optimizations
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10b03d418f
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@ -1,108 +1,112 @@
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package org.lwjgl.opengl.glu;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.GL11;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import org.lwjgl.opengl.GL11;
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/**
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* Project.java
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*
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*
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* <p/>
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* <p/>
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* Created 11-jan-2004
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*
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* @author Erik Duijs
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*/
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public class Project extends Util implements GLUConstants {
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private static FloatBuffer matrix = createFloatBuffer(16);
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private static FloatBuffer finalMatrix = createFloatBuffer(16);
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private static final float[] IDENTITY_MATRIX = new float[] {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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private static final FloatBuffer matrix = BufferUtils.createFloatBuffer(16);
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private static final FloatBuffer finalMatrix = BufferUtils.createFloatBuffer(16);
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private static final float[][] tempMatrix = new float[4][4];
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private static final float[] in = new float[4];
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private static final float[] out = new float[4];
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private static final float[] forward = new float[3];
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private static final float[] side = new float[3];
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private static final float[] up = new float[3];
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/**
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* Make matrix an identity matrix
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*/
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private static void __gluMakeIdentityf(FloatBuffer m) {
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m.put(0 + 4 * 0, 1);
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m.put(0 + 4 * 1, 0);
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m.put(0 + 4 * 2, 0);
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m.put(0 + 4 * 3, 0);
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m.put(1 + 4 * 0, 0);
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m.put(1 + 4 * 1, 1);
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m.put(1 + 4 * 2, 0);
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m.put(1 + 4 * 3, 0);
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m.put(2 + 4 * 0, 0);
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m.put(2 + 4 * 1, 0);
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m.put(2 + 4 * 2, 1);
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m.put(2 + 4 * 3, 0);
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m.put(3 + 4 * 0, 0);
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m.put(3 + 4 * 1, 0);
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m.put(3 + 4 * 2, 0);
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m.put(3 + 4 * 3, 1);
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int oldPos = m.position();
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m.put(IDENTITY_MATRIX);
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m.position(oldPos);
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}
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/**
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* Method __gluMultMatrixVecf
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*
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* @param finalMatrix
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* @param in
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* @param out
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*/
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private static void __gluMultMatrixVecf(FloatBuffer finalMatrix, float[] in, float[] out) {
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for (int i=0; i<4; i++) {
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out[i] =
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in[0] * finalMatrix.get(0*4+i) +
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in[1] * finalMatrix.get(1*4+i) +
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in[2] * finalMatrix.get(2*4+i) +
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in[3] * finalMatrix.get(3*4+i);
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for ( int i = 0; i < 4; i++ ) {
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out[i] = in[0] * finalMatrix.get((0 * 4) + i)
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+ in[1] * finalMatrix.get((1 * 4) + i)
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+ in[2] * finalMatrix.get((2 * 4) + i)
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+ in[3] * finalMatrix.get((3 * 4) + i);
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}
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}
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/**
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* @param src
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* @param inverse
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*
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* @return
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*/
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private static boolean __gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) {
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int i, j, k, swap;
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float t;
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float[][] temp = new float[4][4];
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float[][] temp = Project.tempMatrix;
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for (i=0; i<4; i++) {
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for (j=0; j<4; j++) {
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temp[i][j] = src.get(i*4+j);
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for ( i = 0; i < 4; i++ ) {
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for ( j = 0; j < 4; j++ ) {
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temp[i][j] = src.get((i << 2) + j);
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}
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}
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__gluMakeIdentityf(inverse);
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for (i = 0; i < 4; i++) {
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for ( i = 0; i < 4; i++ ) {
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/*
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** Look for largest element in column
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*/
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swap = i;
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for (j = i + 1; j < 4; j++) {
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for ( j = i + 1; j < 4; j++ ) {
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/*if (fabs(temp[j][i]) > fabs(temp[i][i])) {
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swap = j;
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}*/
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if (Math.abs(temp[j][i]) > Math.abs(temp[i][i])) {
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if ( Math.abs(temp[j][i]) > Math.abs(temp[i][i]) ) {
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swap = j;
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}
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}
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if (swap != i) {
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if ( swap != i ) {
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/*
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** Swap rows.
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*/
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for (k = 0; k < 4; k++) {
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for ( k = 0; k < 4; k++ ) {
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t = temp[i][k];
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temp[i][k] = temp[swap][k];
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temp[swap][k] = t;
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t = inverse.get(i*4+k);
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inverse.put(i*4+k, inverse.get(swap*4+k));
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inverse.put(swap*4+k,t);
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t = inverse.get((i << 2) + k);
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inverse.put((i << 2) + k, inverse.get((swap << 2) + k));
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inverse.put((swap << 2) + k, t);
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}
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}
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if (temp[i][i] == 0) {
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if ( temp[i][i] == 0 ) {
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/*
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** No non-zero pivot. The matrix is singular, which shouldn't
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** happen. This means the user gave us a bad matrix.
