diff options
author | Sven Gothel <[email protected]> | 2023-09-20 19:51:55 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2023-09-20 19:51:55 +0200 |
commit | 5d6e8a367c03644740187e500c6de5d3ac039d5e (patch) | |
tree | a649f559413c51272ee3f4afff1f68ebfea45477 /src/jogl/classes/com/jogamp/math/util/PMVMatrix4f.java | |
parent | bbe845846ffc00807395a5070a7352c6bbe7e4ef (diff) |
Bug 1452 - Decouple math functionality to 'com.jogamp.math' to be toolkit agnostic (PMVMatrix, Matrix4f, Vec4f, ..)
Math functionality (PMVMatrix, Matrix4f, Vec4f, ..)
- shall be used toolkit agnostic, e.g. independent from OpenGL
- shall be reused within our upcoming Vulkan implementation
- may also move outside of JOGL, i.e. GlueGen or within its own package to be reused for other purposed.
The 'com.jogamp.opengl.util.PMVMatrix' currently also used to feed in GLUniformData
via the toolkit agnostic SyncAction and SyncBuffer
shall also be split to a toolkit agnostic variant.
An OpenGL PMVMatrix specialization implementing GLMatrixFunc can still exist,
being derived from the toolkit agnostic base implementation.
+++
Initial commit .. compile clean, passing most unit tests.
Diffstat (limited to 'src/jogl/classes/com/jogamp/math/util/PMVMatrix4f.java')
-rw-r--r-- | src/jogl/classes/com/jogamp/math/util/PMVMatrix4f.java | 1610 |
1 files changed, 1610 insertions, 0 deletions
diff --git a/src/jogl/classes/com/jogamp/math/util/PMVMatrix4f.java b/src/jogl/classes/com/jogamp/math/util/PMVMatrix4f.java new file mode 100644 index 000000000..826ca82f6 --- /dev/null +++ b/src/jogl/classes/com/jogamp/math/util/PMVMatrix4f.java @@ -0,0 +1,1610 @@ +/** + * Copyright 2009-2023 JogAmp Community. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without modification, are + * permitted provided that the following conditions are met: + * + * 1. Redistributions of source code must retain the above copyright notice, this list of + * conditions and the following disclaimer. + * + * 2. 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. + * + * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``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 JogAmp Community 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. + * + * The views and conclusions contained in the software and documentation are those of the + * authors and should not be interpreted as representing official policies, either expressed + * or implied, of JogAmp Community. + */ +package com.jogamp.math.util; + +import java.nio.Buffer; +import java.nio.FloatBuffer; + +import com.jogamp.common.nio.Buffers; +import com.jogamp.math.FloatUtil; +import com.jogamp.math.Matrix4f; +import com.jogamp.math.Quaternion; +import com.jogamp.math.Ray; +import com.jogamp.math.Recti; +import com.jogamp.math.Vec3f; +import com.jogamp.math.Vec4f; +import com.jogamp.math.geom.AABBox; +import com.jogamp.math.geom.Frustum; + +/** + * PMVMatrix4f implements the basic computer graphics {@link Matrix4f} pack using + * projection (P), modelview (Mv) and texture (T) {@link Matrix4f} operations. + * <p> + * Unlike {@link com.jogamp.opengl.util.PMVMatrix PMVMatrix}, this class doesn't implement + * {@link com.jogamp.opengl.fixedfunc.GLMatrixFunc GLMatrixFunc} and is OpenGL agnostic. + * </p> + * <p> + * This is the second implementation of `PMVMatrix4f` using + * direct {@link Matrix4f}, {@link Vec4f} and {@link Vec3f} math operations instead of `float[]` + * via {@link com.jogamp.math.FloatUtil FloatUtil}. + * </p> + * <p> + * PMVMatrix4f provides the {@link #getMvi() inverse modelview matrix (Mvi)} and + * {@link #getMvit() inverse transposed modelview matrix (Mvit)}. + * {@link Frustum} is also provided by {@link #getFrustum()}. + * + * To keep these derived values synchronized after mutable Mv operations like {@link #rotateMv(Quaternion)} + * users have to call {@link #update()} before using Mvi and Mvit. + * </p> + * <p> + * All matrices are provided in column-major order, + * as specified in the OpenGL fixed function pipeline, i.e. compatibility profile. + * See {@link Matrix4f}. + * </p> + * <p> + * PMVMatrix4f can supplement {@link com.jogamp.opengl.GL2ES2 GL2ES2} applications w/ the + * lack of the described matrix functionality. + * </p> + * <a name="storageDetails"><h5>Matrix storage details</h5></a> + * <p> + * The {@link SyncBuffer} abstraction is provided, e.g. {@link #getSyncPMvMvi()}, + * to synchronize the respective {@link Matrix4f matrices} with the `float[]` backing store. + * The latter is represents the data to {@link com.jogamp.opengl.GLUniformData} via its {@link FloatBuffer}s, see {@link SyncBuffer#getBuffer()}, + * and is pushed to the GPU eventually. + * </p> + * <p> + * {@link SyncBuffer}'s {@link SyncAction} is called by {@link com.jogamp.opengl.GLUniformData#getBuffer()}, + * i.e. before the data is pushed to the GPU. + * </p> + * <p> + * The provided {@link SyncAction} ensures that the {@link Matrix4f matrices data} + * gets copied into the `float[]` backing store. + * </p> + * <p> + * PMVMatrix4f provides two specializations of {@link SyncBuffer}, {@link SyncMatrix4f} for single {@link Matrix4f} mappings + * and {@link SyncMatrices4f} for multiple {@link Matrix4f} mappings. + * </p> + * <p> + * They can be feed directly to instantiate a {@link com.jogamp.opengl.GLUniformData} object via e.g. {@link com.jogamp.opengl.GLUniformData#GLUniformData(String, int, int, SyncBuffer)}. + * </p> + * <p> + * All {@link Matrix4f matrix} {@link SyncBuffer}'s backing store are backed up by a common primitive float-array for performance considerations + * and are a {@link Buffers#slice2Float(float[], int, int) sliced} representation of it. + * </p> + * <p> + * <b>{@link Matrix4f} {@link SyncBuffer}'s Backing-Store Notes:</b> + * <ul> + * <li>The {@link Matrix4f matrix} {@link SyncBuffer}'s backing store is a {@link Buffers#slice2Float(float[], int, int) sliced part } of a host matrix and it's start position has been {@link FloatBuffer#mark() marked}.</li> + * <li>Use {@link FloatBuffer#reset() reset()} to rewind it to it's start position after relative operations, like {@link FloatBuffer#get() get()}.</li> + * <li>If using absolute operations like {@link FloatBuffer#get(int) get(int)}, use it's {@link FloatBuffer#reset() reset} {@link FloatBuffer#position() position} as it's offset.