Converted GLU to use Buffers instead of arrays to match the rest of lwjgl

This commit is contained in:
Elias Naur 2008-01-21 21:27:03 +00:00
parent df9e7af261
commit 7fe1db23ec
2 changed files with 61 additions and 65 deletions

View File

@ -32,6 +32,8 @@
package org.lwjgl.util.glu;
import java.nio.ByteBuffer;
import java.nio.IntBuffer;
import java.nio.FloatBuffer;
import org.lwjgl.opengl.ARBImaging;
import org.lwjgl.opengl.EXTFramebufferObject;
@ -295,10 +297,10 @@ public class GLU {
* @return
*/
public static boolean gluProject(float objx, float objy, float objz,
float[][] modelMatrix,
float[][] projMatrix,
int[] viewport,
float[] win_pos)
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer win_pos)
{
return Project.gluProject(objx, objy, objz, modelMatrix, projMatrix, viewport, win_pos);
}
@ -315,10 +317,10 @@ public class GLU {
* @return
*/
public static boolean gluUnProject(float winx, float winy, float winz,
float[][] modelMatrix,
float[][] projMatrix,
int[] viewport,
float[] obj_pos)
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer obj_pos)
{
return Project.gluUnProject(winx, winy, winz, modelMatrix, projMatrix, viewport, obj_pos);
}
@ -336,7 +338,7 @@ public class GLU {
float y,
float width,
float height,
int[] viewport) {
IntBuffer viewport) {
Project.gluPickMatrix(x, y, width, height, viewport);
}

