Package org.lwjgl.util.glu

Source Code of org.lwjgl.util.glu.Project

/*
* 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
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*/
package org.lwjgl.util.glu;

import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;

import static org.lwjgl.opengl.GL11.*;

/**
* Project.java
* <p/>
* <p/>
* Created 11-jan-2004
*
* @author Erik Duijs
*/
public class Project extends Util {

  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 FloatBuffer tempMatrix = BufferUtils.createFloatBuffer(16);
  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) {
    int oldPos = m.position();
    m.put(IDENTITY_MATRIX);
    m.position(oldPos);
  }

  /**
   * Method __gluMultMatrixVecf
   *
   * @param finalMatrix
   * @param in
   * @param out
   */
  private static void __gluMultMatrixVecf(FloatBuffer m, float[] in, float[] out) {
    for (int i = 0; i < 4; i++) {
      out[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);

    }
  }

  /**
   * @param src
   * @param inverse
   *
   * @return
   */
  private static boolean __gluInvertMatrixf(FloatBuffer src, FloatBuffer inverse) {
    int i, j, k, swap;
    float t;
    FloatBuffer temp = Project.tempMatrix;


    for (i = 0; i < 16; i++) {
      temp.put(i, src.get(i + src.position()));
    }
    __gluMakeIdentityf(inverse);

    for (i = 0; i < 4; i++) {
      /*
       * * Look for largest element in column
       */
      swap = i;
      for (j = i + 1; j < 4; j++) {
        /*
         * if (fabs(temp[j][i]) > fabs(temp[i][i])) { swap = j;
         */
        if (Math.abs(temp.get(j*4 + i)) > Math.abs(temp.get(i* 4 + i))) {
          swap = j;
        }
      }

      if (swap != i) {
        /*
         * * Swap rows.
         */
        for (k = 0; k < 4; k++) {
          t = temp.get(i*4 + k);
          temp.put(i*4 + k, temp.get(swap*4 + k));
          temp.put(swap*4 + k, t);

          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.put(swap*4 + k, t);
          //inverse.put((swap << 2) + k, t);
        }
      }

      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.
         */
        return false;
      }

      t = temp.get(i*4 + i);
      for (k = 0; k < 4; k++) {
        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.get(j*4 + i);
          for (k = 0; k < 4; k++) {
            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);*/
          }
        }
      }
    }
    return true;
  }

  /**
   * @param a
   * @param b
   * @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(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));
      }
    }
  }

  /**
   * Method gluPerspective.
   *
   * @param fovy
   * @param aspect
   * @param zNear
   * @param zFar
   */
  public static void gluPerspective(float fovy, float aspect, float zNear, float zFar) {
    float sine, cotangent, deltaZ;
    float radians = fovy / 2 * GLU.PI / 180;

    deltaZ = zFar - zNear;
    sine = (float) Math.sin(radians);

    if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
      return;
    }

    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 + 3, -1);
    matrix.put(3 * 4 + 2, -2 * zNear * zFar / deltaZ);
    matrix.put(3 * 4 + 3, 0);

    glMultMatrix(matrix);
  }

  /**
   * Method gluLookAt
   *
   * @param eyex
   * @param eyey
   * @param eyez
   * @param centerx
   * @param centery
   * @param centerz
   * @param upx
   * @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 = Project.forward;
    float[] side = Project.side;
    float[] up = Project.up;

    forward[0] = centerx - eyex;
    forward[1] = centery - eyey;
    forward[2] = centerz - eyez;

    up[0] = upx;
    up[1] = upy;
    up[2] = upz;

    normalize(forward);

    /* Side = forward x up */
    cross(forward, up, side);
    normalize(side);

    /* Recompute up as: up = side x forward */
    cross(side, forward, up);

    __gluMakeIdentityf(matrix);
    matrix.put(0 * 4 + 0, side[0]);
    matrix.put(1 * 4 + 0, side[1]);
    matrix.put(2 * 4 + 0, side[2]);

    matrix.put(0 * 4 + 1, up[0]);
    matrix.put(1 * 4 + 1, up[1]);
    matrix.put(2 * 4 + 1, up[2]);

    matrix.put(0 * 4 + 2, -forward[0]);
    matrix.put(1 * 4 + 2, -forward[1]);
    matrix.put(2 * 4 + 2, -forward[2]);

    glMultMatrix(matrix);
    glTranslatef(-eyex, -eyey, -eyez);
  }

  /**
   * Method gluProject
   *
   * @param objx
   * @param objy
   * @param objz
   * @param modelMatrix
   * @param projMatrix
   * @param viewport
   * @param win_pos
   */
  public static boolean gluProject(
    float objx,
    float objy,
    float objz,
    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;

    __gluMultMatrixVecf(modelMatrix, in, out);
    __gluMultMatrixVecf(projMatrix, out, in);

    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;

    // Map x,y to viewport
    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;
  }

  /**
   * Method gluUnproject
   *
   * @param winx
   * @param winy
   * @param winz
   * @param modelMatrix
   * @param projMatrix
   * @param viewport
   * @param obj_pos
   */
  public static boolean gluUnProject(
    float winx,
    float winy,
    float winz,
    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;

    // Map x and y from window coordinates
    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;
    in[1] = in[1] * 2 - 1;
    in[2] = in[2] * 2 - 1;

    __gluMultMatrixVecf(finalMatrix, in, out);

    if (out[3] == 0.0)
      return false;

    out[3] = 1.0f / 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;
  }

  /**
   * Method gluPickMatrix
   *
   * @param x
   * @param y
   * @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) {
      return;
    }

    /* Translate and scale the picked region to the entire window */
    glTranslatef(
      (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);
    glScalef(viewport.get(viewport.position() + 2) / deltaX, viewport.get(viewport.position() + 3) / deltaY, 1.0f);
  }
}
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