optimizations

This commit is contained in:
Ioannis Tsakpinis 2004-03-04 00:36:39 +00:00
parent 7da8d7d01d
commit 10b03d418f
2 changed files with 204 additions and 217 deletions

View File

@ -1,108 +1,112 @@
package org.lwjgl.opengl.glu;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import org.lwjgl.opengl.GL11;
/**
* Project.java
*
*
* <p/>
* <p/>
* Created 11-jan-2004
*
* @author Erik Duijs
*/
public class Project extends Util implements GLUConstants {
private static FloatBuffer matrix = createFloatBuffer(16);
private static FloatBuffer finalMatrix = createFloatBuffer(16);
private static final float[] IDENTITY_MATRIX = new float[] {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
private static final FloatBuffer matrix = BufferUtils.createFloatBuffer(16);
private static final FloatBuffer finalMatrix = BufferUtils.createFloatBuffer(16);
private static final float[][] tempMatrix = new float[4][4];
private static final float[] in = new float[4];
private static final float[] out = new float[4];
private static final float[] forward = new float[3];
private static final float[] side = new float[3];
private static final float[] up = new float[3];
/**
* Make matrix an identity matrix
*/
private static void __gluMakeIdentityf(FloatBuffer m) {
m.put(0 + 4 * 0, 1);
m.put(0 + 4 * 1, 0);
m.put(0 + 4 * 2, 0);
m.put(0 + 4 * 3, 0);
m.put(1 + 4 * 0, 0);
m.put(1 + 4 * 1, 1);
m.put(1 + 4 * 2, 0);
m.put(1 + 4 * 3, 0);
m.put(2 + 4 * 0, 0);
m.put(2 + 4 * 1, 0);
m.put(2 + 4 * 2, 1);
m.put(2 + 4 * 3, 0);
m.put(3 + 4 * 0, 0);
m.put(3 + 4 * 1, 0);
m.put(3 + 4 * 2, 0);
m.put(3 + 4 * 3, 1);
int oldPos = m.position();
m.put(IDENTITY_MATRIX);
m.position(oldPos);
}
/**
* Method __gluMultMatrixVecf
*
* @param finalMatrix
* @param in
* @param out
*/
private static void __gluMultMatrixVecf(FloatBuffer finalMatrix, float[] in, float[] out) {
for (int i=0; i<4; i++) {
out[i] =
in[0] * finalMatrix.get(0*4+i) +
in[1] * finalMatrix.get(1*4+i) +
in[2] * finalMatrix.get(2*4+i) +
in[3] * finalMatrix.get(3*4+i);
for ( int i = 0; i < 4; i++ ) {
out[i] = in[0] * finalMatrix.get((0 * 4) + i)
+ in[1] * finalMatrix.get((1 * 4) + i)
+ in[2] * finalMatrix.get((2 * 4) + i)
+ in[3] * finalMatrix.get((3 * 4) + i);
}
}
/**
* @param src
* @param inverse
*
* @return
*/
private static boolean __gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) {
int i, j, k, swap;
float t;
float[][] temp = new float[4][4];
float[][] temp = Project.tempMatrix;
for (i=0; i<4; i++) {
for (j=0; j<4; j++) {
temp[i][j] = src.get(i*4+j);
for ( i = 0; i < 4; i++ ) {
for ( j = 0; j < 4; j++ ) {
temp[i][j] = src.get((i << 2) + j);
}
}
__gluMakeIdentityf(inverse);
for (i = 0; i < 4; i++) {
for ( i = 0; i < 4; i++ ) {
/*
** Look for largest element in column
*/
swap = i;
for (j = i + 1; j < 4; j++) {
for ( j = i + 1; j < 4; j++ ) {
/*if (fabs(temp[j][i]) > fabs(temp[i][i])) {
swap = j;
}*/
if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) {
if ( Math.abs(temp[j][i]) > Math.abs(temp[i][i]) ) {
swap = j;
}
}
if (swap != i) {
if ( swap != i ) {
/*
** Swap rows.
*/
for (k = 0; k < 4; k++) {
for ( k = 0; k < 4; k++ ) {
t = temp[i][k];
temp[i][k] = temp[swap][k];
temp[swap][k] = t;
t = inverse.get(i*4+k);
inverse.put(i*4+k, inverse.get(swap*4+k));
inverse.put(swap*4+k,t);
t = inverse.get((i << 2) + k);
inverse.put((i << 2) + k, inverse.get((swap << 2) + k));
inverse.put((swap << 2) + k, t);
}
}
if (temp[i][i] == 0) {
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.