View File

@ -32,6 +32,7 @@
package org.lwjgl.util.glu;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
@ -54,9 +55,9 @@ public class Project extends Util {
0.0f, 0.0f, 0.0f, 1.0f };
private static final FloatBuffer matrix = BufferUtils.createFloatBuffer(16);
private static final float[][] finalMatrix = new float[4][4];
private static final FloatBuffer finalMatrix = BufferUtils.createFloatBuffer(16);
private static final float[][] tempMatrix = new float[4][4];
private static final FloatBuffer tempMatrix = BufferUtils.createFloatBuffer(16);
private static final float[] in = new float[4];
private static final float[] out = new float[4];
@ -73,12 +74,6 @@ public class Project extends Util {
m.position(oldPos);
}
private static void __gluMakeIdentityf(float[][] m) {
for (int i = 0; i < 16; i++) {
m[i>>2][i%4] = IDENTITY_MATRIX[i];
}
}
/**
* Method __gluMultMatrixVecf
*
@ -86,13 +81,13 @@ public class Project extends Util {
* @param in
* @param out
*/
private static void __gluMultMatrixVecf(float[][] finalMatrix, float[] in, float[] out) {
private static void __gluMultMatrixVecf(FloatBuffer m, float[] in, float[] out) {
for (int i = 0; i < 4; i++) {
out[i] =
in[0] * finalMatrix[0][i]
+ in[1] * finalMatrix[1][i]
+ in[2] * finalMatrix[2][i]
+ in[3] * finalMatrix[3][i];
in[0] * m.get(m.position() + 0*4 + i)
+ in[1] * m.get(m.position() + 1*4 + i)
+ in[2] * m.get(m.position() + 2*4 + i)
+ in[3] * m.get(m.position() + 3*4 + i);
}
}
@ -103,15 +98,14 @@ public class Project extends Util {
*
* @return
*/
private static boolean __gluInvertMatrixf(float[][] src, float[][] inverse) {
private static boolean __gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) {
int i, j, k, swap;
float t;
float[][] temp = Project.tempMatrix;
FloatBuffer temp = Project.tempMatrix;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
temp[i][j] = src[i][j];
}
for (i = 0; i < 16; i++) {
temp.put(i, src.get(i + src.position()));
}
__gluMakeIdentityf(inverse);
@ -124,7 +118,7 @@ public class Project extends Util {
/*
* 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.get(j*4 + i)) > Math.abs(temp.get(i* 4 + i))) {
swap = j;
}
}
@ -134,19 +128,19 @@ public class Project extends Util {
* * Swap rows.
*/
for (k = 0; k < 4; k++) {
t = temp[i][k];
temp[i][k] = temp[swap][k];
temp[swap][k] = t;
t = temp.get(i*4 + k);
temp.put(i*4 + k, temp.get(swap*4 + k));
temp.put(swap*4 + k, t);
t = inverse[i][k];
inverse[i][k] = inverse[swap][k];
t = inverse.get(i*4 + k);
inverse.put(i*4 + k, inverse.get(swap*4 + k));
//inverse.put((i << 2) + k, inverse.get((swap << 2) + k));
inverse[swap][k] = t;
inverse.put(swap*4 + k, t);
//inverse.put((swap << 2) + k, t);
}
}
if (temp[i][i] == 0) {
if (temp.get(i*4 + i) == 0) {
/*
* * No non-zero pivot. The matrix is singular, which shouldn't *
* happen. This means the user gave us a bad matrix.
@ -154,17 +148,17 @@ public class Project extends Util {
return false;
}
t = temp[i][i];
t = temp.get(i*4 + i);
for (k = 0; k < 4; k++) {
temp[i][k] /= t;
inverse[i][k] = inverse[i][k] / t;
temp.put(i*4 + k, temp.get(i*4 + k)/t);
inverse.put(i*4 + k, inverse.get(i*4 + k)/t);
}
for (j = 0; j < 4; j++) {
if (j != i) {
t = temp[j][i];
t = temp.get(j*4 + i);
for (k = 0; k < 4; k++) {
temp[j][k] -= temp[i][k] * t;
inverse[j][k] = inverse[j][k] - inverse[i][k] * t;
temp.put(j*4 + k, temp.get(j*4 + k) - temp.get(i*4 + k) * t);
inverse.put(j*4 + k, inverse.get(j*4 + k) - inverse.get(i*4 + k) * t);
/*inverse.put(
(j << 2) + k,
inverse.get((j << 2) + k) - inverse.get((i << 2) + k) * t);*/
@ -180,11 +174,11 @@ public class Project extends Util {
* @param b
* @param r
*/
private static void __gluMultMatricesf(float[][] a, float[][] b, float[][] 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[i][j] =
a[i][0] * b[0][j] + a[i][1] * b[1][j] + a[i][2] * b[2][j] + a[i][3] * b[3][j];
r.put(r.position() + i*4 + j,
a.get(a.position() + i*4 + 0) * b.get(b.position() + 0*4 + j) + a.get(a.position() + i*4 + 1) * b.get(b.position() + 1*4 + j) + a.get(a.position() + i*4 + 2) * b.get(b.position() + 2*4 + j) + a.get(a.position() + i*4 + 3) * b.get(b.position() + 3*4 + j));
}
}
}
@ -300,10 +294,10 @@ public class Project extends Util {
float objx,
float objy,
float objz,
float[][] modelMatrix,
float[][] projMatrix,
int[] viewport,
float[] win_pos) {
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer win_pos) {
float[] in = Project.in;
float[] out = Project.out;
@ -327,9 +321,9 @@ public class Project extends Util {
in[2] = in[2] * in[3] + 0.5f;
// Map x,y to viewport
win_pos[0] = in[0] * viewport[2] + viewport[0];
win_pos[1] = in[1] * viewport[3] + viewport[1];
win_pos[2] = in[2];
win_pos.put(0, in[0] * viewport.get(viewport.position() + 2) + viewport.get(viewport.position() + 0));
win_pos.put(1, in[1] * viewport.get(viewport.position() + 3) + viewport.get(viewport.position() + 1));
win_pos.put(2, in[2]);
return true;
}
@ -351,10 +345,10 @@ public class Project extends Util {
float winx,
float winy,
float winz,
float[][] modelMatrix,
float[][] projMatrix,
int[] viewport,
float[] obj_pos) {
FloatBuffer modelMatrix,
FloatBuffer projMatrix,
IntBuffer viewport,
FloatBuffer obj_pos) {
float[] in = Project.in;
float[] out = Project.out;
@ -369,8 +363,8 @@ public class Project extends Util {
in[3] = 1.0f;
// Map x and y from window coordinates
in[0] = (in[0] - viewport[0]) / viewport[2];
in[1] = (in[1] - viewport[1]) / viewport[3];
in[0] = (in[0] - viewport.get(viewport.position() + 0)) / viewport.get(viewport.position() + 2);
in[1] = (in[1] - viewport.get(viewport.position() + 1)) / viewport.get(viewport.position() + 3);
// Map to range -1 to 1
in[0] = in[0] * 2 - 1;
@ -384,9 +378,9 @@ public class Project extends Util {
out[3] = 1.0f / out[3];
obj_pos[0] = out[0] * out[3];
obj_pos[1] = out[1] * out[3];
obj_pos[2] = out[2] * out[3];
obj_pos.put(obj_pos.position() + 0, out[0] * out[3]);
obj_pos.put(obj_pos.position() + 1, out[1] * out[3]);
obj_pos.put(obj_pos.position() + 2, out[2] * out[3]);
return true;
}
@ -405,16 +399,16 @@ public class Project extends Util {
float y,
float deltaX,
float deltaY,
int[] viewport) {
IntBuffer viewport) {
if (deltaX <= 0 || deltaY <= 0) {
return;
}
/* Translate and scale the picked region to the entire window */
GL11.glTranslatef(
(viewport[2] - 2 * (x - viewport[0])) / deltaX,
(viewport[3] - 2 * (y - viewport[1])) / deltaY,
(viewport.get(viewport.position() + 2) - 2 * (x - viewport.get(viewport.position() + 0))) / deltaX,
(viewport.get(viewport.position() + 3) - 2 * (y - viewport.get(viewport.position() + 1))) / deltaY,
0);
GL11.glScalef(viewport[2] / deltaX, viewport[3] / deltaY, 1.0f);
GL11.glScalef(viewport.get(viewport.position() + 2) / deltaX, viewport.get(viewport.position() + 3) / deltaY, 1.0f);
}
}