</li> + * </ul> + * </p> + */ +public class PMVMatrix4f { + + /** Bit value stating a modified {@link #getP() projection matrix (P)}, since last {@link #update()} call. */ + public static final int MODIFIED_PROJECTION = 1 << 0; + /** Bit value stating a modified {@link #getMv() modelview matrix (Mv)}, since last {@link #update()} call. */ + public static final int MODIFIED_MODELVIEW = 1 << 1; + /** Bit value stating a modified {@link #getT() texture matrix (T)}, since last {@link #update()} call. */ + public static final int MODIFIED_TEXTURE = 1 << 2; + /** Bit value stating all is modified */ + public static final int MODIFIED_ALL = MODIFIED_PROJECTION | MODIFIED_MODELVIEW | MODIFIED_TEXTURE; + /** Bit value for {@link #getMvi() inverse modelview matrix (Mvi)}, updated via {@link #update()}. */ + public static final int INVERSE_MODELVIEW = 1 << 1; + /** Bit value for {@link #getMvit() inverse transposed modelview matrix (Mvit)}, updated via {@link #update()}. */ + public static final int INVERSE_TRANSPOSED_MODELVIEW = 1 << 2; + /** Bit value for {@link #getFrustum() frustum} and updated by {@link #getFrustum()}. */ + public static final int FRUSTUM = 1 << 3; + /** Bit value for {@link #getPMv() pre-multiplied P * Mv}, updated by {@link #getPMv()}. */ + public static final int PREMUL_PMV = 1 << 4; + /** Bit value for {@link #getPMvi() pre-multiplied invert(P * Mv)}, updated by {@link #getPMvi()}. */ + public static final int PREMUL_PMVI = 1 << 5; + /** Manual bits not covered by {@link #update()} but {@link #getFrustum()}, {@link #FRUSTUM}, {@link #getPMv()}, {@link #PREMUL_PMV}, {@link #getPMvi()}, {@link #PREMUL_PMVI}, etc. */ + public static final int MANUAL_BITS = FRUSTUM | PREMUL_PMV | PREMUL_PMVI; + + /** + * Creates an instance of PMVMatrix4f. + * <p> + * This constructor only sets up an instance w/o additional {@link #INVERSE_MODELVIEW} or {@link #INVERSE_TRANSPOSED_MODELVIEW}. + * </p> + * <p> + * Implementation uses non-direct non-NIO Buffers with guaranteed backing array, + * which are synchronized to the actual Matrix4f instances. + * This allows faster access in Java computation. + * </p> + * @see #PMVMatrix4f(int) + */ + public PMVMatrix4f() { + this(0); + } + + /** + * Creates an instance of PMVMatrix4f. + * <p> + * Additional derived matrices can be requested via `derivedMatrices`, i.e. + * - {@link #INVERSE_MODELVIEW} + * - {@link #INVERSE_TRANSPOSED_MODELVIEW} + * </p> + * <p> + * Implementation uses non-direct non-NIO Buffers with guaranteed backing array, + * which are synchronized to the actual Matrix4f instances. + * This allows faster access in Java computation. + * </p> + * @param derivedMatrices additional matrices can be requested by passing bits {@link #INVERSE_MODELVIEW} and {@link #INVERSE_TRANSPOSED_MODELVIEW}. + * @see #getReqBits() + * @see #isReqDirty() + * @see #getDirtyBits() + * @see #update() + */ + public PMVMatrix4f(final int derivedMatrices) { + // I Identity + // T Texture + // P Projection + // Mv ModelView + // Mvi Modelview-Inverse + // Mvit Modelview-Inverse-Transpose + { + int mask = 0; + if( 0 != ( derivedMatrices & ( INVERSE_MODELVIEW | INVERSE_TRANSPOSED_MODELVIEW ) ) ) { + mask |= INVERSE_MODELVIEW; + } + if( 0 != ( derivedMatrices & INVERSE_TRANSPOSED_MODELVIEW ) ) { + mask |= INVERSE_TRANSPOSED_MODELVIEW; + } + requestBits = mask; + } + + // actual underlying Matrix4f count + int mcount = 3; + + // actual underlying Matrix4f data + matP = new Matrix4f(); + matMv = new Matrix4f(); + matTex = new Matrix4f(); + + if( 0 != ( requestBits & INVERSE_MODELVIEW ) ) { + matMvi = new Matrix4f(); + mMvi_offset = 2*16; + ++mcount; + } else { + matMvi = null; + mMvi_offset = -1; + } + if( 0 != ( requestBits & INVERSE_TRANSPOSED_MODELVIEW ) ) { + matMvit = new Matrix4f(); + mMvit_offset = 3*16; + ++mcount; + } else { + matMvit = null; + mMvit_offset = -1; + } + mTex_offset = (mcount-1)*16; // last one + + // float back buffer for GPU, Matrix4f -> matrixStore via SyncedBuffer + matrixStore = new float[mcount*16]; + + // FloatBuffer for single Matrix4f back-buffer + final FloatBuffer bufP = Buffers.slice2Float(matrixStore, mP_offset, 1*16); // P + syncP = new SyncBuffer0(matP, bufP); // mP_offset + + final FloatBuffer bufMv = Buffers.slice2Float(matrixStore, mMv_offset, 1*16); // Mv + syncMv = new SyncBuffer1(matMv, bufMv, mMv_offset); + + final FloatBuffer bufP_Mv = Buffers.slice2Float(matrixStore, mP_offset, 2*16); // P + Mv + syncP_Mv = new SyncBufferN(new Matrix4f[] { matP, matMv }, bufP_Mv, mP_offset); + + final FloatBuffer bufTex = Buffers.slice2Float(matrixStore, mTex_offset, 1*16); // T + syncT = new SyncBuffer1(matTex, bufTex, mTex_offset); + + if( null != matMvi ) { + final FloatBuffer bufMvi = Buffers.slice2Float(matrixStore, mMvi_offset, 1*16); // Mvi + final FloatBuffer bufP_Mv_Mvi = Buffers.slice2Float(matrixStore, mP_offset, 3*16); // P + Mv + Mvi + syncMvi = new SyncBuffer1U(matMvi, bufMvi, mMvi_offset); + syncP_Mv_Mvi = new SyncBufferNU(new Matrix4f[] { matP, matMv, matMvi }, bufP_Mv_Mvi, mP_offset); + } else { + syncMvi = null; + syncP_Mv_Mvi = null; + } + if( null != matMvit ) { + final FloatBuffer bufMvit = Buffers.slice2Float(matrixStore, mMvit_offset, 1*16); // Mvit + final FloatBuffer bufP_Mv_Mvi_Mvit = Buffers.slice2Float(matrixStore, mP_offset, 4*16); // P + Mv + Mvi + Mvit + syncMvit = new SyncBuffer1U(matMvit, bufMvit, mMvit_offset); + syncP_Mv_Mvi_Mvit = new SyncBufferNU(new Matrix4f[] { matP, matMv, matMvi, matMvit }, bufP_Mv_Mvi_Mvit, mP_offset); + } else { + syncMvit = null; + syncP_Mv_Mvi_Mvit = null; + } + + mat4Tmp1 = new Matrix4f(); + + mat4Tmp2 = null; // on demand + matPMv = null; // on demand + matPMvi = null; // on demand + matPMviOK = false; + frustum = null; // on demand + + reset(); + } + + /** + * Issues {@link Matrix4f#loadIdentity()} on all matrices and resets all internal states. + */ + public void reset() { + matP.loadIdentity(); + matMv.loadIdentity(); + matTex.loadIdentity(); + + modifiedBits = MODIFIED_ALL; + dirtyBits = requestBits | MANUAL_BITS; + } + + // + // Temporary storage access for efficiency + // + + + /** + * Return the second temporary Matrix4f exposed to be reused for efficiency. + * <p> + * Temporary storage is only used by this class within single method calls, + * hence has no side-effects. + * </p> + */ + protected final Matrix4f getTmp2Mat() { + if( null == mat4Tmp2 ) { + mat4Tmp2 = new Matrix4f(); + } + return mat4Tmp2; + } + + // + // Regular Matrix4f access as well as their SyncedBuffer counterpart SyncedMatrix and SyncedMatrices + // + + /** + * Returns the {@link GLMatrixFunc#GL_TEXTURE_MATRIX texture matrix} (T). + * <p> + * Consider using {@link #setTextureDirty()} if modifying the returned {@link Matrix4f}. + * </p> + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + */ + public final Matrix4f getT() { + return matTex; + } + + /** + * Returns the {@link SyncMatrix} of {@link GLMatrixFunc#GL_TEXTURE_MATRIX texture matrix} (T). + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + */ + public final SyncMatrix4f getSyncT() { + return syncT; + } + + /** + * Returns the {@link GLMatrixFunc#GL_PROJECTION_MATRIX projection matrix} (P). + * <p> + * Consider using {@link #setProjectionDirty()} if modifying the returned {@link Matrix4f}. + * </p> + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + */ + public final Matrix4f getP() { + return matP; + } + + /** + * Returns the {@link SyncMatrix} of {@link GLMatrixFunc#GL_PROJECTION_MATRIX projection matrix} (P). + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + */ + public final SyncMatrix4f getSyncP() { + return syncP; + } + + /** + * Returns the {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mv). + * <p> + * Consider using {@link #setModelviewDirty()} if modifying the returned {@link Matrix4f}. + * </p> + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + */ + public final Matrix4f getMv() { + return matMv; + } + + /** + * Returns the {@link SyncMatrix} of {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mv). + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + */ + public final SyncMatrix4f getSyncMv() { + return syncMv; + } + + /** + * Returns {@link SyncMatrices4f} of 2 matrices within one FloatBuffer: {@link #getP() P} and {@link #getMv() Mv}. + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + */ + public final SyncMatrices4f getSyncPMv() { + return syncP_Mv; + } + + /** + * Returns the inverse {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvi) if requested. + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + * @throws IllegalArgumentException if {@link #INVERSE_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}. + */ + public final Matrix4f getMvi() { + if( 0 == ( INVERSE_MODELVIEW & requestBits ) ) { + throw new IllegalArgumentException("Not requested in ctor"); + } + updateImpl(false); + return matMvi; + } + + /** + * Returns the {@link SyncMatrix} of inverse {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvi) if requested. + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + * @throws IllegalArgumentException if {@link #INVERSE_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}. + */ + public final SyncMatrix4f getSyncMvi() { + if( 0 == ( INVERSE_MODELVIEW & requestBits ) ) { + throw new IllegalArgumentException("Not requested in ctor"); + } + return syncMvi; + } + + /** + * Returns the inverse transposed {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvit) if requested. + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + * @throws IllegalArgumentException if {@link #INVERSE_TRANSPOSED_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}. + */ + public final Matrix4f getMvit() { + if( 0 == ( INVERSE_TRANSPOSED_MODELVIEW & requestBits ) ) { + throw new IllegalArgumentException("Not requested in ctor"); + } + updateImpl(false); + return matMvit; + } + + /** + * Returns the {@link SyncMatrix} of inverse transposed {@link GLMatrixFunc#GL_MODELVIEW_MATRIX modelview matrix} (Mvit) if requested. + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + * @throws IllegalArgumentException if {@link #INVERSE_TRANSPOSED_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}. + */ + public final SyncMatrix4f getSyncMvit() { + if( 0 == ( INVERSE_TRANSPOSED_MODELVIEW & requestBits ) ) { + throw new IllegalArgumentException("Not requested in ctor"); + } + return syncMvit; + } + + /** + * Returns {@link SyncMatrices4f} of 3 matrices within one FloatBuffer: {@link #getP() P}, {@link #getMv() Mv} and {@link #getMvi() Mvi} if requested. + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + * @throws IllegalArgumentException if {@link #INVERSE_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}. + */ + public final SyncMatrices4f getSyncPMvMvi() { + if( 0 == ( INVERSE_MODELVIEW & requestBits ) ) { + throw new IllegalArgumentException("Not requested in ctor"); + } + return syncP_Mv_Mvi; + } + + /** + * Returns {@link SyncMatrices4f} of 4 matrices within one FloatBuffer: {@link #getP() P}, {@link #getMv() Mv}, {@link #getMvi() Mvi} and {@link #getMvit() Mvit} if requested. + * <p> + * See <a href="#storageDetails"> matrix storage details</a>. + * </p> + * @throws IllegalArgumentException if {@link #INVERSE_TRANSPOSED_MODELVIEW} has not been requested in ctor {@link #PMVMatrix4f(int)}. + */ + public final SyncMatrices4f getSyncPMvMviMvit() { + if( 0 == ( INVERSE_TRANSPOSED_MODELVIEW & requestBits ) ) { + throw new IllegalArgumentException("Not requested in ctor"); + } + return syncP_Mv_Mvi_Mvit; + } + + // + // Basic Matrix4f, Vec3f and Vec4f operations similar to GLMatrixFunc + // + + /** + * Returns multiplication result of {@link #getP() P} and {@link #getMv() Mv} matrix, i.e. + * <pre> + * result = P x Mv + * </pre> + * @param result 4x4 matrix storage for result + * @return given result matrix for chaining + */ + public final Matrix4f getMulPMv(final Matrix4f result) { + return result.mul(matP, matMv); + } + + /** + * Returns multiplication result of {@link #getMv() Mv} and {@link #getP() P} matrix, i.e. + * <pre> + * result = Mv x P + * </pre> + * @param result 4x4 matrix storage for result + * @return given result matrix for chaining + */ + public final Matrix4f getMulMvP(final Matrix4f result) { + return result.mul(matMv, matP); + } + + /** + * v_out = Mv * v_in + * @param v_in input vector, can be v_out for in-place transformation + * @param v_out output vector + * @returns v_out for chaining + */ + public final Vec4f mulWithMv(final Vec4f v_in, final Vec4f v_out) { + return matMv.mulVec4f(v_in, v_out); + } + + /** + * v_inout = Mv * v_inout + * @param v_inout input and output vector, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec4f mulWithMv(final Vec4f v_inout) { + return matMv.mulVec4f(v_inout); + } + + /** + * v_out = Mv * v_in + * + * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. + * + * @param v_in input vector, can be v_out for in-place transformation + * @param v_out output vector + * @returns v_out for chaining + */ + public final Vec3f mulWithMv(final Vec3f v_in, final Vec3f v_out) { + return matMv.mulVec3f(v_in, v_out); + } + + /** + * v_inout = Mv * v_inout + * + * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. + * + * @param v_inout input and output vector, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec3f mulWithMv(final Vec3f v_inout) { + return matMv.mulVec3f(v_inout); + } + + /** + * v_out = P * v_in + * @param v_in input vector, can be v_out for in-place transformation + * @param v_out output vector + * @return given result vector for chaining + * @returns v_out for chaining + */ + public final Vec4f mulWithP(final Vec4f v_in, final Vec4f v_out) { + return