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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.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.opengl.FloatUtil;
import com.jogamp.common.nio.Buffers;
public class PMVMatrix implements GLMatrixFunc {
protected final float[] matrixBufferArray;
/**
* 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();
setDirty();
update();
}
public final boolean usesBackingArray() { return usesBackingArray; }
public 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;
}
}
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;
}
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);
}
}
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;
}
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);
}
}
public void setDirty() {
modified = DIRTY_MODELVIEW | DIRTY_PROJECTION | DIRTY_TEXTURE ;
matrixMode = GL_MODELVIEW;
}
public int getDirtyBits() {
return modified;
}
public boolean isDirty(final int matrixName) {
boolean res;
switch(matrixName) {
case GL_MODELVIEW:
res = (modified&DIRTY_MODELVIEW)!=0 ;
break;
case GL_PROJECTION:
res = (modified&DIRTY_PROJECTION)!=0 ;
break;
case GL.GL_TEXTURE:
res = (modified&DIRTY_TEXTURE)!=0 ;
break;
default:
throw new GLException("unsupported matrixName: "+matrixName);
}
return res;
}
public boolean isDirty() {
return modified!=0;
}
/**
* Update the derived Mvi, Mvit and Pmv matrices
* in case Mv or P has changed.
*
* @return
*/
public boolean update() {
if(0==modified) return false;
final int res = modified;
if( (res&DIRTY_MODELVIEW)!=0 ) {
setMviMvit();
}
modified=0;
return res!=0;
}
public final int glGetMatrixMode() {
return matrixMode;
}
public final FloatBuffer glGetTMatrixf() {
return matrixTex;
}
public final FloatBuffer glGetPMatrixf() {
return matrixP;
}
public final FloatBuffer glGetMvMatrixf() {
return matrixMv;
}
public final FloatBuffer glGetPMvMviMatrixf() {
usesMviMvit |= 1;
return matrixPMvMvi;
}
public final FloatBuffer glGetPMvMatrixf() {
return matrixPMv;
}
public final FloatBuffer glGetMviMatrixf() {
usesMviMvit |= 1;
return matrixMvi;
}
public final FloatBuffer glGetPMvMvitMatrixf() {
usesMviMvit |= 1 | 2;
return matrixPMvMvit;
}
public final FloatBuffer glGetMvitMatrixf() {
usesMviMvit |= 1 | 2;
return matrixMvit;
}
/*
* @return the current matrix
*/
public final FloatBuffer glGetMatrixf() {
return glGetMatrixf(matrixMode);
}
/**
* @param matrixName GL_MODELVIEW, GL_PROJECTION or GL.GL_TEXTURE
* @return the given matrix
*/
public final FloatBuffer glGetMatrixf(final int matrixName) {
if(matrixName==GL_MODELVIEW) {
return matrixMv;
} else if(matrixName==GL_PROJECTION) {
return matrixP;
} else if(matrixName==GL.GL_TEXTURE) {
return matrixTex;
} else {
throw new GLException("unsupported matrixName: "+matrixName);
}
}
//
// MatrixIf
//
public 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;
}
public void glGetFloatv(int matrixGetName, FloatBuffer params) {
int pos = params.position();
if(matrixGetName==GL_MATRIX_MODE) {
params.put((float)matrixMode);
} else {
FloatBuffer matrix = glGetMatrixf(matrixGetName2MatrixModeName(matrixGetName));
params.put(matrix); // matrix -> params
matrix.reset();
}
params.position(pos);
}
public void glGetFloatv(int matrixGetName, float[] params, int params_offset) {
if(matrixGetName==GL_MATRIX_MODE) {
params[params_offset]=(float)matrixMode;
} else {
FloatBuffer matrix = glGetMatrixf(matrixGetName2MatrixModeName(matrixGetName));
matrix.get(params, params_offset, 16); // matrix -> params
matrix.reset();
}
}
public 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);
}
public 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);
}
}
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();
modified |= DIRTY_MODELVIEW ;
} else if(matrixMode==GL_PROJECTION) {
matrixP.put(values, offset, len);
matrixP.reset();
modified |= DIRTY_PROJECTION ;
} else if(matrixMode==GL.GL_TEXTURE) {
matrixTex.put(values, offset, len);
matrixTex.reset();
modified |= DIRTY_TEXTURE ;
}
}
public final void glLoadMatrixf(java.nio.FloatBuffer m) {
int spos = m.position();
