final float x, final float y, final float z) {
        // Translation matrix: 
        //  1 0 0 x
        //  0 1 0 y
        //  0 0 1 z
        //  0 0 0 1
        matrixTrans[0+4*3] = x;
        matrixTrans[1+4*3] = y;
        matrixTrans[2+4*3] = z;
        glMultMatrixf(matrixTrans, 0);
    }

    @Override
    public final void glRotatef(final float angdeg, float x, float y, float z) {
        final float angrad = angdeg   * (float) Math.PI / 180.0f;
        final float c = (float)Math.cos(angrad);
        final float ic= 1.0f - c; 
        final float s = (float)Math.sin(angrad);

        vec3f[0]=x; vec3f[1]=y; vec3f[2]=z;
        FloatUtil.normalize(vec3f);
        x = vec3f[0]; y = vec3f[1]; z = vec3f[2];

        // Rotation matrix:
        //      xx(1-c)+c  xy(1-c)+zs xz(1-c)-ys 0
        //      xy(1-c)-zs yy(1-c)+c  yz(1-c)+xs 0
        //      xz(1-c)+ys yz(1-c)-xs zz(1-c)+c  0
        //      0          0          0          1
        final float xy = x*y;
        final float xz = x*z;
        final float xs = x*s;
        final float ys = y*s;
        final float yz = y*z;
        final float zs = z*s;
        matrixRot[0*4+0] = x*x*ic+c;
        matrixRot[0*4+1] = xy*ic+zs;
        matrixRot[0*4+2] = xz*ic-ys;

        matrixRot[1*4+0] = xy*ic-zs;
        matrixRot[1*4+1] = y*y*ic+c;
        matrixRot[1*4+2] = yz*ic+xs;

        matrixRot[2*4+0] = xz*ic+ys;
        matrixRot[2*4+1] = yz*ic-xs;
        matrixRot[2*4+2] = z*z*ic+c;

        glMultMatrixf(matrixRot, 0);
    }

    @Override
    public final void glScalef(final float x, final float y, final float z) {
        // Scale matrix: 
        //  x 0 0 0
        //  0 y 0 0
        //  0 0 z 0
        //  0 0 0 1
        matrixScale[0+4*0] = x;
        matrixScale[1+4*1] = y;
        matrixScale[2+4*2] = z;

        glMultMatrixf(matrixScale, 0);
    }

    @Override
    public final void glOrthof(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) {
        // Ortho matrix: 
        //  2/dx  0     0    tx
        //  0     2/dy  0    ty
        //  0     0     2/dz tz
        //  0     0     0    1
        final float dx=right-left;
        final float dy=top-bottom;
        final float dz=zFar-zNear;
        final float tx=-1.0f*(right+left)/dx;
        final float ty=-1.0f*(top+bottom)/dy;
        final float tz=-1.0f*(zFar+zNear)/dz;

        matrixOrtho[0+4*0] =  2.0f/dx;
        matrixOrtho[1+4*1] =  2.0f/dy;
        matrixOrtho[2+4*2] = -2.0f/dz;
        matrixOrtho[0+4*3] = tx;
        matrixOrtho[1+4*3] = ty;
        matrixOrtho[2+4*3] = tz;

        glMultMatrixf(matrixOrtho, 0);
    }

    @Override
    public final void glFrustumf(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) {
        if(zNear<=0.0f||zFar<0.0f) {
            throw new GLException("GL_INVALID_VALUE: zNear and zFar must be positive, and zNear>0");
        }
        if(left==right || top==bottom) {
            throw new GLException("GL_INVALID_VALUE: top,bottom and left,right must not be equal");
        }
        // Frustum matrix: 
        //  2*zNear/dx   0          A  0
        //  0            2*zNear/dy B  0
        //  0            0          C  D
        //  0            0         -1  0
        final float zNear2 = 2.0f*zNear;
        final float dx=right-left;
        final float dy=top-bottom;
        final float dz=zFar-zNear;
        final float A=(right+left)/dx;
        final float B=(top+bottom)/dy;
        final float C=-1.0f*(zFar+zNear)/dz;
        final float D=-2.0f*(zFar*zNear)/dz;

