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-rwxr-xr-xsrc/net/java/games/jogl/GLUquadric.java8
-rwxr-xr-xsrc/net/java/games/jogl/impl/GLUquadricImpl.java1049
-rwxr-xr-xsrc/net/java/games/jogl/impl/Project.java592
-rwxr-xr-xsrc/net/java/games/jogl/impl/Util.java242
4 files changed, 1891 insertions, 0 deletions
diff --git a/src/net/java/games/jogl/GLUquadric.java b/src/net/java/games/jogl/GLUquadric.java
new file mode 100755
index 000000000..3aeccc166
--- /dev/null
+++ b/src/net/java/games/jogl/GLUquadric.java
@@ -0,0 +1,8 @@
+package net.java.games.jogl;
+
+/**
+ * Wrapper for a GLU quadric object.
+ */
+
+public interface GLUquadric {
+}
diff --git a/src/net/java/games/jogl/impl/GLUquadricImpl.java b/src/net/java/games/jogl/impl/GLUquadricImpl.java
new file mode 100755
index 000000000..cca415cc4
--- /dev/null
+++ b/src/net/java/games/jogl/impl/GLUquadricImpl.java
@@ -0,0 +1,1049 @@
+/*
+** License Applicability. Except to the extent portions of this file are
+** made subject to an alternative license as permitted in the SGI Free
+** Software License B, Version 1.1 (the "License"), the contents of this
+** file are subject only to the provisions of the License. You may not use
+** this file except in compliance with the License. You may obtain a copy
+** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
+** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
+**
+** http://oss.sgi.com/projects/FreeB
+**
+** Note that, as provided in the License, the Software is distributed on an
+** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
+** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
+** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
+** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
+**
+** Original Code. The Original Code is: OpenGL Sample Implementation,
+** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
+** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
+** Copyright in any portions created by third parties is as indicated
+** elsewhere herein. All Rights Reserved.
+**
+** Additional Notice Provisions: The application programming interfaces
+** established by SGI in conjunction with the Original Code are The
+** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
+** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
+** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
+** Window System(R) (Version 1.3), released October 19, 1998. This software
+** was created using the OpenGL(R) version 1.2.1 Sample Implementation
+** published by SGI, but has not been independently verified as being
+** compliant with the OpenGL(R) version 1.2.1 Specification.
+**
+** $Date$ $Revision$
+** $Header$
+*/
+
+/*
+ * Copyright (c) 2002-2004 LWJGL Project
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'LWJGL' nor the names of
+ * its contributors may be used to endorse or promote products derived
+ * from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+/*
+ * Copyright (c) 2003 Sun Microsystems, Inc. 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
+ * MIDROSYSTEMS, 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.
+ *
+ * You acknowledge that this software is not designed or intended for use
+ * in the design, construction, operation or maintenance of any nuclear
+ * facility.
+ */
+
+package net.java.games.jogl.impl;
+
+import net.java.games.jogl.*;
+
+/**
+ * GLUquadricImpl.java
+ *
+ *
+ * Created 22-dec-2003 (originally Quadric.java)
+ * @author Erik Duijs
+ * @author Kenneth Russell
+ */
+
+class GLUquadricImpl implements GLUquadric {
+ private int drawStyle;
+ private int orientation;
+ private boolean textureFlag;
+ private int normals;
+
+ GLUquadricImpl() {
+ drawStyle = GLU.GLU_FILL;
+ orientation = GLU.GLU_OUTSIDE;
+ textureFlag = false;
+ normals = GLU.GLU_SMOOTH;
+ }
+
+ /**
+ * specifies the draw style for quadrics.
+ *
+ * The legal values are as follows:
+ *
+ * GLU.FILL: Quadrics are rendered with polygon primitives. The polygons
+ * are drawn in a counterclockwise fashion with respect to
+ * their normals (as defined with glu.quadricOrientation).
+ *
+ * GLU.LINE: Quadrics are rendered as a set of lines.
+ *
+ * GLU.SILHOUETTE: Quadrics are rendered as a set of lines, except that edges
+ * separating coplanar faces will not be drawn.
+ *
+ * GLU.POINT: Quadrics are rendered as a set of points.
+ *
+ * @param drawStyle The drawStyle to set
+ */
+ void setDrawStyle(int drawStyle) {
+ this.drawStyle = drawStyle;
+ }
+
+ /**
+ * specifies what kind of normals are desired for quadrics.
+ * The legal values are as follows:
+ *
+ * GLU.NONE: No normals are generated.
+ *
+ * GLU.FLAT: One normal is generated for every facet of a quadric.
+ *
+ * GLU.SMOOTH: One normal is generated for every vertex of a quadric. This
+ * is the default.
+ *
+ * @param normals The normals to set
+ */
+ void setNormals(int normals) {
+ this.normals = normals;
+ }
+
+ /**
+ * specifies what kind of orientation is desired for.
+ * The orientation values are as follows:
+ *
+ * GLU.OUTSIDE: Quadrics are drawn with normals pointing outward.
+ *
+ * GLU.INSIDE: Normals point inward. The default is GLU.OUTSIDE.
+ *
+ * Note that the interpretation of outward and inward depends on the quadric
+ * being drawn.
+ *
+ * @param orientation The orientation to set
+ */
+ void setOrientation(int orientation) {
+ this.orientation = orientation;
+ }
+
+ /**
+ * specifies if texture coordinates should be generated for
+ * quadrics rendered with qobj. If the value of textureCoords is true,
+ * then texture coordinates are generated, and if textureCoords is false,
+ * they are not.. The default is false.
+ *
+ * The manner in which texture coordinates are generated depends upon the
+ * specific quadric rendered.
+ *
+ * @param textureFlag The textureFlag to set
+ */
+ void setTextureFlag(boolean textureFlag) {
+ this.textureFlag = textureFlag;
+ }
+
+ /**
+ * Returns the drawStyle.
+ * @return int
+ */
+ int getDrawStyle() {
+ return drawStyle;
+ }
+
+ /**
+ * Returns the normals.
+ * @return int
+ */
+ int getNormals() {
+ return normals;
+ }
+
+ /**
+ * Returns the orientation.
+ * @return int
+ */
+ int getOrientation() {
+ return orientation;
+ }
+
+ /**
+ * Returns the textureFlag.
+ * @return boolean
+ */
+ boolean getTextureFlag() {
+ return textureFlag;
+ }
+
+ /**
+ * draws a cylinder oriented along the z axis. The base of the
+ * cylinder is placed at z = 0, and the top at z=height. Like a sphere, a
+ * cylinder is subdivided around the z axis into slices, and along the z axis
+ * into stacks.
+ *
+ * Note that if topRadius is set to zero, then this routine will generate a
+ * cone.
+ *
+ * If the orientation is set to GLU.OUTSIDE (with glu.quadricOrientation), then
+ * any generated normals point away from the z axis. Otherwise, they point
+ * toward the z axis.