@ -111,16 +115,16 @@ public class Project extends Util implements GLUConstants {
}
t = temp[i][i];
for (k = 0; k < 4; k++) {
for ( k = 0; k < 4; k++ ) {
temp[i][k] /= t;
inverse.put(i*4+k, inverse.get(i*4+k) / t);
inverse.put((i << 2) + k, inverse.get((i << 2) + k) / t);
}
for (j = 0; j < 4; j++) {
if (j != i) {
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.put(j*4+k, inverse.get(j*4+k) - inverse.get(i*4+k)*t);
for ( k = 0; k < 4; k++ ) {
temp[j][k] -= temp[i][k] * t;
inverse.put((j << 2) + k, inverse.get((j << 2) + k) - inverse.get((i << 2) + k) * t);
}
}
}
@ -134,20 +138,20 @@ public class Project extends Util implements GLUConstants {
* @param r
*/
private static void __gluMultMatricesf(FloatBuffer a, FloatBuffer b, FloatBuffer r) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
r.put(i*4+j,
a.get(i*4+0)*b.get(0*4+j) +
a.get(i*4+1)*b.get(1*4+j) +
a.get(i*4+2)*b.get(2*4+j) +
a.get(i*4+3)*b.get(3*4+j));
for ( int i = 0; i < 4; i++ ) {
for ( int j = 0; j < 4; j++ ) {
r.put((i << 2) + j,
a.get((i << 2) + 0) * b.get((0 * 4) + j) +
a.get((i << 2) + 1) * b.get((1 * 4) + j) +
a.get((i << 2) + 2) * b.get((2 * 4) + j) +
a.get((i << 2) + 3) * b.get((3 * 4) + j));
}
}
}
/**
* Method gluPerspective.
*
* @param fovy
* @param aspect
* @param zNear
@ -158,17 +162,19 @@ public class Project extends Util implements GLUConstants {
float radians = fovy / 2 * PI / 180;
deltaZ = zFar - zNear;
sine = (float) Math.sin(radians);
if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
sine = (float)Math.sin(radians);
if ( (deltaZ == 0) || (sine == 0) || (aspect == 0) ) {
return;
}
cotangent = (float) Math.cos(radians) / sine;
cotangent = (float)Math.cos(radians) / sine;
__gluMakeIdentityf(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 + 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);
@ -178,6 +184,7 @@ public class Project extends Util implements GLUConstants {
/**
* Method gluLookAt
*
* @param eyex
* @param eyey
* @param eyez
@ -188,20 +195,12 @@ public class Project extends Util implements GLUConstants {
* @param upy
* @param upz
*/
public static void gluLookAt(
float eyex,
float eyey,
float eyez,
float centerx,
float centery,
float centerz,
float upx,
float upy,
float upz) {
float[] forward = new float[3];
float[] side = new float[3];
float[] up = new float[3];
public static void gluLookAt(float eyex, float eyey, float eyez,
float centerx, float centery, float centerz,
float upx, float upy, float upz) {
float[] forward = Project.forward;
float[] side = Project.side;
float[] up = Project.up;
forward[0] = centerx - eyex;
forward[1] = centery - eyey;
@ -239,6 +238,7 @@ public class Project extends Util implements GLUConstants {
/**
* Method gluProject
*
* @param objx
* @param objy
* @param objz
@ -246,40 +246,40 @@ public class Project extends Util implements GLUConstants {
* @param projMatrix
* @param viewport
* @param win_pos
*
* @return
*/
public static boolean gluProject(float objx, float objy, float objz,
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer win_pos)
{
float[] in = new float[4];
float[] out = new float[4];
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer win_pos) {
float[] in = Project.in;
float[] out = Project.out;
in[0] = objx;
in[1] = objy;
in[2] = objz;
in[3] = 1.0f;
in[0]=objx;
in[1]=objy;
in[2]=objz;
in[3]=1.0f;
__gluMultMatrixVecf(modelMatrix, in, out);
__gluMultMatrixVecf(projMatrix, out, in);
if (in[3] == 0.0) return false;
in[0] /= in[3];
in[1] /= in[3];
in[2] /= in[3];
// Map x, y and z to range 0-1
in[0] = in[0] * 0.5f + 0.5f;
in[1] = in[1] * 0.5f + 0.5f;
in[2] = in[2] * 0.5f + 0.5f;
// Map x,y to viewport