matP.mulVec4f(v_in, v_out); + } + + /** + * v_inout = P * v_inout + * @param v_inout input and output vector, i.e. in-place transformation + * @return given result vector for chaining + * @returns v_inout for chaining + */ + public final Vec4f mulWithP(final Vec4f v_inout) { + return matP.mulVec4f(v_inout); + } + + /** + * v_out = P * v_in + * + * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. + * + * @param v_in float[3] input vector, can be v_out for in-place transformation + * @param v_out float[3] output vector + * @returns v_out for chaining + */ + public final Vec3f mulWithP(final Vec3f v_in, final Vec3f v_out) { + return matP.mulVec3f(v_in, v_out); + } + + /** + * v_inout = P * v_inout + * + * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. + * + * @param v_inout input and output vector, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec3f mulWithP(final Vec3f v_inout) { + return matP.mulVec3f(v_inout); + } + + /** + * v_out = P * Mv * v_in + * @param v_in float[4] input vector, can be v_out for in-place transformation + * @param v_out float[4] output vector + * @returns v_out for chaining + */ + public final Vec4f mulWithPMv(final Vec4f v_in, final Vec4f v_out) { + return matP.mulVec4f( matMv.mulVec4f( v_in, v_out ) ); + } + + /** + * v_inout = P * Mv * v_inout + * @param v_inout input and output vector, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec4f mulWithPMv(final Vec4f v_inout) { + return matP.mulVec4f( matMv.mulVec4f( v_inout ) ); + } + + /** + * v_out = P * Mv * v_in + * + * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. + * + * @param v_in float[3] input vector, can be v_out for in-place transformation + * @param v_out float[3] output vector + * @returns v_out for chaining + */ + public final Vec3f mulWithPMv(final Vec3f v_in, final Vec3f v_out) { + return matP.mulVec3f( matMv.mulVec3f( v_in, v_out ) ); + } + + /** + * v_inout = P * Mv * v_inout + * + * Affine 3f-vector transformation by 4x4 matrix, see {@link Matrix4f#mulVec3f(Vec3f, Vec3f)}. + * + * @param v_inout float[3] input and output vector, i.e. in-place transformation + * @returns v_inout for chaining + */ + public final Vec3f mulWithPMv(final Vec3f v_inout) { + return matP.mulVec3f( matMv.mulVec3f( v_inout ) ); + } + + // + // GLMatrixFunc alike functionality + // + + /** + * Load the {@link #getMv() modelview matrix} with the provided values. + */ + public final PMVMatrix4f loadMv(final float[] values, final int offset) { + matMv.load(values, offset); + setModelviewDirty(); + return this; + } + /** + * Load the {@link #getMv() modelview matrix} with the provided values. + */ + public final PMVMatrix4f loadMv(final java.nio.FloatBuffer m) { + final int spos = m.position(); + matMv.load(m); + setModelviewDirty(); + m.position(spos); + return this; + } + /** + * Load the {@link #getMv() modelview matrix} with the values of the given {@link Matrix4f}. + */ + public final PMVMatrix4f loadMv(final Matrix4f m) { + matMv.load(m); + setModelviewDirty(); + return this; + } + /** + * Load the {@link #getMv() modelview matrix} with the values of the given {@link Quaternion}'s rotation {@link Matrix4f#setToRotation(Quaternion) matrix representation}. + */ + public final PMVMatrix4f loadMv(final Quaternion quat) { + matMv.setToRotation(quat); + setModelviewDirty(); + return this; + } + + /** + * Load the {@link #getP() projection matrix} with the provided values. + */ + public final PMVMatrix4f loadP(final float[] values, final int offset) { + matP.load(values, offset); + setProjectionDirty(); + return this; + } + /** + * Load the {@link #getP() projection matrix} with the provided values. + */ + public final PMVMatrix4f loadP(final java.nio.FloatBuffer m) { + final int spos = m.position(); + matP.load(m); + setProjectionDirty(); + m.position(spos); + return this; + } + /** + * Load the {@link #getP() projection matrix} with the values of the given {@link Matrix4f}. + */ + public final PMVMatrix4f loadP(final Matrix4f m) { + matP.load(m); + setProjectionDirty(); + return this; + } + /** + * Load the {@link #getP() projection matrix} with the values of the given {@link Quaternion}'s rotation {@link Matrix4f#setToRotation(Quaternion) matrix representation}. + */ + public final PMVMatrix4f loadP(final Quaternion quat) { + matP.setToRotation(quat); + setProjectionDirty(); + return this; + } + + /** + * Load the {@link #getT() texture matrix} with the provided values. + */ + public final PMVMatrix4f loadT(final float[] values, final int offset) { + matTex.load(values, offset); + setTextureDirty(); + return this; + } + /** + * Load the {@link #getT() texture matrix} with the provided values. + */ + public final PMVMatrix4f loadT(final java.nio.FloatBuffer m) { + final int spos = m.position(); + matTex.load(m); + setTextureDirty(); + m.position(spos); + return this; + } + /** + * Load the {@link #getT() texture matrix} with the values of the given {@link Matrix4f}. + */ + public final PMVMatrix4f loadT(final Matrix4f m) { + matTex.load(m); + setTextureDirty(); + return this; + } + /** + * Load the {@link #getT() texture matrix} with the values of the given {@link Quaternion}'s rotation {@link Matrix4f#setToRotation(Quaternion) matrix representation}. + */ + public final PMVMatrix4f loadT(final Quaternion quat) { + matTex.setToRotation(quat); + setTextureDirty(); + return this; + } + + /** + * Load the {@link #getMv() modelview matrix} with the values of the given {@link Matrix4f}. + */ + public final PMVMatrix4f loadMvIdentity() { + matMv.loadIdentity(); + setModelviewDirty(); + return this; + } + + /** + * Load the {@link #getP() projection matrix} with the values of the given {@link Matrix4f}. + */ + public final PMVMatrix4f loadPIdentity() { + matP.loadIdentity(); + setProjectionDirty(); + return this; + } + + /** + * Load the {@link #getT() texture matrix} with the values of the given {@link Matrix4f}. + */ + public final PMVMatrix4f loadTIdentity() { + matTex.loadIdentity(); + setTextureDirty(); + return this; + } + + /** + * Multiply the {@link #getMv() modelview matrix}: [c] = [c] x [m] + * @param m the right hand Matrix4f + * @return this instance of chaining + */ + public final PMVMatrix4f mulMv(final Matrix4f m) { + matMv.mul( m ); + setModelviewDirty(); + return this; + } + + /** + * Multiply the {@link #getP() projection matrix}: [c] = [c] x [m] + * @param m the right hand Matrix4f + * @return this instance of chaining + */ + public final PMVMatrix4f mulP(final Matrix4f m) { + matP.mul( m ); + setProjectionDirty(); + return this; + } + + /** + * Multiply the {@link #getT() texture matrix}: [c] = [c] x [m] + * @param m the right hand Matrix4f + * @return this instance of chaining + */ + public final PMVMatrix4f mulT(final Matrix4f m) { + matTex.mul( m ); + setTextureDirty(); + return this; + } + + /** + * Translate the {@link #getMv() modelview matrix}. + * @param x + * @param y + * @param z + * @return this instance of chaining + */ + public final PMVMatrix4f translateMv(final float x, final float y, final float z) { + return mulMv( mat4Tmp1.setToTranslation(x, y, z) ); + } + /** + * Translate the {@link #getMv() modelview matrix}. + * @param t translation vec3 + * @return this instance of chaining + */ + public final PMVMatrix4f translateMv(final Vec3f t) { + return mulMv( mat4Tmp1.setToTranslation(t) ); + } + + /** + * Translate the {@link #getP() projection matrix}. + * @param x + * @param y + * @param z + * @return this instance of chaining + */ + public final PMVMatrix4f translateP(final float x, final float y, final float z) { + return mulP( mat4Tmp1.setToTranslation(x, y, z) ); + } + /** + * Translate the {@link #getP() projection matrix}. + * @param t translation vec3 + * @return this instance of chaining + */ + public final PMVMatrix4f translateP(final Vec3f t) { + return mulP( mat4Tmp1.setToTranslation(t) ); + } + + /** + * Scale the {@link #getMv() modelview matrix}. + * @param x + * @param y + * @param z + * @return this instance of chaining + */ + public final PMVMatrix4f scaleMv(final float x, final float y, final float z) { + return mulMv( mat4Tmp1.setToScale(x, y, z) ); + } + /** + * Scale the {@link #getMv() modelview matrix}. + * @param s scale vec4f + * @return this instance of chaining + */ + public final PMVMatrix4f scaleMv(final Vec3f s) { + return mulMv( mat4Tmp1.setToScale(s) ); + } + + /** + * Scale the {@link #getP() projection matrix}. + * @param x + * @param y + * @param z + * @return this instance of chaining + */ + public final PMVMatrix4f scaleP(final float x, final float y, final float z) { + return mulP( mat4Tmp1.setToScale(x, y, z) ); + } + /** + * Scale the {@link #getP() projection matrix}. + * @param s scale vec4f + * @return this instance of chaining + */ + public final PMVMatrix4f scaleP(final Vec3f s) { + return mulP( mat4Tmp1.setToScale(s) ); + } + + /** + * Rotate the {@link #getMv() modelview matrix} by the given axis and angle in radians. + * <p> + * Consider using {@link #rotateMv(Quaternion)} + * </p> + * @param ang_rad angle in radians + * @param axis rotation axis + * @return this instance of chaining + * @see #rotateMv(Quaternion) + */ + public final PMVMatrix4f rotateMv(final float ang_rad, final float x, final float y, final float z) { + return mulMv( mat4Tmp1.setToRotationAxis(ang_rad, x, y, z) ); + } + /** + * Rotate the {@link #getMv() modelview matrix} by the given axis and angle in radians. + * <p> + * Consider using {@link #rotateMv(Quaternion)} + * </p> + * @param ang_rad angle in radians + * @param axis rotation axis + * @return this instance of chaining + * @see #rotateMv(Quaternion) + */ + public final PMVMatrix4f rotateMv(final float ang_rad, final Vec3f axis) { + return mulMv( mat4Tmp1.setToRotationAxis(ang_rad, axis) ); + } + /** + * Rotate the {@link #getMv() modelview matrix} with the given {@link Quaternion}'s rotation {@link Matrix4f#setToRotation(Quaternion) matrix representation}. + * @param quat the {@link Quaternion} + * @return this instance of chaining + */ + public final PMVMatrix4f rotateMv(final Quaternion quat) { + return mulMv( mat4Tmp1.setToRotation(quat) ); + } + + /** + * Rotate the {@link #getP() projection matrix} by the given axis and angle in radians. + * <p> + * Consider using {@link #rotateP(Quaternion)} + * </p> + * @param ang_rad angle in radians + * @param axis rotation axis + * @return this instance of chaining + * @see #rotateP(Quaternion) + */ + public final PMVMatrix4f rotateP(final float ang_rad, final float x, final float y, final float z) { + return mulP( mat4Tmp1.setToRotationAxis(ang_rad, x, y, z) ); + } + /** + * Rotate the {@link #getP() projection matrix} by the given axis and angle in radians. + * <p> + * Consider using {@link #rotateP(Quaternion)} + * </p> + * @param ang_rad angle in radians + * @param axis rotation axis + * @return this instance of chaining + * @see #rotateP(Quaternion) + */ + public final PMVMatrix4f rotateP(final float ang_rad, final Vec3f axis) { + return mulP( mat4Tmp1.setToRotationAxis(ang_rad, axis) ); + } + /** + * Rotate the {@link #getP() projection matrix} with the given {@link Quaternion}'s rotation {@link Matrix4f#setToRotation(Quaternion) matrix representation}. + * @param quat the {@link Quaternion} + * @return this instance of chaining + */ + public final PMVMatrix4f rotateP(final Quaternion quat) { + return mulP( mat4Tmp1.setToRotation(quat) ); + } + + /** Pop the {@link #getMv() modelview matrix} from its stack. */ + public final PMVMatrix4f popMv() { + matMv.pop(); + setModelviewDirty(); + return this; + } + /** Pop the {@link #getP() projection matrix} from its stack. */ + public final PMVMatrix4f popP() { + matP.pop(); + setProjectionDirty(); + return this; + } + /** Pop the {@link #getT() texture matrix} from its stack. */ + public final PMVMatrix4f popT() { + matTex.pop(); + setTextureDirty(); + return this; + } + /** Push the {@link #getMv() modelview matrix} to its stack, while preserving its values. */ + public final PMVMatrix4f pushMv() { + matMv.push(); + return this; + } + /** Push the {@link #getP() projection matrix} to its stack, while preserving its values. */ + public final PMVMatrix4f pushP() { + matP.push(); + return this; + } + /** Push the {@link #getT() texture matrix} to its stack, while preserving its values. */ + public final PMVMatrix4f pushT() { + matTex.push(); + return this; + } + + /** + * {@link #mulP(Matrix4f) Multiply} the {@link #getP() projection matrix} with the orthogonal matrix. + * @param left + * @param right + * @param bottom + * @param top + * @param zNear + * @param zFar + * @see Matrix4f#setToOrtho(float, float, float, float, float, float) + */ + public final void orthoP(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) { + mulP( mat4Tmp1.setToOrtho(left, right, bottom, top, zNear, zFar) ); + } + + /** + * {@link #mulP(Matrix4f) Multiply} the {@link #getP() projection matrix} with the frustum matrix. + * + * @throws IllegalArgumentException if {@code zNear <= 0} or {@code zFar <= zNear} + * or {@code left == right}, or {@code bottom == top}. + * @see Matrix4f#setToFrustum(float, float, float, float, float, float) + */ + public final void frustumP(final float left, final float right, final float bottom, final float top, final float zNear, final float zFar) throws IllegalArgumentException { + mulP( mat4Tmp1.setToFrustum(left, right, bottom, top, zNear, zFar) ); + } + + // + // Extra functionality + // + + /** + * {@link #mulP(Matrix4f) Multiply} the {@link #getP() projection matrix} with the perspective/frustum matrix. + * + * @param fovy_rad fov angle in radians + * @param aspect aspect ratio width / height + * @param zNear + * @param zFar + * @throws IllegalArgumentException if {@code zNear <= 0} or {@code zFar <= zNear} + * @see Matrix4f#setToPerspective(float, float, float, float) + */ + public final PMVMatrix4f perspectiveP(final float fovy_rad, final float aspect, final float zNear, final float zFar) throws IllegalArgumentException { + mulP( mat4Tmp1.setToPerspective(fovy_rad, aspect, zNear, zFar) ); + return this; + } + + /** + * {@link #mulP(Matrix4f) Multiply} the {@link #getP() projection matrix} + * with the eye, object and orientation, i.e. {@link Matrix4f#setToLookAt(Vec3f, Vec3f, Vec3f, Matrix4f)}. + */ + public final PMVMatrix4f lookAtP(final Vec3f eye, final Vec3f center, final Vec3f up) { + mulP( mat4Tmp1.setToLookAt(eye, center, up, getTmp2Mat()) ); + return this; + } + + /** + * Map object coordinates to window coordinates. + * <p> + * Traditional <code>gluProject</code> implementation. + * </p> + * + * @param objPos 3 component object coordinate + * @param viewport Rect4i viewport + * @param winPos 3 component window coordinate, the result + * @return true if successful, otherwise false (z is 1) + */ + public final boolean mapObjToWin(final Vec3f objPos, final Recti viewport, final Vec3f winPos) { + return Matrix4f.mapObjToWin(objPos, matMv, matP, viewport, winPos); + } + + /** + * Map window coordinates to object coordinates. + * <p> + * Traditional <code>gluUnProject</code> implementation. + * </p> + * + * @param winx + * @param winy + * @param winz + * @param viewport Rect4i viewport + * @param objPos 3 component object coordinate, the result + * @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z) + */ + public final boolean mapWinToObj(final float winx, final float winy, final float winz, + final Recti viewport, final Vec3f objPos) { + if( Matrix4f.mapWinToObj(winx, winy, winz, getPMvi(), viewport, objPos) ) { + return true; + } else { + return false; + } + } + + /** + * Map window coordinates to object coordinates. + * <p> + * Traditional <code>gluUnProject4</code> implementation. + * </p> + * + * @param winx + * @param winy + * @param winz + * @param clipw + * @param viewport Rect4i viewport + * @param near + * @param far + * @param objPos 4 component object coordinate, the result + * @return true if successful, otherwise false (failed to invert matrix, or becomes infinity due to zero z) + */ + public boolean mapWinToObj4(final float winx, final float winy, final float winz, final float clipw, + final Recti viewport, final float near, final float far, final Vec4f objPos) { + if( Matrix4f.mapWinToObj4(winx, winy, winz, clipw, getPMvi(), viewport, near, far, objPos) ) { + return true; + } else { + return false; + } + } + + /** + * Map two window coordinates w/ shared X/Y and distinctive Z + * to a {@link Ray}. The resulting {@link Ray} maybe used for <i>picking</i> + * using a {@link AABBox#getRayIntersection(Vec3f, Ray, float, boolean) bounding box}. + * <p> + * Notes for picking <i>winz0</i> and <i>winz1</i>: + * <ul> + * <li>see {@link FloatUtil#getZBufferEpsilon(int, float, float)}</li> + * <li>see {@link FloatUtil#getZBufferValue(int, float, float, float)}</li> + * <li>see {@link FloatUtil#getOrthoWinZ(float, float, float)}</li> + * </ul> + * </p> + * @param winx + * @param winy + * @param winz0 + * @param winz1 + * @param viewport + * @param ray storage for the resulting {@link Ray} + * @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity) + */ + public final boolean mapWinToRay(final float winx, final float winy, final float winz0, final float winz1, + final Recti viewport, final Ray ray) { + return Matrix4f.mapWinToRay(winx, winy, winz0, winz1, getPMvi(), viewport, ray); + } + + public StringBuilder toString(StringBuilder sb, final String f) { + if(null == sb) { + sb = new StringBuilder(); + } + final boolean pmvDirty = 0 != (PREMUL_PMV & dirtyBits); + final boolean pmvUsed = null != matPMv; + + final boolean pmviDirty = 0 != (PREMUL_PMVI & dirtyBits); + final boolean pmviUsed = null != matPMvi; + + final boolean frustumDirty = 0 != (FRUSTUM & dirtyBits); + final boolean frustumUsed = null != frustum; + + final boolean mviDirty = 0 != (INVERSE_MODELVIEW & dirtyBits); + final boolean mviReq = 0 != (INVERSE_MODELVIEW & requestBits); + + final boolean mvitDirty = 0 != (INVERSE_TRANSPOSED_MODELVIEW & dirtyBits); + final boolean mvitReq = 0 != (INVERSE_TRANSPOSED_MODELVIEW & requestBits); + + final boolean modP = 0 != ( MODIFIED_PROJECTION & modifiedBits ); + final boolean modMv = 0 != ( MODIFIED_MODELVIEW & modifiedBits ); + final boolean modT = 0 != ( MODIFIED_TEXTURE & modifiedBits ); + int count = 3; // P, Mv, T + + sb.append("PMVMatrix4f[modified[P ").append(modP).append(", Mv ").append(modMv).append(", T ").append(modT); + sb.append("], dirty/used[PMv ").append(pmvDirty).append("/").append(pmvUsed).append(", Pmvi ").append(pmviDirty).append("/").append(pmviUsed).append(", Frustum ").append(frustumDirty).append("/").append(frustumUsed); + sb.append("], dirty/req[Mvi ").append(mviDirty).append("/").append(mviReq).append(", Mvit ").append(mvitDirty).append("/").append(mvitReq).append("]").append(System.lineSeparator()); + sb.append(", Projection").append(System.lineSeparator()); + matP.toString(sb, null, f); + sb.append(", Modelview").append(System.lineSeparator()); + matMv.toString(sb, null, f); + sb.append(", Texture").append(System.lineSeparator()); + matTex.toString(sb, null, f); + if( null != matPMv ) { + sb.append(", P * Mv").append(System.lineSeparator()); + matPMv.toString(sb, null, f); + ++count; + } + if( null != matPMvi ) { + sb.append(", P * Mv").append(System.lineSeparator()); + matPMvi.toString(sb, null, f); + ++count; + } + if( mviReq ) { + sb.append(", Inverse Modelview").append(System.lineSeparator()); + matMvi.toString(sb, null, f); + ++count; + } + if( mvitReq ) { + sb.append(", Inverse Transposed Modelview").append(System.lineSeparator()); + matMvit.toString(sb, null, f); + ++count; + } + int tmpCount = 1; + if( null != mat4Tmp2 ) { + ++tmpCount; + } + sb.append(", matrices "+count+" + "+tmpCount+" temp = "+(count+tmpCount)+"]"); + return sb; + } + + @Override + public String toString() { + return toString(null, "%10.5f").toString(); + } + + /** + * Returns the modified bits due to mutable operations.. + * <p> + * A modified bit is set, if the corresponding matrix had been modified