+ *
+ * If texturing is turned on (with glu.quadricTexture), then texture
+ * coordinates are generated so that t ranges linearly from 0.0 at z = 0 to
+ * 1.0 at z = height, and s ranges from 0.0 at the +y axis, to 0.25 at the +x
+ * axis, to 0.5 at the -y axis, to 0.75 at the -x axis, and back to 1.0 at the
+ * +y axis.
+ *
+ * @param baseRadius Specifies the radius of the cylinder at z = 0.
+ * @param topRadius Specifies the radius of the cylinder at z = height.
+ * @param height Specifies the height of the cylinder.
+ * @param slices Specifies the number of subdivisions around the z axis.
+ * @param stacks Specifies the number of subdivisions along the z axis.
+ */
+ void drawCylinder(GL gl, float baseRadius, float topRadius, float height, int slices, int stacks) {
+
+ float da, r, dr, dz;
+ float x, y, z, nz, nsign;
+ int i, j;
+
+ if (orientation == GLU.GLU_INSIDE) {
+ nsign = -1.0f;
+ } else {
+ nsign = 1.0f;
+ }
+
+ da = 2.0f * PI / slices;
+ dr = (topRadius - baseRadius) / stacks;
+ dz = height / stacks;
+ nz = (baseRadius - topRadius) / height;
+ // Z component of normal vectors
+
+ if (drawStyle == GLU.GLU_POINT) {
+ gl.glBegin(GL.GL_POINTS);
+ for (i = 0; i < slices; i++) {
+ x = cos((i * da));
+ y = sin((i * da));
+ normal3f(gl, x * nsign, y * nsign, nz * nsign);
+
+ z = 0.0f;
+ r = baseRadius;
+ for (j = 0; j <= stacks; j++) {
+ gl.glVertex3f((x * r), (y * r), z);
+ z += dz;
+ r += dr;
+ }
+ }
+ gl.glEnd();
+ } else if (drawStyle == GLU.GLU_LINE || drawStyle == GLU.GLU_SILHOUETTE) {
+ // Draw rings
+ if (drawStyle == GLU.GLU_LINE) {
+ z = 0.0f;
+ r = baseRadius;
+ for (j = 0; j <= stacks; j++) {
+ gl.glBegin(GL.GL_LINE_LOOP);
+ for (i = 0; i < slices; i++) {
+ x = cos((i * da));
+ y = sin((i * da));
+ normal3f(gl, x * nsign, y * nsign, nz * nsign);
+ gl.glVertex3f((x * r), (y * r), z);
+ }
+ gl.glEnd();
+ z += dz;
+ r += dr;
+ }
+ } else {
+ // draw one ring at each end
+ if (baseRadius != 0.0) {
+ gl.glBegin(GL.GL_LINE_LOOP);
+ for (i = 0; i < slices; i++) {
+ x = cos((i * da));
+ y = sin((i * da));
+ normal3f(gl, x * nsign, y * nsign, nz * nsign);
+ gl.glVertex3f((x * baseRadius), (y * baseRadius), 0.0f);
+ }
+ gl.glEnd();
+ gl.glBegin(GL.GL_LINE_LOOP);
+ for (i = 0; i < slices; i++) {
+ x = cos((i * da));
+ y = sin((i * da));
+ normal3f(gl, x * nsign, y * nsign, nz * nsign);
+ gl.glVertex3f((x * topRadius), (y * topRadius), height);
+ }
+ gl.glEnd();
+ }
+ }
+ // draw length lines
+ gl.glBegin(GL.GL_LINES);
+ for (i = 0; i < slices; i++) {
+ x = cos((i * da));
+ y = sin((i * da));
+ normal3f(gl, x * nsign, y * nsign, nz * nsign);
+ gl.glVertex3f((x * baseRadius), (y * baseRadius), 0.0f);
+ gl.glVertex3f((x * topRadius), (y * topRadius), (height));
+ }
+ gl.glEnd();
+ } else if (drawStyle == GLU.GLU_FILL) {
+ float ds = 1.0f / slices;
+ float dt = 1.0f / stacks;
+ float t = 0.0f;
+ z = 0.0f;
+ r = baseRadius;
+ for (j = 0; j < stacks; j++) {
+ float s = 0.0f;
+ gl.glBegin(GL.GL_QUAD_STRIP);
+ for (i = 0; i <= slices; i++) {
+ if (i == slices) {
+ x = sin(0.0f);
+ y = cos(0.0f);
+ } else {
+ x = sin((i * da));
+ y = cos((i * da));
+ }
+ if (nsign == 1.0f) {
+ normal3f(gl, (x * nsign), (y * nsign), (nz * nsign));
+ TXTR_COORD(gl, s, t);
+ gl.glVertex3f((x * r), (y * r), z);
+ normal3f(gl, (x * nsign), (y * nsign), (nz * nsign));
+ TXTR_COORD(gl, s, t + dt);
+ gl.glVertex3f((x * (r + dr)), (y * (r + dr)), (z + dz));
+ } else {
+ normal3f(gl, x * nsign, y * nsign, nz * nsign);
+ TXTR_COORD(gl, s, t);
+ gl.glVertex3f((x * r), (y * r), z);
+ normal3f(gl, x * nsign, y * nsign, nz * nsign);
+ TXTR_COORD(gl, s, t + dt);
+ gl.glVertex3f((x * (r + dr)), (y * (r + dr)), (z + dz));
+ }
+ s += ds;
+ } // for slices
+ gl.glEnd();
+ r += dr;
+ t += dt;
+ z += dz;
+ } // for stacks
+ }
+ }
+
+ /**
+ * renders a disk on the z = 0 plane. The disk has a radius of
+ * outerRadius, and contains a concentric circular hole with a radius of
+ * innerRadius. If innerRadius is 0, then no hole is generated. The disk is
+ * subdivided around the z axis into slices (like pizza slices), and also
+ * about the z axis into rings (as specified by slices and loops,
+ * respectively).
+ *
+ * With respect to orientation, the +z side of the disk is considered to be
+ * "outside" (see glu.quadricOrientation). This means that if the orientation
+ * is set to GLU.OUTSIDE, then any normals generated point along the +z axis.
+ * Otherwise, they point along the -z axis.
+ *
+ * If texturing is turned on (with glu.quadricTexture), texture coordinates are
+ * generated linearly such that where r=outerRadius, the value at (r, 0, 0) is
+ * (1, 0.5), at (0, r, 0) it is (0.5, 1), at (-r, 0, 0) it is (0, 0.5), and at
+ * (0, -r, 0) it is (0.5, 0).
