com.jogamp.opengl.util.PMVMatrix Maven / Gradle / Ivy
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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
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* DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
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package com.jogamp.opengl.util;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
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.common.util.FloatStack;
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}.
*
* 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.
*
*
* All matrices are provided in column-major order,
* as specified in the OpenGL fixed function pipeline, i.e. compatibility profile.
*
*
* PMVMatrix can supplement {@link GL2ES2} applications w/ the
* lack of the described matrix functionality.
*
* Matrix storage details
*
* 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}.
*
*
* Note:
*
* - 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}.
* - Use {@link FloatBuffer#reset() reset()} to rewind it to it's start position after relative operations, like {@link FloatBuffer#get() get()}.
* - 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.
*
*
*/
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 useBackingArray = true
.
*/
public PMVMatrix() {
this(true);
}
/**
* Creates an instance of PMVMatrix.
*
* @param useBackingArray true
for non direct NIO Buffers with guaranteed backing array,
* which allows faster access in Java computation.
* false
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.
* 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 true
or false
.
*/
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);
// Start w/ zero size to save memory
matrixTStack = new FloatStack( 0, 2*16); // growSize: GL-min size (2)
matrixPStack = new FloatStack( 0, 2*16); // growSize: GL-min size (2)
matrixMvStack= new FloatStack( 0, 16*16); // growSize: half GL-min size (32)
// 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;
mulPMV = 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=null;
}
if(null!=matrixMvStack) {
matrixMvStack=null;
}
if(null!=matrixPStack) {
matrixPStack=null;
}
if(null!=matrixTStack) {
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).
*
* See matrix storage details.
*
*/
public final FloatBuffer glGetTMatrixf() {
return matrixTex;
}
/**
* Returns the {@link GLMatrixFunc#GL_PROJECTION_MATRIX projection matrix} (P).
*
* See matrix storage details.
*
*/
public final FloatBuffer glGetPMatrixf() {
return matrixP;
}
/**
* Returns the {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mv).
*
* See matrix storage details.
*
*/
public final FloatBuffer glGetMvMatrixf() {
return matrixMv;
}
/**
* Returns the inverse {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvi).
*
* Method enables the Mvi matrix update, and performs it's update w/o clearing the modified bits.
*
*
* See {@link #update()} and matrix storage details.
*
* @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).
*
* Method enables the Mvit matrix update, and performs it's update w/o clearing the modified bits.
*
*
* See {@link #update()} and matrix storage details.
*
* @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}.
*
* See matrix storage details.
*
*/
public final FloatBuffer glGetPMvMatrixf() {
return matrixPMv;
}
/**
* Returns 3 matrices within one FloatBuffer: {@link #glGetPMatrixf() P}, {@link #glGetMvMatrixf() Mv} and {@link #glGetMviMatrixf() Mvi}.
*
* Method enables the Mvi matrix update, and performs it's update w/o clearing the modified bits.
*
*
* See {@link #update()} and matrix storage details.
*
* @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}.
*
* Method enables the Mvi and Mvit matrix update, and performs it's update w/o clearing the modified bits.
*
*
* See {@link #update()} and matrix storage details.
*
* @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 {
final 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 {
final 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) {
if(matrixMode==GL_MODELVIEW) {
matrixMv.put(values, offset, 16);
matrixMv.reset();
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
matrixP.put(values, offset, 16);
matrixP.reset();
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
matrixTex.put(values, offset, 16);
matrixTex.reset();
modifiedBits |= MODIFIED_TEXTURE;
}
}
@Override
public final void glLoadMatrixf(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() {
final FloatStack stack;
if(matrixMode==GL_MODELVIEW) {
stack = matrixMvStack;
} else if(matrixMode==GL_PROJECTION) {
stack = matrixPStack;
} else if(matrixMode==GL.GL_TEXTURE) {
stack = matrixTStack;
} else {
throw new InternalError("XXX: mode "+matrixMode);
}
stack.position(stack.position() - 16);
glLoadMatrixf(stack.buffer(), stack.position());
}
@Override
public final void glPushMatrix() {
if(matrixMode==GL_MODELVIEW) {
matrixMvStack.putOnTop(matrixMv, 16);
matrixMv.reset();
} else if(matrixMode==GL_PROJECTION) {
matrixPStack.putOnTop(matrixP, 16);
matrixP.reset();
} else if(matrixMode==GL.GL_TEXTURE) {
matrixTStack.putOnTop(matrixTex, 16);
matrixTex.reset();
}
}
@Override
public final void glLoadIdentity() {
if(matrixMode==GL_MODELVIEW) {
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);
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
FloatUtil.multMatrixf(matrixP, m);
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
FloatUtil.multMatrixf(matrixTex, m);
modifiedBits |= MODIFIED_TEXTURE;
}
}
@Override
public final void glMultMatrixf(float[] m, int m_offset) {
if(matrixMode==GL_MODELVIEW) {
FloatUtil.multMatrixf(matrixMv, m, m_offset);
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
FloatUtil.multMatrixf(matrixP, m, m_offset);
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
FloatUtil.multMatrixf(matrixTex, m, m_offset);
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(), matrixMv.position(),
matrixP.array(), matrixP.position(),
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(), matrixMv.position(),
matrixP.array(), matrixP.position(),
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..
*
* 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.
*
* @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.
*
* 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.
*
*
* @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.
*
* The request bit mask is set by one of the {@link #glGetMviMatrixf() Mvi get}, {@link #glGetMvitMatrixf() Mvit get}
* or {@link #glGetFrustum() Frustum get} methods.
*
*
* @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.
*
* Allows user to disable subsequent Mvi, Mvit and {@link Frustum} updates if no more required.
*
*
* @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}
* if they are dirty and they were requested
* by one of the {@link #glGetMviMatrixf() Mvi get}, {@link #glGetMvitMatrixf() Mvit get}
* or {@link #glGetFrustum() Frustum get} methods.
*
* 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.
*
*
* 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.
*
*
* 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.
*
*
* @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();
mulPMV = new float[16];
}
FloatUtil.multMatrixf(matrixP, matrixMv, mulPMV, 0);
frustum.updateByPMV(mulPMV, 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 FloatStack 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[] mulPMV; // premultiplied PMV
protected Frustum frustum;
}