by a mutable operation + * since last {@link #update()} or {@link #getModifiedBits(boolean) getModifiedBits(true)} call. + * </p> + * @param clear if true, clears the modified bits, otherwise leaves them untouched. + * + * @see #MODIFIED_PROJECTION + * @see #MODIFIED_MODELVIEW + * @see #MODIFIED_TEXTURE + * @see #getDirtyBits() + * @see #isReqDirty() + */ + public final int getModifiedBits(final boolean clear) { + final int r = modifiedBits; + if(clear) { + modifiedBits = 0; + } + return r; + } + + /** + * Returns the dirty bits due to mutable operations, + * i.e. + * - {@link #INVERSE_MODELVIEW} (if requested) + * - {@link #INVERSE_TRANSPOSED_MODELVIEW} (if requested) + * - {@link #FRUSTUM} (always, cleared via {@link #getFrustum()} + * <p> + * A dirty bit is set, if the corresponding matrix had been modified by a mutable operation + * since last {@link #update()} call and requested in the constructor {@link #PMVMatrix4f(int)}. + * </p> + * <p> + * {@link #update()} clears the dirty state for the matrices and {@link #getFrustum()} for {@link #FRUSTUM}. + * </p> + * + * @see #isReqDirty() + * @see #INVERSE_MODELVIEW + * @see #INVERSE_TRANSPOSED_MODELVIEW + * @see #FRUSTUM + * @see #PMVMatrix4f(int) + * @see #getMvi() + * @see #getMvit() + * @see #getSyncPMvMvi() + * @see #getSyncPMvMviMvit() + * @see #getFrustum() + */ + public final int getDirtyBits() { + return dirtyBits; + } + + /** + * Returns true if the one of the {@link #getReqBits() requested bits} are are set dirty due to mutable operations, + * i.e. at least one of + * - {@link #INVERSE_MODELVIEW} + * - {@link #INVERSE_TRANSPOSED_MODELVIEW} + * <p> + * A dirty bit is set, if the corresponding matrix had been modified by a mutable operation + * since last {@link #update()} call and requested in the constructor {@link #PMVMatrix4f(int)}. + * </p> + * <p> + * {@link #update()} clears the dirty state for the matrices and {@link #getFrustum()} for {@link #FRUSTUM}. + * </p> + * + * @see #INVERSE_MODELVIEW + * @see #INVERSE_TRANSPOSED_MODELVIEW + * @see #PMVMatrix4f(int) + * @see #getMvi() + * @see #getMvit() + * @see #getSyncPMvMvi() + * @see #getSyncPMvMviMvit() + */ + public final boolean isReqDirty() { + return 0 != ( requestBits & dirtyBits ); + } + + /** + * Sets the {@link #getMv() Modelview (Mv)} matrix dirty and modified, + * i.e. adds {@link #getReqBits() requested bits} and {@link #MANUAL_BITS} to {@link #getDirtyBits() dirty bits}. + * @see #isReqDirty() + */ + public final void setModelviewDirty() { + dirtyBits |= requestBits | MANUAL_BITS ; + modifiedBits |= MODIFIED_MODELVIEW; + } + + /** + * Sets the {@link #getP() Projection (P)} matrix dirty and modified, + * i.e. adds {@link #MANUAL_BITS} to {@link #getDirtyBits() dirty bits}. + */ + public final void setProjectionDirty() { + dirtyBits |= MANUAL_BITS ; + modifiedBits |= MODIFIED_PROJECTION; + } + + /** + * Sets the {@link #getT() Texture (T)} matrix modified. + */ + public final void setTextureDirty() { + modifiedBits |= MODIFIED_TEXTURE; + } + + /** + * Returns the request bit mask, which uses bit values equal to the dirty mask + * and may contain + * - {@link #INVERSE_MODELVIEW} + * - {@link #INVERSE_TRANSPOSED_MODELVIEW} + * <p> + * The request bit mask is set by in the constructor {@link #PMVMatrix4f(int)}. + * </p> + * + * @see #INVERSE_MODELVIEW + * @see #INVERSE_TRANSPOSED_MODELVIEW + * @see #PMVMatrix4f(int) + * @see #getMvi() + * @see #getMvit() + * @see #getSyncPMvMvi() + * @see #getSyncPMvMviMvit() + * @see #getFrustum() + */ + public final int getReqBits() { + return requestBits; + } + + /** + * Returns the pre-multiplied projection x modelview, P x Mv. + * <p> + * This {@link Matrix4f} instance should be re-fetched via this method and not locally stored + * to have it updated from a potential modification of underlying projection and/or modelview matrix. + * {@link #update()} has no effect on this {@link Matrix4f}. + * </p> + * <p> + * This pre-multipled P x Mv is considered dirty, if its corresponding + * {@link #getP() P matrix} or {@link #getMv() Mv matrix} has been modified since its last update. + * </p> + * @see #update() + */ + public final Matrix4f getPMv() { + if( 0 != ( dirtyBits & PREMUL_PMV ) ) { + if( null == matPMv ) { + matPMv = new Matrix4f(); + } + matPMv.mul(matP, matMv); + dirtyBits &= ~PREMUL_PMV; + } + return matPMv; + } + + /** + * Returns the pre-multiplied inverse projection x modelview, + * if {@link Matrix4f#invert(Matrix4f)} succeeded, otherwise `null`. + * <p> + * This {@link Matrix4f} instance should be re-fetched via this method and not locally stored + * to have it updated from a potential modification of underlying projection and/or modelview matrix. + * {@link #update()} has no effect on this {@link Matrix4f}. + * </p> + * <p> + * This pre-multipled invert(P x Mv) is considered dirty, if its corresponding + * {@link #getP() P matrix} or {@link #getMv() Mv matrix} has been modified since its last update. + * </p> + * @see #update() + */ + public final Matrix4f getPMvi() { + if( 0 != ( dirtyBits & PREMUL_PMVI ) ) { + if( null == matPMvi ) { + matPMvi = new Matrix4f(); + } + final Matrix4f mPMv = getPMv(); + matPMviOK = matPMvi.invert(mPMv); + dirtyBits &= ~PREMUL_PMVI; + } + return matPMviOK ? matPMvi : null; + } + + /** + * Returns the frustum, derived from projection x modelview. + * <p> + * This {@link Frustum} instance should be re-fetched via this method and not locally stored + * to have it updated from a potential modification of underlying projection and/or modelview matrix. + * {@link #update()} has no effect on this {@link Frustum}. + * </p> + * <p> + * The {@link Frustum} is considered dirty, if its corresponding + * {@link #getP() P matrix} or {@link #getMv() Mv matrix} has been modified since its last update. + * </p> + * @see #update() + */ + public final Frustum getFrustum() { + if( 0 != ( dirtyBits & FRUSTUM ) ) { + if( null == frustum ) { + frustum = new Frustum(); + } + final Matrix4f mPMv = getPMv(); + frustum.updateFrustumPlanes(mPMv); + dirtyBits &= ~FRUSTUM; + } + return frustum; + } + + /** + * Update the derived {@link #getMvi() inverse modelview (Mvi)}, + * {@link #getMvit() inverse transposed modelview (Mvit)} matrices + * <b>if</b> they {@link #isReqDirty() are dirty} <b>and</b> + * requested via the constructor {@link #PMVMatrix4f(int)}.