diff options
author | Sven Gothel <[email protected]> | 2023-04-07 08:46:18 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2023-04-07 08:46:18 +0200 |
commit | 84a6d63205ec49ddfb36b57fe2888425ecda3a5a (patch) | |
tree | 354cec2ac14a8932a01122c5234926e774ef874e /src/jogl/classes/com/jogamp/opengl/math/geom | |
parent | 10b60e10ece3cbc3e0b8a68ac73229371530e0ba (diff) |
PMVMatrix rewrite using Matrix4f, providing SyncMatrix4f* for GLUniformData; Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
Big Easter Cleanup
- Net -214 lines of code, despite new classes.
- GLUniformData buffer can be synced w/ underlying data via SyncAction/SyncBuffer, e.g. SyncMatrix4f + SyncMatrices4f
- PMVMatrix rewrite using Matrix4f and providing SyncMatrix4f/Matrices4f to sync w/ GLUniformData
- Additional SyncMatrix4f16 + SyncMatrices4f16 covering Matrix4f sync w/ GLUniformData w/o PMVMatrix
- Utilize Vec3f, Recti, .. throughout API (Matrix4f, AABBox, .. Graph*)
- Moved FloatUtil -> Matrix4f, kept a few basic matrix ops for ProjectFloat
- Most, if not all, float[] and int[] should have been moved to proper classes
- int[] -> Recti for viewport rectangle
- Matrix4f and PMVMatrix is covered by math unit tests (as was FloatUtil before) -> save
Passed all unit tests on AMD64 GNU/Linux
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/math/geom')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java | 113 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java | 96 |
2 files changed, 60 insertions, 149 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java index 77e1bfc59..ad521de2a 100644 --- a/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java +++ b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java @@ -32,6 +32,7 @@ import com.jogamp.opengl.math.FloatUtil; import com.jogamp.opengl.math.Matrix4f; import com.jogamp.opengl.math.Quaternion; import com.jogamp.opengl.math.Ray; +import com.jogamp.opengl.math.Recti; import com.jogamp.opengl.math.Vec3f; import com.jogamp.opengl.util.PMVMatrix; @@ -718,41 +719,34 @@ public class AABBox { throw new InternalError("hashCode not designed"); } - public AABBox transform(final AABBox result, final float[/*16*/] mat4, final int mat4_off, - final float[] vec3Tmp0, final float[] vec3Tmp1) { - result.reset(); - FloatUtil.multMatrixVec3(mat4, mat4_off, low.get(vec3Tmp0), vec3Tmp1); - result.resize(vec3Tmp1); - - FloatUtil.multMatrixVec3(mat4, mat4_off, high.get(vec3Tmp0), vec3Tmp1); - result.resize(vec3Tmp1); - - result.computeCenter(); - return result; - } - - public AABBox transformMv(final AABBox result, final PMVMatrix pmv, - final float[] vec3Tmp0, final float[] vec3Tmp1) { - result.reset(); - pmv.multMvMatVec3f(low.get(vec3Tmp0), vec3Tmp1); - result.resize(vec3Tmp1); - - pmv.multMvMatVec3f(high.get(vec3Tmp0), vec3Tmp1); - result.resize(vec3Tmp1); - - result.computeCenter(); - return result; + /** + * Transform this box using the given {@link Matrix4f} into {@code out} + * @param mat transformation {@link Matrix4f} + * @param out the resulting {@link AABBox} + * @return the resulting {@link AABBox} for chaining + */ + public AABBox transform(final Matrix4f mat, final AABBox out) { + final Vec3f tmp = new Vec3f(); + out.reset(); + out.resize( mat.mulVec3f(low, tmp) ); + out.resize( mat.mulVec3f(high, tmp) ); + out.computeCenter(); + return out; } - public AABBox transform(final AABBox result, final Matrix4f mat, - final Vec3f vec3Tmp) { - result.reset(); - result.resize( mat.mulVec3f(low, vec3Tmp) ); - - result.resize( mat.mulVec3f(high, vec3Tmp) ); - - result.computeCenter(); - return result; + /** + * Transform this box using the {@link PMVMatrix#getMvMat() modelview} of the given {@link PMVMatrix} into {@code out} + * @param pmv transformation {@link PMVMatrix} + * @param out the resulting {@link AABBox} + * @return the resulting {@link AABBox} for chaining + */ + public AABBox transformMv(final PMVMatrix pmv, final AABBox out) { + final Vec3f tmp = new Vec3f(); + out.reset(); + out.resize( pmv.mulMvMatVec3f(low, tmp) ); + out.resize( pmv.mulMvMatVec3f(high, tmp) ); + out.computeCenter(); + return out; } /** @@ -771,56 +765,51 @@ public class AABBox { * | | * .y() ------ [3] * </pre> - * @param mat4PMv P x Mv matrix - * @param view + * @param mat4PMv [projection] x [modelview] matrix, i.e. P x Mv + * @param viewport viewport