+ */
+ public void drawDisk(GL gl, float innerRadius, float outerRadius, int slices, int loops)
+ {
+ float da, dr;
+
+ /* Normal vectors */
+ if (normals != GLU.GLU_NONE) {
+ if (orientation == GLU.GLU_OUTSIDE) {
+ gl.glNormal3f(0.0f, 0.0f, +1.0f);
+ }
+ else {
+ gl.glNormal3f(0.0f, 0.0f, -1.0f);
+ }
+ }
+
+ da = 2.0f * PI / slices;
+ dr = (outerRadius - innerRadius) / loops;
+
+ switch (drawStyle) {
+ case GLU.GLU_FILL:
+ {
+ /* texture of a gluDisk is a cut out of the texture unit square
+ * x, y in [-outerRadius, +outerRadius]; s, t in [0, 1]
+ * (linear mapping)
+ */
+ float dtc = 2.0f * outerRadius;
+ float sa, ca;
+ float r1 = innerRadius;
+ int l;
+ for (l = 0; l < loops; l++) {
+ float r2 = r1 + dr;
+ if (orientation == GLU.GLU_OUTSIDE) {
+ int s;
+ gl.glBegin(gl.GL_QUAD_STRIP);
+ for (s = 0; s <= slices; s++) {
+ float a;
+ if (s == slices)
+ a = 0.0f;
+ else
+ a = s * da;
+ sa = sin(a);
+ ca = cos(a);
+ TXTR_COORD(gl, 0.5f + sa * r2 / dtc, 0.5f + ca * r2 / dtc);
+ gl.glVertex2f(r2 * sa, r2 * ca);
+ TXTR_COORD(gl, 0.5f + sa * r1 / dtc, 0.5f + ca * r1 / dtc);
+ gl.glVertex2f(r1 * sa, r1 * ca);
+ }
+ gl.glEnd();
+ }
+ else {
+ int s;
+ gl.glBegin(GL.GL_QUAD_STRIP);
+ for (s = slices; s >= 0; s--) {
+ float a;
+ if (s == slices)
+ a = 0.0f;
+ else
+ a = s * da;
+ sa = sin(a);
+ ca = cos(a);
+ TXTR_COORD(gl, 0.5f - sa * r2 / dtc, 0.5f + ca * r2 / dtc);
+ gl.glVertex2f(r2 * sa, r2 * ca);
+ TXTR_COORD(gl, 0.5f - sa * r1 / dtc, 0.5f + ca * r1 / dtc);
+ gl.glVertex2f(r1 * sa, r1 * ca);
+ }
+ gl.glEnd();
+ }
+ r1 = r2;
+ }
+ break;
+ }
+ case GLU.GLU_LINE:
+ {
+ int l, s;
+ /* draw loops */
+ for (l = 0; l <= loops; l++) {
+ float r = innerRadius + l * dr;
+ gl.glBegin(GL.GL_LINE_LOOP);
+ for (s = 0; s < slices; s++) {
+ float a = s * da;
+ gl.glVertex2f(r * sin(a), r * cos(a));
+ }
+ gl.glEnd();
+ }
+ /* draw spokes */
+ for (s = 0; s < slices; s++) {
+ float a = s * da;
+ float x = sin(a);
+ float y = cos(a);
+ gl.glBegin(GL.GL_LINE_STRIP);
+ for (l = 0; l <= loops; l++) {
+ float r = innerRadius + l * dr;
+ gl.glVertex2f(r * x, r * y);
+ }
+ gl.glEnd();
+ }
+ break;
+ }
+ case GLU.GLU_POINT:
+ {
+ int s;
+ gl.glBegin(GL.GL_POINTS);
+ for (s = 0; s < slices; s++) {
+ float a = s * da;
+ float x = sin(a);
+ float y = cos(a);
+ int l;
+ for (l = 0; l <= loops; l++) {
+ float r = innerRadius * l * dr;
+ gl.glVertex2f(r * x, r * y);
+ }
+ }
+ gl.glEnd();
+ break;
+ }
+ case GLU.GLU_SILHOUETTE:
+ {
+ if (innerRadius != 0.0) {
+ float a;
+ gl.glBegin(GL.GL_LINE_LOOP);
+ for (a = 0.0f; a < 2.0 * PI; a += da) {
+ float x = innerRadius * sin(a);
+ float y = innerRadius * cos(a);
+ gl.glVertex2f(x, y);
+ }
+ gl.glEnd();
+ }
+ {
+ float a;
+ gl.glBegin(GL.GL_LINE_LOOP);
+ for (a = 0; a < 2.0f * PI; a += da) {
+ float x = outerRadius * sin(a);
+ float y = outerRadius * cos(a);
+ gl.glVertex2f(x, y);
+ }
+ gl.glEnd();
+ }
+ break;
+ }
+ default:
+ return;
+ }
+ }
+
+ /**
+ * renders a partial disk on the z=0 plane. A partial disk is similar to a
+ * full disk, except that only the subset of the disk from startAngle
+ * through startAngle + sweepAngle is included (where 0 degrees is along
+ * the +y axis, 90 degrees along the +x axis, 180 along the -y axis, and
+ * 270 along the -x axis).
+ *
+ * The partial disk has a radius of outerRadius, and contains a concentric
+ * circular hole with a radius of innerRadius. If innerRadius is zero, then
+ * no hole is generated. The partial disk is subdivided around the z axis
+ * into slices (like pizza slices), and also about the z axis into rings
+ * (as specified by slices and loops, respectively).
+ *
+ * With respect to orientation, the +z side of the partial disk is
+ * considered to be outside (see gluQuadricOrientation). This means that if
+ * the orientation is set to GLU.GLU_OUTSIDE, then any normals generated point
+ * along the +z axis. Otherwise, they point along the -z axis.
+ *
+ * If texturing is turned on (with gluQuadricTexture), texture coordinates
+ * are generated linearly such that where r=outerRadius, the value at (r, 0, 0)
+ * is (1, 0.5), at (0, r, 0) it is (0.5, 1), at (-r, 0, 0) it is (0, 0.5),
+ * and at (0, -r, 0) it is (0.5, 0).