        matrixFrustum[0+4*0] = zNear2/dx;
        matrixFrustum[1+4*1] = zNear2/dy;
        matrixFrustum[2+4*2] = C;

        matrixFrustum[0+4*2] = A;
        matrixFrustum[1+4*2] = B;

        matrixFrustum[2+4*3] = D;
        matrixFrustum[3+4*2] = -1.0f;

        glMultMatrixf(matrixFrustum, 0);
    }

    //
    // Extra functionality
    //
    
    /**
     * {@link #glMultMatrixf(FloatBuffer) Multiply} the {@link #glGetMatrixMode() current matrix} with the perspective/frustum matrix.
     */
    public final void gluPerspective(final float fovy, final float aspect, final float zNear, final float zFar) {
      float top=(float)Math.tan(fovy*((float)Math.PI)/360.0f)*zNear;
      float bottom=-1.0f*top;
      float left=aspect*bottom;
      float right=aspect*top;
      glFrustumf(left, right, bottom, top, zNear, zFar);
    }

    /**
     * {@link #glMultMatrixf(FloatBuffer) Multiply} and {@link #glTranslatef(float, float, float) translate} the {@link #glGetMatrixMode() current matrix} 
     * with the eye, object and orientation.
     */
    public final void gluLookAt(float eyex, float eyey, float eyez,
                          float centerx, float centery, float centerz,
                          float upx, float upy, float upz) {
        projectFloat.gluLookAt(this, eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz);
    }

    /**
     * Map object coordinates to window coordinates.
     * 
     * @param objx
     * @param objy
     * @param objz
     * @param viewport
     * @param viewport_offset
     * @param win_pos
     * @param win_pos_offset
     * @return
     */
    public final boolean gluProject(float objx, float objy, float objz,
                            int[] viewport, int viewport_offset,
                            float[] win_pos, int win_pos_offset ) {
        if(usesBackingArray) {
            return projectFloat.gluProject(objx, objy, objz,
                                           matrixMv.array(), 0,
                                           matrixP.array(), 0,
                                           viewport, viewport_offset, 
                                           win_pos, win_pos_offset);
        } else {
            return projectFloat.gluProject(objx, objy, objz,
                                           matrixMv,
                                           matrixP,
                                           viewport, viewport_offset, 
                                           win_pos, win_pos_offset);
        }
    }

    /**
     * Map window coordinates to object coordinates.
     * 
     * @param winx
     * @param winy
     * @param winz
     * @param viewport
     * @param viewport_offset
     * @param obj_pos
     * @param obj_pos_offset
     * @return
     */
    public final boolean gluUnProject(float winx, float winy, float winz,
                                      int[] viewport, int viewport_offset,
                                      float[] obj_pos, int obj_pos_offset) {
        if(usesBackingArray) {
            return projectFloat.gluUnProject(winx, winy, winz,
                                             matrixMv.array(), 0,
                                             matrixP.array(), 0,
                                             viewport, viewport_offset, 
                                             obj_pos, obj_pos_offset);
        } else {
            return projectFloat.gluUnProject(winx, winy, winz,
                                             matrixMv,
                                             matrixP,
                                             viewport, viewport_offset, 
                                             obj_pos, obj_pos_offset);
        }        
    }
    
    public final void gluPickMatrix(float x, float y,
                              float deltaX, float deltaY,
                              int[] viewport, int viewport_offset) {
        projectFloat.gluPickMatrix(this, x, y, deltaX, deltaY, viewport, viewport_offset);
    }
        