<br/> + * Hence updates the following dirty bits. + * - {@link #INVERSE_MODELVIEW} + * - {@link #INVERSE_TRANSPOSED_MODELVIEW} + * <p> + * The {@link Frustum} is updated only via {@link #getFrustum()} separately. + * </p> + * <p> + * The Mvi and Mvit matrices are considered dirty, if their corresponding + * {@link #getMv() Mv matrix} has been modified since their last update. + * </p> + * <p> + * Method is automatically called by {@link SyncMatrix4f} and {@link SyncMatrices4f} + * instances {@link SyncAction} as retrieved by e.g. {@link #getSyncMvit()}. + * This ensures an automatic update cycle if used with {@link com.jogamp.opengl.GLUniformData}. + * </p> + * <p> + * Method may be called manually in case mutable operations has been called + * and caller operates on already fetched references, i.e. not calling + * {@link #getMvi()}, {@link #getMvit()} anymore. + * </p> + * <p> + * Method clears the modified bits like {@link #getModifiedBits(boolean) getModifiedBits(true)}, + * which are set by any mutable operation. The modified bits have no impact + * on this method, but the return value. + * </p> + * + * @return true if any matrix has been modified since last update call or + * if the derived matrices Mvi and Mvit were updated, otherwise false. + * In other words, method returns true if any matrix used by the caller must be updated, + * e.g. uniforms in a shader program. + * + * @see #getModifiedBits(boolean) + * @see #isReqDirty() + * @see #INVERSE_MODELVIEW + * @see #INVERSE_TRANSPOSED_MODELVIEW + * @see #PMVMatrix4f(int) + * @see #getMvi() + * @see #getMvit() + * @see #getSyncPMvMvi() + * @see #getSyncPMvMviMvit() + */ + public final boolean update() { + return updateImpl(true); + } + + // + // private + // + + private final boolean updateImpl(final boolean clearModBits) { + boolean mod = 0 != modifiedBits; + if( clearModBits ) { + modifiedBits = 0; + } + if( 0 != ( requestBits & ( ( dirtyBits & ( INVERSE_MODELVIEW | INVERSE_TRANSPOSED_MODELVIEW ) ) ) ) ) { // only if dirt requested & dirty + if( !matMvi.invert(matMv) ) { + throw new RuntimeException("Invalid source Mv matrix, can't compute inverse"); + } + dirtyBits &= ~INVERSE_MODELVIEW; + mod = true; + } + if( 0 != ( requestBits & ( dirtyBits & INVERSE_TRANSPOSED_MODELVIEW ) ) ) { // only if requested & dirty + matMvit.transpose(matMvi); + dirtyBits &= ~INVERSE_TRANSPOSED_MODELVIEW; + mod = true; + } + return mod; + } + + protected final Matrix4f matP; + protected final Matrix4f matMv; + protected final Matrix4f matTex; + + private final Matrix4f matMvi; + private final Matrix4f matMvit; + + private static final int mP_offset = 0*16; + private static final int mMv_offset = 1*16; + private final int mMvi_offset; + private final int mMvit_offset; + private final int mTex_offset; + + private final float[] matrixStore; + + private final SyncMatrix4f syncP, syncMv, syncT; + private final SyncMatrix4f syncMvi, syncMvit; + private final SyncMatrices4f syncP_Mv, syncP_Mv_Mvi, syncP_Mv_Mvi_Mvit; + + protected final Matrix4f mat4Tmp1; + private Matrix4f mat4Tmp2; + + private int modifiedBits = MODIFIED_ALL; + private int dirtyBits = 0; // contains the dirty bits, i.e. hinting for update operation + private final int requestBits; // may contain the requested bits: INVERSE_MODELVIEW | INVERSE_TRANSPOSED_MODELVIEW + private Matrix4f matPMv; + private Matrix4f matPMvi; + private boolean matPMviOK; + private Frustum frustum; + + private abstract class PMVSyncBuffer implements SyncMatrix4f { + protected final Matrix4f mat; + private final FloatBuffer fbuf; + + public PMVSyncBuffer(final Matrix4f m, final FloatBuffer fbuf) { + this.mat = m; + this.fbuf = fbuf; + } + + @Override + public final Buffer getBuffer() { return fbuf; } + + @Override + public final SyncBuffer sync() { getAction().sync(); return this; } + + @Override + public final Buffer getSyncBuffer() { getAction().sync(); return fbuf; } + + @Override + public final Matrix4f getMatrix() { return mat; } + + @Override + public final FloatBuffer getSyncFloats() { getAction().sync(); return fbuf; } + } + private final class SyncBuffer0 extends PMVSyncBuffer { + private final SyncAction action = new SyncAction() { + @Override + public void sync() { mat.get(matrixStore); } + }; + + public SyncBuffer0(final Matrix4f m, final FloatBuffer fbuf) { super(m, fbuf); } + + @Override + public SyncAction getAction() { return action; } + + } + private final class SyncBuffer1 extends PMVSyncBuffer { + private final int offset; + private final SyncAction action = new SyncAction() { + @Override + public void sync() { mat.get(matrixStore, offset); } + }; + + public SyncBuffer1(final Matrix4f m, final FloatBuffer fbuf, final int offset) { + super(m, fbuf); + this.offset = offset; + } + + @Override + public SyncAction getAction() { return action; } + } + private final class SyncBuffer1U extends PMVSyncBuffer { + private final int offset; + private final SyncAction action = new SyncAction() { + @Override + public void sync() { + updateImpl(true); + mat.get(matrixStore, offset); + } + }; + + public SyncBuffer1U(final Matrix4f m, final FloatBuffer fbuf, final int offset) { + super(m, fbuf); + this.offset = offset; + } + + @Override + public SyncAction getAction() { return action; } + } + + private abstract class PMVSyncBufferN implements SyncMatrices4f { + protected final Matrix4f[] mats; + private final FloatBuffer fbuf; + + public PMVSyncBufferN(final Matrix4f[] ms, final FloatBuffer fbuf) { + this.mats = ms; + this.fbuf = fbuf; + } + + @Override + public final Buffer getBuffer() { return fbuf; } + + @Override + public final SyncBuffer sync() { getAction().sync(); return this; } + + @Override + public final Buffer getSyncBuffer() { getAction().sync(); return fbuf; } + + @Override + public Matrix4f[] getMatrices() { return mats; } + + @Override + public final FloatBuffer getSyncFloats() { getAction().sync(); return fbuf; } + } + private final class SyncBufferN extends PMVSyncBufferN { + private final int offset; + private final SyncAction action = new SyncAction() { + @Override + public void sync() { + int ioff = offset; + for(int i=0; i<mats.length; ++i, ioff+=16) { + mats[i].get(matrixStore, ioff); + } + } + }; + + public SyncBufferN(final Matrix4f[] ms, final FloatBuffer fbuf, final int offset) { + super(ms, fbuf); + this.offset = offset; + } + + @Override + public SyncAction getAction() { return action; } + } + private final class SyncBufferNU extends PMVSyncBufferN { + private final int offset; + private final SyncAction action = new SyncAction() { + @Override + public void sync() { + updateImpl(true); + int ioff = offset; + for(int i=0; i<mats.length; ++i, ioff+=16) { + mats[i].get(matrixStore, ioff); + } + } + }; + + public SyncBufferNU(final Matrix4f[] ms, final FloatBuffer fbuf, final int offset) { + super(ms, fbuf); + this.offset = offset; + } + + @Override + public SyncAction getAction() { return action; } + } +}
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