+ */
+ public void drawPartialDisk(GL gl,
+ float innerRadius,
+ float outerRadius,
+ int slices,
+ int loops,
+ float startAngle,
+ float sweepAngle) {
+ int i, j, max;
+ float[] sinCache = new float[CACHE_SIZE];
+ float[] cosCache = new float[CACHE_SIZE];
+ float angle;
+ float x, y;
+ float sintemp, costemp;
+ float deltaRadius;
+ float radiusLow, radiusHigh;
+ float texLow = 0, texHigh = 0;
+ float angleOffset;
+ int slices2;
+ int finish;
+
+ if (slices >= CACHE_SIZE)
+ slices = CACHE_SIZE - 1;
+ if (slices < 2
+ || loops < 1
+ || outerRadius <= 0.0f
+ || innerRadius < 0.0f
+ || innerRadius > outerRadius) {
+ //gluQuadricError(qobj, GLU.GLU_INVALID_VALUE);
+ System.err.println("PartialDisk: GLU_INVALID_VALUE");
+ return;
+ }
+
+ if (sweepAngle < -360.0f)
+ sweepAngle = 360.0f;
+ if (sweepAngle > 360.0f)
+ sweepAngle = 360.0f;
+ if (sweepAngle < 0) {
+ startAngle += sweepAngle;
+ sweepAngle = -sweepAngle;
+ }
+
+ if (sweepAngle == 360.0f) {
+ slices2 = slices;
+ } else {
+ slices2 = slices + 1;
+ }
+
+ /* Compute length (needed for normal calculations) */
+ deltaRadius = outerRadius - innerRadius;
+
+ /* Cache is the vertex locations cache */
+
+ angleOffset = startAngle / 180.0f * PI;
+ for (i = 0; i <= slices; i++) {
+ angle = angleOffset + ((PI * sweepAngle) / 180.0f) * i / slices;
+ sinCache[i] = sin(angle);
+ cosCache[i] = cos(angle);
+ }
+
+ if (sweepAngle == 360.0f) {
+ sinCache[slices] = sinCache[0];
+ cosCache[slices] = cosCache[0];
+ }
+
+ switch (normals) {
+ case GLU.GLU_FLAT :
+ case GLU.GLU_SMOOTH :
+ if (orientation == GLU.GLU_OUTSIDE) {
+ gl.glNormal3f(0.0f, 0.0f, 1.0f);
+ } else {
+ gl.glNormal3f(0.0f, 0.0f, -1.0f);
+ }
+ break;
+ default :
+ case GLU.GLU_NONE :
+ break;
+ }
+
+ switch (drawStyle) {
+ case GLU.GLU_FILL :
+ if (innerRadius == .0f) {
+ finish = loops - 1;
+ /* Triangle strip for inner polygons */
+ gl.glBegin(GL.GL_TRIANGLE_FAN);
+ if (textureFlag) {
+ gl.glTexCoord2f(0.5f, 0.5f);
+ }
+ gl.glVertex3f(0.0f, 0.0f, 0.0f);
+ radiusLow = outerRadius - deltaRadius * ((float) (loops - 1) / loops);
+ if (textureFlag) {
+ texLow = radiusLow / outerRadius / 2;
+ }
+
+ if (orientation == GLU.GLU_OUTSIDE) {
+ for (i = slices; i >= 0; i--) {
+ if (textureFlag) {
+ gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
+ texLow * cosCache[i] + 0.5f);
+ }
+ gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
+ }
+ } else {
+ for (i = 0; i <= slices; i++) {
+ if (textureFlag) {
+ gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
+ texLow * cosCache[i] + 0.5f);
+ }
+ gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
+ }
+ }
+ gl.glEnd();
+ } else {
+ finish = loops;
+ }
+ for (j = 0; j < finish; j++) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+ radiusHigh = outerRadius - deltaRadius * ((float) (j + 1) / loops);
+ if (textureFlag) {
+ texLow = radiusLow / outerRadius / 2;
+ texHigh = radiusHigh / outerRadius / 2;
+ }
+
+ gl.glBegin(GL.GL_QUAD_STRIP);
+ for (i = 0; i <= slices; i++) {
+ if (orientation == GLU.GLU_OUTSIDE) {
+ if (textureFlag) {
+ gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
+ texLow * cosCache[i] + 0.5f);
+ }
+ gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
+
+ if (textureFlag) {
+ gl.glTexCoord2f(texHigh * sinCache[i] + 0.5f,
+ texHigh * cosCache[i] + 0.5f);
+ }
+ gl.glVertex3f(radiusHigh * sinCache[i],
+ radiusHigh * cosCache[i],
+ 0.0f);
+ } else {
+ if (textureFlag) {
+ gl.glTexCoord2f(texHigh * sinCache[i] + 0.5f,
+ texHigh * cosCache[i] + 0.5f);
+ }
+ gl.glVertex3f(radiusHigh * sinCache[i],
+ radiusHigh * cosCache[i],
+ 0.0f);
+
+ if (textureFlag) {
+ gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
+ texLow * cosCache[i] + 0.5f);
+ }
+ gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
+ }
+ }
+ gl.glEnd();
+ }
+ break;
+ case GLU.GLU_POINT :
+ gl.glBegin(GL.GL_POINTS);
+ for (i = 0; i < slices2; i++) {
+ sintemp = sinCache[i];
+ costemp = cosCache[i];
+ for (j = 0; j <= loops; j++) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+
+ if (textureFlag) {
+ texLow = radiusLow / outerRadius / 2;
+
+ gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
+ texLow * cosCache[i] + 0.5f);
+ }
+ gl.glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0f);
+ }
+ }
+ gl.glEnd();
+ break;
+ case GLU.GLU_LINE :
+ if (innerRadius == outerRadius) {
+ gl.glBegin(GL.GL_LINE_STRIP);
+
+ for (i = 0; i <= slices; i++) {
+ if (textureFlag) {
+ gl.glTexCoord2f(sinCache[i] / 2 + 0.5f, cosCache[i] / 2 + 0.5f);
+ }
+ gl.glVertex3f(innerRadius * sinCache[i], innerRadius * cosCache[i], 0.0f);
+ }
+ gl.glEnd();
+ break;
+ }
+ for (j = 0; j <= loops; j++) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+ if (textureFlag) {
+ texLow = radiusLow / outerRadius / 2;
+ }
+
+ gl.glBegin(GL.GL_LINE_STRIP);
+ for (i = 0; i <= slices; i++) {
+ if (textureFlag) {
+ gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
+ texLow * cosCache[i] + 0.5f);
+ }
+ gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
+ }
+ gl.glEnd();
+ }
+ for (i = 0; i < slices2; i++) {
+ sintemp = sinCache[i];
+ costemp = cosCache[i];
+ gl.glBegin(GL.GL_LINE_STRIP);
+ for (j = 0; j <= loops; j++) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+ if (textureFlag) {
+ texLow = radiusLow / outerRadius / 2;
+ }
+
+ if (textureFlag) {
+ gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
+ texLow * cosCache[i] + 0.5f);
+ }
+ gl.glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0f);
+ }
+ gl.glEnd();
+ }
+ break;
+ case GLU.GLU_SILHOUETTE :
+ if (sweepAngle < 360.0f) {
+ for (i = 0; i <= slices; i += slices) {
+ sintemp = sinCache[i];
+ costemp = cosCache[i];
+ gl.glBegin(GL.GL_LINE_STRIP);
+ for (j = 0; j <= loops; j++) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+
+ if (textureFlag) {
+ texLow = radiusLow / outerRadius / 2;
+ gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
+ texLow * cosCache[i] + 0.5f);
+ }
+ gl.glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0f);
+ }
+ gl.glEnd();
+ }
+ }
+ for (j = 0; j <= loops; j += loops) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+ if (textureFlag) {
+ texLow = radiusLow / outerRadius / 2;
+ }
+
+ gl.glBegin(GL.GL_LINE_STRIP);
+ for (i = 0; i <= slices; i++) {
+ if (textureFlag) {
+ gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
+ texLow * cosCache[i] + 0.5f);
+ }
+ gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
+ }
+ gl.glEnd();
+ if (innerRadius == outerRadius)
+ break;
+ }
+ break;
+ default :
+ break;
+ }
+ }
+
+ /**
+ * draws a sphere of the given radius centered around the origin.