    public StringBuilder toString(StringBuilder sb, String f) {
        if(null == sb) {
            sb = new StringBuilder();
        }
        final boolean mviDirty  = 0 != (DIRTY_INVERSE_MODELVIEW & dirtyBits);
        final boolean mvitDirty = 0 != (DIRTY_INVERSE_TRANSPOSED_MODELVIEW & dirtyBits);
        final boolean 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[backingArray ").append(this.usesBackingArray());
        sb.append(", modified[P ").append(modP).append(", Mv ").append(modMv).append(", T ").append(modT);
        sb.append("], dirty/req[Mvi ").append(mviDirty).append("/").append(mviReq).append(", Mvit ").append(mvitDirty).append("/").append(mvitReq).append(", Frustum ").append(frustumDirty).append("/").append(frustumReq);
        sb.append("], Projection").append(Platform.NEWLINE);
        matrixToString(sb, f, matrixP);
        sb.append(", Modelview").append(Platform.NEWLINE);
        matrixToString(sb, f, matrixMv);
        sb.append(", Texture").append(Platform.NEWLINE);
        matrixToString(sb, f, matrixTex);
        if( 0 != ( requestMask & DIRTY_INVERSE_MODELVIEW ) ) {
            sb.append(", Inverse Modelview").append(Platform.NEWLINE);
            matrixToString(sb, f, matrixMvi);            
        }
        if( 0 != ( requestMask & DIRTY_INVERSE_TRANSPOSED_MODELVIEW ) ) {
            sb.append(", Inverse Transposed Modelview").append(Platform.NEWLINE);
            matrixToString(sb, f, matrixMvit);            
        }
        sb.append("]");
        return sb;
    }
    
    public String toString() {
        return toString(null, "%10.5f").toString();
    }

    /** 
     * Returns the modified bits due to mutable operations..
     * <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(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>
     * 
     * @deprecated Function is exposed for debugging purposes only.
     * @see #DIRTY_INVERSE_MODELVIEW
     * @see #DIRTY_INVERSE_TRANSPOSED_MODELVIEW
     * @see #DIRTY_FRUSTUM
     * @see #glGetMviMatrixf()
     * @see #glGetMvitMatrixf()
     * @see #glGetPMvMviMatrixf()
     * @see #glGetPMvMvitMatrixf()
     * @see #glGetFrustum()
     */
    public final int getDirtyBits() {
        return dirtyBits;
    }

    /** 
     * Returns the request bit mask, which uses bit values equal to the dirty mask.
     * <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> 
     *
     * @deprecated Function is exposed for debugging purposes only.
     * @see #clearAllUpdateRequests()
     * @see #DIRTY_INVERSE_MODELVIEW
     * @see #DIRTY_INVERSE_TRANSPOSED_MODELVIEW
     * @see #DIRTY_FRUSTUM
     * @see #glGetMviMatrixf()
     * @see #glGetMvitMatrixf()
     * @see #glGetPMvMviMatrixf()
     * @see #glGetPMvMvitMatrixf()
     * @see #glGetFrustum()
     */
    public final int getRequestMask() {
        return requestMask;
    }
    
    
    /**
     * Clears all {@link #update()} requests of the Mvi and Mvit matrix and Frustum
     * after it has been enabled by one of the {@link #glGetMviMatrixf() Mvi get}, {@link #glGetMvitMatrixf() Mvit get} 
     * or {@link #glGetFrustum() Frustum get} methods.
     * <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(boolean clearModBits) {
        boolean mod = 0 != modifiedBits;
        if(clearModBits) {
            modifiedBits = 0;
        }
        
        if( 0 != ( dirtyBits & ( DIRTY_FRUSTUM & requestMask ) ) ) {
            if( null == frustum ) {
                frustum = new Frustum();
                mulMVP = new float[16];
            }
            FloatUtil.multMatrixf(matrixMv, matrixP, mulMVP, 0);
            frustum.update(mulMVP, 0);
            dirtyBits &= ~DIRTY_FRUSTUM;
            mod = true;
        }
        
        if( 0 == ( dirtyBits & requestMask ) ) {
            return mod; // nothing more requested which may have been dirty
        }

        if(nioBackupArraySupported>=0) {
            try {
                nioBackupArraySupported = 1;
                return setMviMvitNIOBackupArray() || mod;
            } catch(UnsupportedOperationException uoe) {
                nioBackupArraySupported = -1;
            }
        }
        return setMviMvitNIODirectAccess() || mod;
    }
    
