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Lighweight Java Game Library
/*
* Copyright (c) 2002-2008 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.
*/
package org.lwjgl.util.glu;
import java.nio.IntBuffer;
import org.lwjgl.BufferUtils;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL12.*;
/**
* Util.java
*
*
* Created 7-jan-2004
*
* @author Erik Duijs
*/
public class Util {
/**
* temp IntBuffer of one for getting an int from some GL functions
*/
private static IntBuffer scratch = BufferUtils.createIntBuffer(16);
/**
* 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);
}
/**
* Normalize vector
*
* @param v
*
* @return float[]
*/
protected static float[] normalize(float[] v) {
float r;
r = (float)Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
if ( r == 0.0 )
return v;
r = 1.0f / r;
v[0] *= r;
v[1] *= r;
v[2] *= r;
return v;
}
/**
* Calculate cross-product
*
* @param v1
* @param v2
* @param result
*/
protected static void cross(float[] v1, float[] v2, float[] 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 compPerPix.
*
* @param format
*
* @return int
*/
protected static int compPerPix(int format) {
/* Determine number of components per pixel */
switch ( format ) {
case GL_COLOR_INDEX:
case GL_STENCIL_INDEX:
case GL_DEPTH_COMPONENT:
case GL_RED:
case GL_GREEN:
case GL_BLUE:
case GL_ALPHA:
case GL_LUMINANCE:
return 1;
case GL_LUMINANCE_ALPHA:
return 2;
case GL_RGB:
case GL_BGR:
return 3;
case GL_RGBA:
case GL_BGRA:
return 4;
default :
return -1;
}
}
/**
* Method nearestPower.
*
* 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_COLOR_INDEX:
case GL_STENCIL_INDEX:
case GL_DEPTH_COMPONENT:
case GL_RED:
case GL_GREEN:
case GL_BLUE:
case GL_ALPHA:
case GL_LUMINANCE:
n = 1;
break;
case GL_LUMINANCE_ALPHA:
n = 2;
break;
case GL_RGB:
case GL_BGR:
n = 3;
break;
case GL_RGBA:
case GL_BGRA:
n = 4;
break;
default :
n = 0;
}
switch ( type ) {
case GL_UNSIGNED_BYTE:
m = 1;
break;
case GL_BYTE:
m = 1;
break;
case GL_BITMAP:
m = 1;
break;
case GL_UNSIGNED_SHORT:
m = 2;
break;
case GL_SHORT:
m = 2;
break;
case GL_UNSIGNED_INT:
m = 4;
break;
case GL_INT:
m = 4;
break;
case 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 static int glGetIntegerv(int what) {
scratch.rewind();
glGetInteger(what, scratch);
return scratch.get();
}
}