+ * The sphere is subdivided around the z axis into slices and along the z axis
+ * into stacks (similar to lines of longitude and latitude).
+ *
+ * If the orientation is set to GLU.OUTSIDE (with glu.quadricOrientation), then
+ * any normals generated point away from the center of the sphere. Otherwise,
+ * they point toward the center of the sphere.
+
+ * If texturing is turned on (with glu.quadricTexture), then texture
+ * coordinates are generated so that t ranges from 0.0 at z=-radius to 1.0 at
+ * z=radius (t increases linearly along longitudinal lines), and s ranges from
+ * 0.0 at the +y axis, to 0.25 at the +x axis, to 0.5 at the -y axis, to 0.75
+ * at the -x axis, and back to 1.0 at the +y axis.
+ */
+ public void drawSphere(GL gl, float radius, int slices, int stacks) {
+ // TODO
+
+ float rho, drho, theta, dtheta;
+ float x, y, z;
+ float s, t, ds, dt;
+ int i, j, imin, imax;
+ boolean normals;
+ float nsign;
+
+ normals = (this.normals != GLU.GLU_NONE);
+
+ if (orientation == GLU.GLU_INSIDE) {
+ nsign = -1.0f;
+ } else {
+ nsign = 1.0f;
+ }
+
+ drho = PI / stacks;
+ dtheta = 2.0f * PI / slices;
+
+ if (drawStyle == GLU.GLU_FILL) {
+ if (textureFlag) {
+ // draw +Z end as a triangle fan
+ gl.glBegin(GL.GL_TRIANGLE_FAN);
+ gl.glNormal3f(0.0f, 0.0f, 1.0f);
+ gl.glVertex3f(0.0f, 0.0f, nsign * radius);
+ for (j = 0; j <= slices; j++) {
+ theta = (j == slices) ? 0.0f : j * dtheta;
+ x = -sin(theta) * sin(drho);
+ y = cos(theta) * sin(drho);
+ z = nsign * cos(drho);
+ if (normals) {
+ gl.glNormal3f(x * nsign, y * nsign, z * nsign);
+ }
+ gl.glVertex3f(x * radius, y * radius, z * radius);
+ }
+ gl.glEnd();
+ }
+
+ ds = 1.0f / slices;
+ dt = 1.0f / stacks;
+ t = 1.0f; // because loop now runs from 0
+ if (textureFlag) {
+ imin = 0;
+ imax = stacks;
+ } else {
+ imin = 1;
+ imax = stacks - 1;
+ }
+
+ // draw intermediate stacks as quad strips
+ for (i = imin; i < imax; i++) {
+ rho = i * drho;
+ gl.glBegin(GL.GL_QUAD_STRIP);
+ s = 0.0f;
+ for (j = 0; j <= slices; j++) {
+ theta = (j == slices) ? 0.0f : j * dtheta;
+ x = -sin(theta) * sin(rho);
+ y = cos(theta) * sin(rho);
+ z = nsign * cos(rho);
+ if (normals) {
+ gl.glNormal3f(x * nsign, y * nsign, z * nsign);
+ }
+ TXTR_COORD(gl, s, t);
+ gl.glVertex3f(x * radius, y * radius, z * radius);
+ x = -sin(theta) * sin(rho + drho);
+ y = cos(theta) * sin(rho + drho);
+ z = nsign * cos(rho + drho);
+ if (normals) {
+ gl.glNormal3f(x * nsign, y * nsign, z * nsign);
+ }
+ TXTR_COORD(gl, s, t - dt);
+ s += ds;
+ gl.glVertex3f(x * radius, y * radius, z * radius);
+ }
+ gl.glEnd();
+ t -= dt;
+ }
+
+ if (!textureFlag) {
+ // draw -Z end as a triangle fan
+ gl.glBegin(GL.GL_TRIANGLE_FAN);
+ gl.glNormal3f(0.0f, 0.0f, -1.0f);
+ gl.glVertex3f(0.0f, 0.0f, -radius * nsign);
+ rho = PI - drho;
+ s = 1.0f;
+ for (j = slices; j >= 0; j--) {
+ theta = (j == slices) ? 0.0f : j * dtheta;
+ x = -sin(theta) * sin(rho);
+ y = cos(theta) * sin(rho);
+ z = nsign * cos(rho);
+ if (normals)
+ gl.glNormal3f(x * nsign, y * nsign, z * nsign);
+ s -= ds;
+ gl.glVertex3f(x * radius, y * radius, z * radius);
+ }
+ gl.glEnd();
+ }
+ } else if (
+ drawStyle == GLU.GLU_LINE
+ || drawStyle == GLU.GLU_SILHOUETTE) {
+ // draw stack lines
+ for (i = 1;
+ i < stacks;
+ i++) { // stack line at i==stacks-1 was missing here
+ rho = i * drho;
+ gl.glBegin(GL.GL_LINE_LOOP);
+ for (j = 0; j < slices; j++) {
+ theta = j * dtheta;
+ x = cos(theta) * sin(rho);
+ y = sin(theta) * sin(rho);
+ z = cos(rho);
+ if (normals)
+ gl.glNormal3f(x * nsign, y * nsign, z * nsign);
+ gl.glVertex3f(x * radius, y * radius, z * radius);
+ }
+ gl.glEnd();
+ }
+ // draw slice lines
+ for (j = 0; j < slices; j++) {
+ theta = j * dtheta;
+ gl.glBegin(GL.GL_LINE_STRIP);
+ for (i = 0; i <= stacks; i++) {
+ rho = i * drho;
+ x = cos(theta) * sin(rho);
+ y = sin(theta) * sin(rho);
+ z = cos(rho);
+ if (normals)
+ gl.glNormal3f(x * nsign, y * nsign, z * nsign);
+ gl.glVertex3f(x * radius, y * radius, z * radius);
+ }
+ gl.glEnd();
+ }
+ } else if (drawStyle == GLU.GLU_POINT) {
+ // top and bottom-most points
+ gl.glBegin(GL.GL_POINTS);
+ if (normals)
+ gl.glNormal3f(0.0f, 0.0f, nsign);
+ gl.glVertex3f(0.0f, 0.0f, radius);
+ if (normals)
+ gl.glNormal3f(0.0f, 0.0f, -nsign);
+ gl.glVertex3f(0.0f, 0.0f, -radius);
+
+ // loop over stacks
+ for (i = 1; i < stacks - 1; i++) {
+ rho = i * drho;
+ for (j = 0; j < slices; j++) {
+ theta = j * dtheta;
+ x = cos(theta) * sin(rho);
+ y = sin(theta) * sin(rho);
+ z = cos(rho);
+ if (normals)
+ gl.glNormal3f(x * nsign, y * nsign, z * nsign);
+ gl.glVertex3f(x * radius, y * radius, z * radius);
+ }
+ }
+ gl.glEnd();
+ }
+ }
+
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+
+ private static final float PI = (float)Math.PI;
+ private static final int CACHE_SIZE = 240;
+
+ /**
+ * Call glNormal3f after scaling normal to unit length.