in[0] = in[0] * viewport.get(2) + viewport.get(0);
in[1] = in[1] * viewport.get(3) + viewport.get(1);
if ( in[3] == 0.0 )
return false;
in[3] = (1.0f / in[3]) * 0.5f;
// 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;
int pos = win_pos.position();
win_pos.put(pos++, in[0]);
win_pos.put(pos++, in[1]);
// Map x,y to viewport
win_pos.put(pos++, in[0] * viewport.get(2) + viewport.get(0));
win_pos.put(pos++, in[1] * viewport.get(3) + viewport.get(1));
win_pos.put(pos, in[2]);
return true;
@ -287,6 +287,7 @@ public class Project extends Util implements GLUConstants {
/**
* Method gluUnproject
*
* @param winx
* @param winy
* @param winz
@ -294,24 +295,26 @@ public class Project extends Util implements GLUConstants {
* @param projMatrix
* @param viewport
* @param obj_pos
*
* @return
*/
public static boolean gluUnProject(float winx, float winy, float winz,
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer obj_pos)
{
float[] in = new float[4];
float[] out = new float[4];
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer obj_pos) {
float[] in = Project.in;
float[] out = Project.out;
__gluMultMatricesf(modelMatrix, projMatrix, finalMatrix);
if (!__gluInvertMatrixf(finalMatrix, finalMatrix)) return false;
in[0]=winx;
in[1]=winy;
in[2]=winz;
in[3]=1.0f;
if ( !__gluInvertMatrixf(finalMatrix, finalMatrix) )
return false;
in[0] = winx;
in[1] = winy;
in[2] = winz;
in[3] = 1.0f;
// Map x and y from window coordinates
in[0] = (in[0] - viewport.get(0)) / viewport.get(2);
@ -323,43 +326,39 @@ public class Project extends Util implements GLUConstants {
in[2] = in[2] * 2 - 1;
__gluMultMatrixVecf(finalMatrix, in, out);
if (out[3] == 0.0) return false;
out[0] /= out[3];
out[1] /= out[3];
out[2] /= out[3];
if ( out[3] == 0.0 )
return false;
out[3] = 1.0f / out[3];
int pos = obj_pos.position();
obj_pos.put(pos++, out[0]);
obj_pos.put(pos++, out[1]);
obj_pos.put(pos, out[2]);
obj_pos.put(pos++, out[0] * out[3]);
obj_pos.put(pos++, out[1] * out[3]);
obj_pos.put(pos, out[2] * out[3]);
return true;
}
/**
* Method gluPickMatrix
*
* @param x
* @param y
* @param deltax
* @param deltay
* @param deltaX
* @param deltaY
* @param viewport
*/
public static void gluPickMatrix(
float x,
float y,
float deltax,
float deltay,
IntBuffer viewport) {
if (deltax <= 0 || deltay <= 0) {
public static void gluPickMatrix(float x, float y, float deltaX, float deltaY, IntBuffer viewport) {
if ( deltaX <= 0 || deltaY <= 0 ) {
return;
}
/* Translate and scale the picked region to the entire window */
GL11.glTranslatef(
(viewport.get(2) - 2 * (x - viewport.get(0))) / deltax,
(viewport.get(3) - 2 * (y - viewport.get(1))) / deltay,
0);
GL11.glScalef(viewport.get(2) / deltax, viewport.get(3) / deltay, 1.0f);
GL11.glTranslatef((viewport.get(2) - 2 * (x - viewport.get(0))) / deltaX,
(viewport.get(3) - 2 * (y - viewport.get(1))) / deltaY,
0);
GL11.glScalef(viewport.get(2) / deltaX, viewport.get(3) / deltaY, 1.0f);
}
}

View File

@ -1,29 +1,32 @@
package org.lwjgl.opengl.glu;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import java.nio.IntBuffer;
/**
* Util.java
*
*
* <p/>
* <p/>
* 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 = createIntBuffer(256);
/**
* 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) {
@ -32,25 +35,30 @@ public class Util {
/**
* 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)
r = (float)Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
if ( r == 0.0 )
return v;
v[0] /= r;
v[1] /= r;
v[2] /= r;
r = 1.0f / r;
v[0] *= r;
v[1] *= r;
v[2] *= r;
return v;
}
/**
* Calculate cross-product
*
* @param v1
* @param v2
* @param result
@ -63,28 +71,30 @@ public class Util {
/**
* Method compPerPix.