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@ -111,16 +115,16 @@ public class Project extends Util implements GLUConstants {
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}
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t = temp[i][i];
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for (k = 0; k < 4; k++) {
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for ( k = 0; k < 4; k++ ) {
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temp[i][k] /= t;
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inverse.put(i*4+k, inverse.get(i*4+k) / t);
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inverse.put((i << 2) + k, inverse.get((i << 2) + k) / t);
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}
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for (j = 0; j < 4; j++) {
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if (j != i) {
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for ( j = 0; j < 4; j++ ) {
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if ( j != i ) {
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t = temp[j][i];
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for (k = 0; k < 4; k++) {
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temp[j][k] -= temp[i][k]*t;
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inverse.put(j*4+k, inverse.get(j*4+k) - inverse.get(i*4+k)*t);
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for ( k = 0; k < 4; k++ ) {
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temp[j][k] -= temp[i][k] * t;
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inverse.put((j << 2) + k, inverse.get((j << 2) + k) - inverse.get((i << 2) + k) * t);
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}
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}
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}
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* @param r
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*/
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private static void __gluMultMatricesf(FloatBuffer a, FloatBuffer b, FloatBuffer r) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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r.put(i*4+j,
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a.get(i*4+0)*b.get(0*4+j) +
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a.get(i*4+1)*b.get(1*4+j) +
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a.get(i*4+2)*b.get(2*4+j) +
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a.get(i*4+3)*b.get(3*4+j));
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for ( int i = 0; i < 4; i++ ) {
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for ( int j = 0; j < 4; j++ ) {
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r.put((i << 2) + j,
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a.get((i << 2) + 0) * b.get((0 * 4) + j) +
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a.get((i << 2) + 1) * b.get((1 * 4) + j) +
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a.get((i << 2) + 2) * b.get((2 * 4) + j) +
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a.get((i << 2) + 3) * b.get((3 * 4) + j));
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}
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}
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}
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/**
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* Method gluPerspective.
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*
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* @param fovy
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* @param aspect
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* @param zNear
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float radians = fovy / 2 * PI / 180;
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deltaZ = zFar - zNear;
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sine = (float) Math.sin(radians);
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if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
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sine = (float)Math.sin(radians);
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if ( (deltaZ == 0) || (sine == 0) || (aspect == 0) ) {
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return;
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}
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cotangent = (float) Math.cos(radians) / sine;
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cotangent = (float)Math.cos(radians) / sine;
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__gluMakeIdentityf(matrix);
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matrix.put(0 * 4 + 0, cotangent / aspect);
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matrix.put(1 * 4 + 1, cotangent);
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matrix.put(2 * 4 + 2, - (zFar + zNear) / deltaZ);
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matrix.put(2 * 4 + 2, -(zFar + zNear) / deltaZ);
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matrix.put(2 * 4 + 3, -1);
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matrix.put(3 * 4 + 2, -2 * zNear * zFar / deltaZ);
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matrix.put(3 * 4 + 3, 0);
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/**
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* Method gluLookAt
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*
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* @param eyex
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* @param eyey
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* @param eyez
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* @param upy
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* @param upz
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*/
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public static void gluLookAt(
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float eyex,
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float eyey,
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float eyez,
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float centerx,
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float centery,
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float centerz,
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float upx,
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float upy,
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float upz) {
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float[] forward = new float[3];
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float[] side = new float[3];
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float[] up = new float[3];
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public static void gluLookAt(float eyex, float eyey, float eyez,
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float centerx, float centery, float centerz,
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float upx, float upy, float upz) {
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float[] forward = Project.forward;
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float[] side = Project.side;
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float[] up = Project.up;
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forward[0] = centerx - eyex;
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forward[1] = centery - eyey;
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/**
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* Method gluProject
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*
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* @param objx
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* @param objy
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* @param objz
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* @param projMatrix
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* @param viewport
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* @param win_pos
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*
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* @return
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*/
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public static boolean gluProject(float objx, float objy, float objz,
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FloatBuffer modelMatrix,
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FloatBuffer projMatrix,
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IntBuffer viewport,
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FloatBuffer win_pos)
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{
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float[] in = new float[4];
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float[] out = new float[4];
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FloatBuffer modelMatrix,
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FloatBuffer projMatrix,
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IntBuffer viewport,
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FloatBuffer win_pos) {
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float[] in = Project.in;
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float[] out = Project.out;
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in[0] = objx;
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in[1] = objy;
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in[2] = objz;
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in[3] = 1.0f;
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in[0]=objx;
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in[1]=objy;
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in[2]=objz;
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in[3]=1.0f;