+ *
+ * @param x
+ * @param y
+ * @param z
+ */
+ private void normal3f(GL gl, float x, float y, float z) {
+ float mag;
+
+ mag = (float)Math.sqrt(x * x + y * y + z * z);
+ if (mag > 0.00001F) {
+ x /= mag;
+ y /= mag;
+ z /= mag;
+ }
+ gl.glNormal3f(x, y, z);
+ }
+
+ private void TXTR_COORD(GL gl, float x, float y) {
+ if (textureFlag) gl.glTexCoord2f(x,y);
+ }
+
+ private float sin(float r) {
+ return (float)Math.sin(r);
+ }
+
+ private float cos(float r) {
+ return (float)Math.cos(r);
+ }
+}
diff --git a/src/net/java/games/jogl/impl/Project.java b/src/net/java/games/jogl/impl/Project.java
new file mode 100755
index 000000000..60e8d5dad
--- /dev/null
+++ b/src/net/java/games/jogl/impl/Project.java
@@ -0,0 +1,592 @@
+/*
+** License Applicability. Except to the extent portions of this file are
+** made subject to an alternative license as permitted in the SGI Free
+** Software License B, Version 1.1 (the "License"), the contents of this
+** file are subject only to the provisions of the License. You may not use
+** this file except in compliance with the License. You may obtain a copy
+** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
+** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
+**
+** http://oss.sgi.com/projects/FreeB
+**
+** Note that, as provided in the License, the Software is distributed on an
+** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
+** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
+** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
+** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
+**
+** Original Code. The Original Code is: OpenGL Sample Implementation,
+** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
+** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
+** Copyright in any portions created by third parties is as indicated
+** elsewhere herein. All Rights Reserved.
+**
+** Additional Notice Provisions: The application programming interfaces
+** established by SGI in conjunction with the Original Code are The
+** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
+** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
+** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
+** Window System(R) (Version 1.3), released October 19, 1998. This software
+** was created using the OpenGL(R) version 1.2.1 Sample Implementation
+** published by SGI, but has not been independently verified as being
+** compliant with the OpenGL(R) version 1.2.1 Specification.
+**
+** $Date$ $Revision$
+** $Header$
+*/
+
+/*
+ * Copyright (c) 2002-2004 LWJGL Project
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'LWJGL' nor the names of
+ * its contributors may be used to endorse or promote products derived
+ * from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+/*
+ * Copyright (c) 2003 Sun Microsystems, Inc. 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
+ * MIDROSYSTEMS, 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.
+ *
+ * You acknowledge that this software is not designed or intended for use
+ * in the design, construction, operation or maintenance of any nuclear
+ * facility.
+ */
+package net.java.games.jogl.impl;
+
+import net.java.games.jogl.*;
+import net.java.games.jogl.util.*;
+
+import java.nio.DoubleBuffer;
+
+/**
+ * Project.java
+ * <p/>
+ * <p/>
+ * Created 11-jan-2004
+ *
+ * @author Erik Duijs
+ * @author Kenneth Russell
+ */
+class Project {
+ private static final double[] IDENTITY_MATRIX =
+ new double[] {
+ 1.0, 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0, 0.0,
+ 0.0, 0.0, 1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0 };
+
+ private final DoubleBuffer matrix = BufferUtils.newDoubleBuffer(16);
+ private final double[] finalMatrix = new double[16];
+
+ private final double[][] tempMatrix = new double[4][4];
+ private final double[] in = new double[4];
+ private final double[] out = new double[4];
+
+ private final double[] forward = new double[3];
+ private final double[] side = new double[3];
+ private final double[] up = new double[3];
+
+ /**
+ * Make matrix an identity matrix
+ */
+ private void __gluMakeIdentityd(DoubleBuffer m) {
+ int oldPos = m.position();
+ m.put(IDENTITY_MATRIX);
+ m.position(oldPos);
+ }
+
+ private void __gluMakeIdentityd(double[] m) {
+ for (int i = 0; i < 16; i++) {
+ m[i] = IDENTITY_MATRIX[i];
+ }
+ }
+
+ /**
+ * Method __gluMultMatrixVecd
+ *
+ * @param matrix
+ * @param in
+ * @param out
+ */
+ private void __gluMultMatrixVecd(double[] matrix, double[] in, double[] out) {
+ for (int i = 0; i < 4; i++) {
+ out[i] =
+ in[0] * matrix[0*4+i] +
+ in[1] * matrix[1*4+i] +
+ in[2] * matrix[2*4+i] +
+ in[3] * matrix[3*4+i];
+
+ }
+ }
+
+ /**
+ * @param src
+ * @param inverse
+ *
+ * @return
+ */
+ private boolean __gluInvertMatrixd(double[] src, double[] inverse) {
+ int i, j, k, swap;
+ double t;
+ double[][] temp = tempMatrix;
+
+ for (i = 0; i < 4; i++) {
+ for (j = 0; j < 4; j++) {
+ temp[i][j] = src[i*4+j];
+ }
+ }
+ __gluMakeIdentityd(inverse);
+
+ for (i = 0; i < 4; i++) {
+ /*
+ * * Look for largest element in column
+ */
+ swap = i;
+ for (j = i + 1; j < 4; j++) {
+ if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) {
+ swap = j;
+ }
+ }
+
+ if (swap != i) {
+ /*
+ * * Swap rows.
+ */
+ for (k = 0; k < 4; k++) {
+ t = temp[i][k];
+ temp[i][k] = temp[swap][k];
+ temp[swap][k] = t;
+
+ t = inverse[i*4+k];
+ inverse[i*4+k] = inverse[swap*4+k];
+ inverse[swap*4+k] = t;
+ }
+ }
+
+ if (temp[i][i] == 0) {
+ /*
+ * No non-zero pivot. The matrix is singular, which shouldn't
+ * happen. This means the user gave us a bad matrix.
+ */
+ return false;
+ }
+
+ t = temp[i][i];
+ for (k = 0; k < 4; k++) {
+ temp[i][k] /= t;
+ inverse[i*4+k] /= t;
+ }
+ for (j = 0; j < 4; j++) {
+ if (j != i) {
+ t = temp[j][i];
+ for (k = 0; k < 4; k++) {
+ temp[j][k] -= temp[i][k] * t;
+ inverse[j*4+k] -= inverse[i*4+k]*t;
+ }
+ }
+ }
+ }
+ return true;
+ }
+
+ /**
+ * @param a
+ * @param b
+ * @param r
+ */
+ private void __gluMultMatricesd(double[] a, double[] b, double[] r) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ r[i*4+j] =
+ a[i*4+0]*b[0*4+j] +
+ a[i*4+1]*b[1*4+j] +
+ a[i*4+2]*b[2*4+j] +
+ a[i*4+3]*b[3*4+j];
+ }
+ }
+ }
+
+ /**
+ * Normalize vector
+ *
+ * @param v
+ */
+ private static void normalize(double[] v) {
+ double r;
+
+ r = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
+ if ( r == 0.0 )
+ return;
+
+ r = 1.0 / r;
+
+ v[0] *= r;
+ v[1] *= r;
+ v[2] *= r;
+
+ return;
+ }
+
+ /**
+ * Calculate cross-product
+ *
+ * @param v1
+ * @param v2
+ * @param result
+ */
+ private static void cross(double[] v1, double[] v2, double[] result) {
+ result[0] = v1[1] * v2[2] - v1[2] * v2[1];
+ result[1] = v1[2] * v2[0] - v1[0] * v2[2];
+ result[2] = v1[0] * v2[1] - v1[1] * v2[0];
+ }
+
+ /**
+ * Method gluOrtho2D.