    //
    // private 
    //
    private int nioBackupArraySupported = 0; // -1 not supported, 0 - TBD, 1 - supported
    private final String msgCantComputeInverse = "Invalid source Mv matrix, can't compute inverse";

    private final boolean setMviMvitNIOBackupArray() {
        final float[] _matrixMvi = matrixMvi.array();
        final int _matrixMviOffset = matrixMvi.position();
        boolean res = false;
        if( 0 != ( dirtyBits & DIRTY_INVERSE_MODELVIEW ) ) { // only if dirt; always requested at this point, see update()
            if(!projectFloat.gluInvertMatrixf(matrixMv.array(), matrixMv.position(), _matrixMvi, _matrixMviOffset)) {
                throw new GLException(msgCantComputeInverse);
            }
            dirtyBits &= ~DIRTY_INVERSE_MODELVIEW;
            res = true;
        }
        if( 0 != ( requestMask & ( dirtyBits & DIRTY_INVERSE_TRANSPOSED_MODELVIEW ) ) ) { // only if requested & dirty
            // transpose matrix 
            final float[] _matrixMvit = matrixMvit.array();
            final int _matrixMvitOffset = matrixMvit.position();
            for (int i = 0; i < 4; i++) {
                for (int j = 0; j < 4; j++) {
                    _matrixMvit[_matrixMvitOffset+j+i*4] = _matrixMvi[_matrixMviOffset+i+j*4];
                }
            }
            dirtyBits &= ~DIRTY_INVERSE_TRANSPOSED_MODELVIEW;
            res = true;
        }
        return res;
    }
    
    private final boolean setMviMvitNIODirectAccess() {
        boolean res = false;
        if( 0 != ( dirtyBits & DIRTY_INVERSE_MODELVIEW ) ) { // only if dirt; always requested at this point, see update()
            if(!projectFloat.gluInvertMatrixf(matrixMv, matrixMvi)) {
                throw new GLException(msgCantComputeInverse);
            }
            dirtyBits &= ~DIRTY_INVERSE_MODELVIEW;
            res = true;
        }
        if( 0 != ( requestMask & ( dirtyBits & DIRTY_INVERSE_TRANSPOSED_MODELVIEW ) ) ) { // only if requested & dirty
            // transpose matrix 
            for (int i = 0; i < 4; i++) {
                for (int j = 0; j < 4; j++) {
                    matrixMvit.put(j+i*4, matrixMvi.get(i+j*4));
                }
            }
            dirtyBits &= ~DIRTY_INVERSE_TRANSPOSED_MODELVIEW;
            res = true;
        }
        return res;
    }

    protected final float[] matrixBufferArray;
    protected final boolean usesBackingArray;
    protected Buffer matrixBuffer;
    protected FloatBuffer matrixIdent, matrixPMvMvit, matrixPMvMvi, matrixPMv, matrixP, matrixTex, matrixMv, matrixMvi, matrixMvit;
    protected float[] matrixMult, matrixTrans, matrixRot, matrixScale, matrixOrtho, matrixFrustum, vec3f;
    protected List<float[]> matrixTStack, matrixPStack, matrixMvStack;
    protected int matrixMode = GL_MODELVIEW;
    protected int modifiedBits = MODIFIED_ALL;
    protected int dirtyBits = DIRTY_ALL; // contains the dirty bits, i.e. hinting for update operation
    protected int requestMask = 0; // may contain the requested dirty bits: DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW
    protected ProjectFloat projectFloat;
    protected float[] mulMVP; // premultiplied PMV
    protected Frustum frustum;
}