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__gluMultMatrixVecf(modelMatrix, in, out);
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__gluMultMatrixVecf(projMatrix, out, in);
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if (in[3] == 0.0) return false;
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in[0] /= in[3];
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in[1] /= in[3];
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in[2] /= in[3];
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// Map x, y and z to range 0-1
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in[0] = in[0] * 0.5f + 0.5f;
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in[1] = in[1] * 0.5f + 0.5f;
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in[2] = in[2] * 0.5f + 0.5f;
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// Map x,y to viewport
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in[0] = in[0] * viewport.get(2) + viewport.get(0);
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in[1] = in[1] * viewport.get(3) + viewport.get(1);
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if ( in[3] == 0.0 )
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return false;
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in[3] = (1.0f / in[3]) * 0.5f;
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// Map x, y and z to range 0-1
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in[0] = in[0] * in[3] + 0.5f;
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in[1] = in[1] * in[3] + 0.5f;
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in[2] = in[2] * in[3] + 0.5f;
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int pos = win_pos.position();
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win_pos.put(pos++, in[0]);
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win_pos.put(pos++, in[1]);
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// Map x,y to viewport
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win_pos.put(pos++, in[0] * viewport.get(2) + viewport.get(0));
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win_pos.put(pos++, in[1] * viewport.get(3) + viewport.get(1));
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win_pos.put(pos, in[2]);
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return true;
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/**
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* Method gluUnproject
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*
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* @param winx
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* @param winy
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* @param winz
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@ -294,24 +295,26 @@ public class Project extends Util implements GLUConstants {
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* @param projMatrix
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* @param viewport
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* @param obj_pos
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*
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* @return
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*/
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public static boolean gluUnProject(float winx, float winy, float winz,
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FloatBuffer modelMatrix,
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FloatBuffer projMatrix,
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IntBuffer viewport,
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FloatBuffer obj_pos)
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{
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float[] in = new float[4];
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float[] out = new float[4];
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FloatBuffer modelMatrix,
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FloatBuffer projMatrix,
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IntBuffer viewport,
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FloatBuffer obj_pos) {
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float[] in = Project.in;
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float[] out = Project.out;
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__gluMultMatricesf(modelMatrix, projMatrix, finalMatrix);
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if (!__gluInvertMatrixf(finalMatrix, finalMatrix)) return false;
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in[0]=winx;
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in[1]=winy;
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in[2]=winz;
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in[3]=1.0f;
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if ( !__gluInvertMatrixf(finalMatrix, finalMatrix) )
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return false;
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in[0] = winx;
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in[1] = winy;
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in[2] = winz;
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in[3] = 1.0f;
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// Map x and y from window coordinates
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in[0] = (in[0] - viewport.get(0)) / viewport.get(2);
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in[2] = in[2] * 2 - 1;
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__gluMultMatrixVecf(finalMatrix, in, out);
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if (out[3] == 0.0) return false;
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out[0] /= out[3];
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out[1] /= out[3];
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out[2] /= out[3];
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if ( out[3] == 0.0 )
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return false;
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out[3] = 1.0f / out[3];
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int pos = obj_pos.position();
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obj_pos.put(pos++, out[0]);
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obj_pos.put(pos++, out[1]);
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obj_pos.put(pos, out[2]);
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obj_pos.put(pos++, out[0] * out[3]);
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obj_pos.put(pos++, out[1] * out[3]);
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obj_pos.put(pos, out[2] * out[3]);
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return true;
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}
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/**
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* Method gluPickMatrix
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*
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* @param x
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* @param y
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* @param deltax
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* @param deltay
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* @param deltaX
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* @param deltaY
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* @param viewport
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*/
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public static void gluPickMatrix(
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float x,
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float y,
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float deltax,
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float deltay,
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IntBuffer viewport) {
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if (deltax <= 0 || deltay <= 0) {
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public static void gluPickMatrix(float x, float y, float deltaX, float deltaY, IntBuffer viewport) {
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if ( deltaX <= 0 || deltaY <= 0 ) {
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return;
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}
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/* Translate and scale the picked region to the entire window */
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GL11.glTranslatef(
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(viewport.get(2) - 2 * (x - viewport.get(0))) / deltax,
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(viewport.get(3) - 2 * (y - viewport.get(1))) / deltay,
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0);
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GL11.glScalef(viewport.get(2) / deltax, viewport.get(3) / deltay, 1.0f);
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GL11.glTranslatef((viewport.get(2) - 2 * (x - viewport.get(0))) / deltaX,
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(viewport.get(3) - 2 * (y - viewport.get(1))) / deltaY,
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0);
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GL11.glScalef(viewport.get(2) / deltaX, viewport.get(3) / deltaY, 1.0f);
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}
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}
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@ -1,29 +1,32 @@
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package org.lwjgl.opengl.glu;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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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) {
|
||||
|
|
Loading…
Reference in New Issue