+ *
+ * @param left
+ * @param right
+ * @param bottom
+ * @param top
+ */
+ public void gluOrtho2D(GL gl, double left, double right, double bottom, double top) {
+ gl.glOrtho(left, right, bottom, top, -1, 1);
+ }
+
+ /**
+ * Method gluPerspective.
+ *
+ * @param fovy
+ * @param aspect
+ * @param zNear
+ * @param zFar
+ */
+ public void gluPerspective(GL gl, double fovy, double aspect, double zNear, double zFar) {
+ double sine, cotangent, deltaZ;
+ double radians = fovy / 2 * Math.PI / 180;
+
+ deltaZ = zFar - zNear;
+ sine = Math.sin(radians);
+
+ if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
+ return;
+ }
+
+ cotangent = Math.cos(radians) / sine;
+
+ __gluMakeIdentityd(matrix);
+
+ matrix.put(0 * 4 + 0, cotangent / aspect);
+ matrix.put(1 * 4 + 1, cotangent);
+ matrix.put(2 * 4 + 2, - (zFar + zNear) / deltaZ);
+ matrix.put(2 * 4 + 3, -1);
+ matrix.put(3 * 4 + 2, -2 * zNear * zFar / deltaZ);
+ matrix.put(3 * 4 + 3, 0);
+
+ gl.glMultMatrixd(matrix);
+ }
+
+ /**
+ * Method gluLookAt
+ *
+ * @param eyex
+ * @param eyey
+ * @param eyez
+ * @param centerx
+ * @param centery
+ * @param centerz
+ * @param upx
+ * @param upy
+ * @param upz
+ */
+ public void gluLookAt(GL gl,
+ double eyex,
+ double eyey,
+ double eyez,
+ double centerx,
+ double centery,
+ double centerz,
+ double upx,
+ double upy,
+ double upz) {
+ double[] forward = this.forward;
+ double[] side = this.side;
+ double[] up = this.up;
+
+ forward[0] = centerx - eyex;
+ forward[1] = centery - eyey;
+ forward[2] = centerz - eyez;
+
+ up[0] = upx;
+ up[1] = upy;
+ up[2] = upz;
+
+ normalize(forward);
+
+ /* Side = forward x up */
+ cross(forward, up, side);
+ normalize(side);
+
+ /* Recompute up as: up = side x forward */
+ cross(side, forward, up);
+
+ __gluMakeIdentityd(matrix);
+ matrix.put(0 * 4 + 0, side[0]);
+ matrix.put(1 * 4 + 0, side[1]);
+ matrix.put(2 * 4 + 0, side[2]);
+
+ matrix.put(0 * 4 + 1, up[0]);
+ matrix.put(1 * 4 + 1, up[1]);
+ matrix.put(2 * 4 + 1, up[2]);
+
+ matrix.put(0 * 4 + 2, -forward[0]);
+ matrix.put(1 * 4 + 2, -forward[1]);
+ matrix.put(2 * 4 + 2, -forward[2]);
+
+ gl.glMultMatrixd(matrix);
+ gl.glTranslated(-eyex, -eyey, -eyez);
+ }
+
+ /**
+ * Method gluProject
+ *
+ * @param objx
+ * @param objy
+ * @param objz
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param win_pos
+ *
+ * @return
+ */
+ public boolean gluProject(double objx,
+ double objy,
+ double objz,
+ double[] modelMatrix,
+ double[] projMatrix,
+ int[] viewport,
+ double[] win_pos) {
+
+ double[] in = this.in;
+ double[] out = this.out;
+
+ in[0] = objx;
+ in[1] = objy;
+ in[2] = objz;
+ in[3] = 1.0;
+
+ __gluMultMatrixVecd(modelMatrix, in, out);
+ __gluMultMatrixVecd(projMatrix, out, in);
+
+ if (in[3] == 0.0)
+ return false;
+
+ in[3] = (1.0 / in[3]) * 0.5;
+
+ // Map x, y and z to range 0-1
+ in[0] = in[0] * in[3] + 0.5f;
+ in[1] = in[1] * in[3] + 0.5f;
+ in[2] = in[2] * in[3] + 0.5f;
+
+ // Map x,y to viewport
+ win_pos[0] = in[0] * viewport[2] + viewport[0];
+ win_pos[1] = in[1] * viewport[3] + viewport[1];
+ win_pos[2] = in[2];
+
+ return true;
+ }
+
+ /**
+ * Method gluUnproject
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param obj_pos
+ *
+ * @return
+ */
+ public boolean gluUnProject(double winx,
+ double winy,
+ double winz,
+ double[] modelMatrix,
+ double[] projMatrix,
+ int[] viewport,
+ double[] obj_pos) {
+ double[] in = this.in;
+ double[] out = this.out;
+
+ __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
+
+ if (!__gluInvertMatrixd(finalMatrix, finalMatrix))
+ return false;
+
+ in[0] = winx;
+ in[1] = winy;
+ in[2] = winz;
+ in[3] = 1.0;
+
+ // Map x and y from window coordinates
+ in[0] = (in[0] - viewport[0]) / viewport[2];
+ in[1] = (in[1] - viewport[1]) / viewport[3];
+
+ // Map to range -1 to 1
+ in[0] = in[0] * 2 - 1;
+ in[1] = in[1] * 2 - 1;
+ in[2] = in[2] * 2 - 1;
+
+ __gluMultMatrixVecd(finalMatrix, in, out);
+
+ if (out[3] == 0.0)
+ return false;
+
+ out[3] = 1.0 / out[3];
+
+ obj_pos[0] = out[0] * out[3];
+ obj_pos[1] = out[1] * out[3];
+ obj_pos[2] = out[2] * out[3];
+
+ return true;
+ }
+
+ /**
+ * Method gluUnproject4
+ *
+ * @param winx
+ * @param winy
+ * @param winz
+ * @param clipw
+ * @param modelMatrix
+ * @param projMatrix
+ * @param viewport
+ * @param near
+ * @param far
+ * @param obj_pos
+ *
+ * @return
+ */
+ public boolean gluUnProject4(double winx,
+ double winy,
+ double winz,
+ double clipw,
+ double[] modelMatrix,
+ double[] projMatrix,
+ int[] viewport,
+ double near,
+ double far,
+ double[] obj_pos) {
+ double[] in = this.in;
+ double[] out = this.out;
+
+ __gluMultMatricesd(modelMatrix, projMatrix, finalMatrix);
+
+ if (!__gluInvertMatrixd(finalMatrix, finalMatrix))