if(matrixMode==GL_MODELVIEW) {
matrixMv.put(m);
matrixMv.reset();
modified |= DIRTY_MODELVIEW ;
} else if(matrixMode==GL_PROJECTION) {
matrixP.put(m);
matrixP.reset();
modified |= DIRTY_PROJECTION ;
} else if(matrixMode==GL.GL_TEXTURE) {
matrixTex.put(m);
matrixTex.reset();
modified |= DIRTY_TEXTURE ;
}
m.position(spos);
}
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);
}
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);
}
}
public final void glLoadIdentity() {
if(matrixMode==GL_MODELVIEW) {
matrixMv.put(matrixIdent);
matrixMv.reset();
modified |= DIRTY_MODELVIEW ;
} else if(matrixMode==GL_PROJECTION) {
matrixP.put(matrixIdent);
matrixP.reset();
modified |= DIRTY_PROJECTION ;
} else if(matrixMode==GL.GL_TEXTURE) {
matrixTex.put(matrixIdent);
matrixTex.reset();
modified |= DIRTY_TEXTURE ;
}
matrixIdent.reset();
}
public final void glMultMatrixf(final FloatBuffer m) {
if(matrixMode==GL_MODELVIEW) {
FloatUtil.multMatrixf(matrixMv, m, matrixMv);
modified |= DIRTY_MODELVIEW ;
} else if(matrixMode==GL_PROJECTION) {
FloatUtil.multMatrixf(matrixP, m, matrixP);
modified |= DIRTY_PROJECTION ;
} else if(matrixMode==GL.GL_TEXTURE) {
FloatUtil.multMatrixf(matrixTex, m, matrixTex);
modified |= DIRTY_TEXTURE ;
}
}
public void glMultMatrixf(float[] m, int m_offset) {
if(matrixMode==GL_MODELVIEW) {
FloatUtil.multMatrixf(matrixMv, m, m_offset, matrixMv);
modified |= DIRTY_MODELVIEW ;
} else if(matrixMode==GL_PROJECTION) {
FloatUtil.multMatrixf(matrixP, m, m_offset, matrixP);
modified |= DIRTY_PROJECTION ;
} else if(matrixMode==GL.GL_TEXTURE) {
FloatUtil.multMatrixf(matrixTex, m, m_offset, matrixTex);
modified |= DIRTY_TEXTURE ;
}
}
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);
}
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);
}
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);
}
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);
}
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);
}
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);
}
public 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);
}
/**
* Uses this instance {@link #glGetMvMatrixf()} and {@link #glGetPMatrixf()}
*
* @param objx
* @param objy
* @param objz
* @param viewport
* @param viewport_offset
* @param win_pos
* @param win_pos_offset
* @return
*/
public 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);
}
}
/**
* Uses this instance {@link #glGetMvMatrixf()} and {@link #glGetPMatrixf()}
*
* @param winx
* @param winy
* @param winz
* @param viewport
* @param viewport_offset
* @param obj_pos
* @param obj_pos_offset
* @return
*/
public 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 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);
}
//
// 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 void setMviMvit() {
if( 0 != (usesMviMvit & 1) ) {
if(nioBackupArraySupported>=0) {
try {
setMviMvitNIOBackupArray();
nioBackupArraySupported = 1;
return;
} catch(UnsupportedOperationException uoe) {
nioBackupArraySupported = -1;
}
}
setMviMvitNIODirectAccess();
}
}
private final void setMviMvitNIOBackupArray() {
final float[] _matrixMvi = matrixMvi.array();
final int _matrixMviOffset = matrixMvi.position();
if(!projectFloat.gluInvertMatrixf(matrixMv.array(), matrixMv.position(), _matrixMvi, _matrixMviOffset)) {
throw new GLException(msgCantComputeInverse);
}
if( 0 != (usesMviMvit & 2) ) {
// 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];
}
}
}
}
private final void setMviMvitNIODirectAccess() {
if(!projectFloat.gluInvertMatrixf(matrixMv, matrixMvi)) {
throw new GLException(msgCantComputeInverse);
}
if( 0 != (usesMviMvit & 2) ) {
// 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));
}
}
}
}
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 modified = 0;
protected int usesMviMvit = 0; // 0 - none, 1 - Mvi, 2 - Mvit, 3 - MviMvit (ofc no Mvit w/o Mvi!)
protected ProjectFloat projectFloat;
public static final int DIRTY_MODELVIEW = 1 << 0;
public static final int DIRTY_PROJECTION = 1 << 1;
public static final int DIRTY_TEXTURE = 1 << 2;
}
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