*
* @param format
*
* @return int
*/
protected static int compPerPix(int format) {
/* Determine number of components per pixel */
switch (format) {
case GL11.GL_COLOR_INDEX :
case GL11.GL_STENCIL_INDEX :
case GL11.GL_DEPTH_COMPONENT :
case GL11.GL_RED :
case GL11.GL_GREEN :
case GL11.GL_BLUE :
case GL11.GL_ALPHA :
case GL11.GL_LUMINANCE :
switch ( format ) {
case GL11.GL_COLOR_INDEX:
case GL11.GL_STENCIL_INDEX:
case GL11.GL_DEPTH_COMPONENT:
case GL11.GL_RED:
case GL11.GL_GREEN:
case GL11.GL_BLUE:
case GL11.GL_ALPHA:
case GL11.GL_LUMINANCE:
return 1;
case GL11.GL_LUMINANCE_ALPHA :
case GL11.GL_LUMINANCE_ALPHA:
return 2;
case GL11.GL_RGB :
case GL12.GL_BGR :
case GL11.GL_RGB:
case GL12.GL_BGR:
return 3;
case GL11.GL_RGBA :
case GL12.GL_BGRA :
case GL11.GL_RGBA:
case GL12.GL_BGRA:
return 4;
default :
return -1;
@ -93,11 +103,11 @@ public class Util {
/**
* Method nearestPower.
*
* Compute the nearest power of 2 number. This algorithm is a little
* strange, but it works quite well.
* <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) {
@ -106,14 +116,14 @@ public class Util {
i = 1;
/* Error! */
if (value == 0)
if ( value == 0 )
return -1;
for (;;) {
if (value == 1) {
for ( ; ; ) {
if ( value == 1 ) {
return i;
} else if (value == 3) {
return i * 4;
} else if ( value == 3 ) {
return i << 2;
}
value >>= 1;
i <<= 1;
@ -122,62 +132,64 @@ public class Util {
/**
* Method bytesPerPixel.
*
* @param format
* @param type
*
* @return int
*/
protected static int bytesPerPixel(int format, int type) {
int n, m;
switch (format) {
case GL11.GL_COLOR_INDEX :
case GL11.GL_STENCIL_INDEX :
case GL11.GL_DEPTH_COMPONENT :
case GL11.GL_RED :
case GL11.GL_GREEN :
case GL11.GL_BLUE :
case GL11.GL_ALPHA :
case GL11.GL_LUMINANCE :
switch ( format ) {
case GL11.GL_COLOR_INDEX:
case GL11.GL_STENCIL_INDEX:
case GL11.GL_DEPTH_COMPONENT:
case GL11.GL_RED:
case GL11.GL_GREEN:
case GL11.GL_BLUE:
case GL11.GL_ALPHA:
case GL11.GL_LUMINANCE:
n = 1;
break;
case GL11.GL_LUMINANCE_ALPHA :
case GL11.GL_LUMINANCE_ALPHA:
n = 2;
break;
case GL11.GL_RGB :
case GL12.GL_BGR :
case GL11.GL_RGB:
case GL12.GL_BGR:
n = 3;
break;
case GL11.GL_RGBA :
case GL12.GL_BGRA :
case GL11.GL_RGBA:
case GL12.GL_BGRA:
n = 4;
break;
default :
n = 0;
}
switch (type) {
case GL11.GL_UNSIGNED_BYTE :
switch ( type ) {
case GL11.GL_UNSIGNED_BYTE:
m = 1;
break;
case GL11.GL_BYTE :
case GL11.GL_BYTE:
m = 1;
break;
case GL11.GL_BITMAP :
case GL11.GL_BITMAP:
m = 1;
break;
case GL11.GL_UNSIGNED_SHORT :
case GL11.GL_UNSIGNED_SHORT:
m = 2;
break;
case GL11.GL_SHORT :
case GL11.GL_SHORT:
m = 2;
break;
case GL11.GL_UNSIGNED_INT :
case GL11.GL_UNSIGNED_INT:
m = 4;
break;
case GL11.GL_INT :
case GL11.GL_INT:
m = 4;
break;
case GL11.GL_FLOAT :
case GL11.GL_FLOAT:
m = 4;
break;
default :
@ -188,34 +200,10 @@ public class Util {
}
/**
* Create a FloatBuffer of specified size.
* @param size
* @return FloatBuffer
*/
protected static FloatBuffer createFloatBuffer(int size) {
ByteBuffer temp = ByteBuffer.allocateDirect(4 * size);
temp.order(ByteOrder.nativeOrder());
return temp.asFloatBuffer();
}
/**
* Create IntBuffer of specified size.
* @param size
* @return IntBuffer
*/
protected static IntBuffer createIntBuffer(int size) {
ByteBuffer temp = ByteBuffer.allocateDirect(4 * size);
temp.order(ByteOrder.nativeOrder());
return temp.asIntBuffer();
}
/**
* Convenience method for returning an int,
* rather than getting it out of a buffer yourself.
* 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) {