+ return false;
+
+ in[0] = winx;
+ in[1] = winy;
+ in[2] = winz;
+ in[3] = clipw;
+
+ // Map x and y from window coordinates
+ in[0] = (in[0] - viewport[0]) / viewport[2];
+ in[1] = (in[1] - viewport[1]) / viewport[3];
+ in[2] = (in[2] - near) / (far - near);
+
+ // Map to range -1 to 1
+ in[0] = in[0] * 2 - 1;
+ in[1] = in[1] * 2 - 1;
+ in[2] = in[2] * 2 - 1;
+
+ __gluMultMatrixVecd(finalMatrix, in, out);
+
+ if (out[3] == 0.0)
+ return false;
+
+ obj_pos[0] = out[0];
+ obj_pos[1] = out[1];
+ obj_pos[2] = out[2];
+ obj_pos[3] = out[3];
+ return true;
+ }
+
+ /**
+ * Method gluPickMatrix
+ *
+ * @param x
+ * @param y
+ * @param deltaX
+ * @param deltaY
+ * @param viewport
+ */
+ public void gluPickMatrix(GL gl,
+ double x,
+ double y,
+ double deltaX,
+ double deltaY,
+ int[] viewport) {
+ if (deltaX <= 0 || deltaY <= 0) {
+ return;
+ }
+
+ /* Translate and scale the picked region to the entire window */
+ gl.glTranslated((viewport[2] - 2 * (x - viewport[0])) / deltaX,
+ (viewport[3] - 2 * (y - viewport[1])) / deltaY,
+ 0);
+ gl.glScaled(viewport[2] / deltaX, viewport[3] / deltaY, 1.0);
+ }
+}
diff --git a/src/net/java/games/jogl/impl/Util.java b/src/net/java/games/jogl/impl/Util.java
new file mode 100755
index 000000000..80a5d1232
--- /dev/null
+++ b/src/net/java/games/jogl/impl/Util.java
@@ -0,0 +1,242 @@
+/*
+ * Copyright (c) 2002-2004 LWJGL Project
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'LWJGL' nor the names of
+ * its contributors may be used to endorse or promote products derived
+ * from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+/*
+ * Copyright (c) 2003 Sun Microsystems, Inc. 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
+ * MIDROSYSTEMS, 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.
+ *
+ * You acknowledge that this software is not designed or intended for use
+ * in the design, construction, operation or maintenance of any nuclear
+ * facility.
+ */
+
+package net.java.games.jogl.impl;
+
+import java.nio.IntBuffer;
+import net.java.games.jogl.*;
+
+/**
+ * Util.java
+ * <p/>
+ * <p/>
+ * Created 7-jan-2004
+ *
+ * @author Erik Duijs
+ */
+class Util {
+
+ /**
+ * temp int[] of one for getting an int from some GL functions
+ */
+ private int[] scratch = new int[1];
+
+ /**
+ * Return ceiling of integer division
+ *
+ * @param a
+ * @param b
+ *
+ * @return int
+ */
+ protected static int ceil(int a, int b) {
+ return (a % b == 0 ? a / b : a / b + 1);
+ }
+
+ /**
+ * Method compPerPix.
+ *
+ * @param format
+ *
+ * @return int
+ */
+ protected static int compPerPix(int format) {
+ /* Determine number of components per pixel */
+ switch ( format ) {
+ case GL.GL_COLOR_INDEX:
+ case GL.GL_STENCIL_INDEX:
+ case GL.GL_DEPTH_COMPONENT:
+ case GL.GL_RED:
+ case GL.GL_GREEN:
+ case GL.GL_BLUE:
+ case GL.GL_ALPHA:
+ case GL.GL_LUMINANCE:
+ return 1;
+ case GL.GL_LUMINANCE_ALPHA:
+ return 2;
+ case GL.GL_RGB:
+ case GL.GL_BGR:
+ return 3;
+ case GL.GL_RGBA:
+ case GL.GL_BGRA:
+ return 4;
+ default :
+ return -1;
+ }
+ }
+
+ /**
+ * Method nearestPower.
+ * <p/>
+ * Compute the nearest power of 2 number. This algorithm is a little strange, but it works quite well.
+ *
+ * @param value
+ *
+ * @return int
+ */
+ protected static int nearestPower(int value) {
+ int i;
+
+ i = 1;
+
+ /* Error! */
+ if ( value == 0 )
+ return -1;
+
+ for ( ; ; ) {
+ if ( value == 1 ) {
+ return i;
+ } else if ( value == 3 ) {
+ return i << 2;
+ }
+ value >>= 1;
+ i <<= 1;
+ }
+ }
+
+ /**
+ * Method bytesPerPixel.
+ *
+ * @param format
+ * @param type
+ *
+ * @return int
+ */
+ protected static int bytesPerPixel(int format, int type) {
+ int n, m;
+
+ switch ( format ) {
+ case GL.GL_COLOR_INDEX:
+ case GL.GL_STENCIL_INDEX:
+ case GL.GL_DEPTH_COMPONENT:
+ case GL.GL_RED:
+ case GL.GL_GREEN:
+ case GL.GL_BLUE:
+ case GL.GL_ALPHA:
+ case GL.GL_LUMINANCE:
+ n = 1;
+ break;
+ case GL.GL_LUMINANCE_ALPHA:
+ n = 2;
+ break;
+ case GL.GL_RGB:
+ case GL.GL_BGR:
+ n = 3;
+ break;
+ case GL.GL_RGBA:
+ case GL.GL_BGRA:
+ n = 4;
+ break;
+ default :
+ n = 0;
+ }
+
+ switch ( type ) {
+ case GL.GL_UNSIGNED_BYTE:
+ m = 1;
+ break;
+ case GL.GL_BYTE:
+ m = 1;
+ break;
+ case GL.GL_BITMAP:
+ m = 1;
+ break;
+ case GL.GL_UNSIGNED_SHORT:
+ m = 2;
+ break;
+ case GL.GL_SHORT:
+ m = 2;
+ break;
+ case GL.GL_UNSIGNED_INT:
+ m = 4;
+ break;
+ case GL.GL_INT:
+ m = 4;
+ break;
+ case GL.GL_FLOAT:
+ m = 4;
+ break;
+ default :
+ m = 0;
+ }
+
+ return n * m;
+ }
+
+ /**
+ * Convenience method for returning an int, rather than getting it out of a buffer yourself.
+ *
+ * @param what
+ *
+ * @return int
+ */
+ protected int glGetIntegerv(GL gl, int what) {
+ gl.glGetIntegerv(what, scratch);
+ return scratch[0];
+ }
+}