rectangle * @param useCenterZ * @param vec3Tmp0 3 component vector for temp storage * @param vec4Tmp1 4 component vector for temp storage * @param vec4Tmp2 4 component vector for temp storage * @return */ - public AABBox mapToWindow(final AABBox result, final float[/*16*/] mat4PMv, final int[] view, final boolean useCenterZ, - final float[] vec3Tmp0, final float[] vec4Tmp1, final float[] vec4Tmp2) { + public AABBox mapToWindow(final AABBox result, final Matrix4f mat4PMv, final Recti viewport, final boolean useCenterZ) { + final Vec3f tmp = new Vec3f(); + final Vec3f winPos = new Vec3f(); { - // System.err.printf("AABBox.mapToWindow.0: view[%d, %d, %d, %d], this %s%n", view.x(), view.y(), view.z(), view[3], toString()); final float objZ = useCenterZ ? center.z() : getMinZ(); - FloatUtil.mapObjToWin(getMinX(), getMinY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); - // System.err.printf("AABBox.mapToWindow.p1: %f, %f, %f -> %f, %f, %f%n", getMinX(), getMinY(), objZ, vec3Tmp0.x(), vec3Tmp0.y(), vec3Tmp0.z()); - // System.err.println("AABBox.mapToWindow.p1:"); - // System.err.println(FloatUtil.matrixToString(null, " mat4PMv", "%10.5f", mat4PMv, 0, 4, 4, false /* rowMajorOrder */)); - result.reset(); - result.resize(vec3Tmp0); - FloatUtil.mapObjToWin(getMinX(), getMaxY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); - // System.err.printf("AABBox.mapToWindow.p2: %f, %f, %f -> %f, %f, %f%n", getMinX(), getMaxY(), objZ, vec3Tmp0.x(), vec3Tmp0.y(), vec3Tmp0.z()); - result.resize(vec3Tmp0); + Matrix4f.mapObjToWin(tmp.set(getMinX(), getMinY(), objZ), mat4PMv, viewport, winPos); + result.resize(winPos); - FloatUtil.mapObjToWin(getMaxX(), getMinY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); - // System.err.printf("AABBox.mapToWindow.p3: %f, %f, %f -> %f, %f, %f%n", getMaxX(), getMinY(), objZ, vec3Tmp0.x(), vec3Tmp0.y(), vec3Tmp0.z()); - result.resize(vec3Tmp0); + Matrix4f.mapObjToWin(tmp.set(getMinX(), getMaxY(), objZ), mat4PMv, viewport, winPos); + result.resize(winPos); - FloatUtil.mapObjToWin(getMaxX(), getMaxY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); - // System.err.printf("AABBox.mapToWindow.p4: %f, %f, %f -> %f, %f, %f%n", getMaxX(), getMaxY(), objZ, vec3Tmp0.x(), vec3Tmp0.y(), vec3Tmp0.z()); - result.resize(vec3Tmp0); + Matrix4f.mapObjToWin(tmp.set(getMaxX(), getMaxY(), objZ), mat4PMv, viewport, winPos); + result.resize(winPos); + + Matrix4f.mapObjToWin(tmp.set(getMaxX(), getMinY(), objZ), mat4PMv, viewport, winPos); + result.resize(winPos); } if( !useCenterZ ) { final float objZ = getMaxZ(); - FloatUtil.mapObjToWin(getMinX(), getMinY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); - result.resize(vec3Tmp0); - FloatUtil.mapObjToWin(getMinX(), getMaxY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); - result.resize(vec3Tmp0); + Matrix4f.mapObjToWin(tmp.set(getMinX(), getMinY(), objZ), mat4PMv, viewport, winPos); + result.resize(winPos); + + Matrix4f.mapObjToWin(tmp.set(getMinX(), getMaxY(), objZ), mat4PMv, viewport, winPos); + result.resize(winPos); - FloatUtil.mapObjToWin(getMaxX(), getMinY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); - result.resize(vec3Tmp0); + Matrix4f.mapObjToWin(tmp.set(getMaxX(), getMaxY(), objZ), mat4PMv, viewport, winPos); + result.resize(winPos); - FloatUtil.mapObjToWin(getMaxX(), getMaxY(), objZ, mat4PMv, view, vec3Tmp0, vec4Tmp1, vec4Tmp2); - result.resize(vec3Tmp0); + Matrix4f.mapObjToWin(tmp.set(getMaxX(), getMinY(), objZ), mat4PMv, viewport, winPos); + result.resize(winPos); } if( DEBUG ) { - System.err.printf("AABBox.mapToWindow: view[%d, %d], this %s -> %s%n", view[0], view[1], toString(), result.toString()); + System.err.printf("AABBox.mapToWindow: view[%s], this %s -> %s%n", viewport, toString(), result.toString()); } return result; } diff --git a/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java b/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java index 4d098cb72..f72154827 100644 --- a/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java +++ b/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java @@ -37,7 +37,7 @@ import com.jogamp.opengl.math.geom.Frustum.FovDesc; /** * Providing frustum {@link #getPlanes() planes} derived by different inputs - * ({@link #updateByPMV(float[], int) P*MV}, ..) used to classify objects + * ({@link #updateFrustumPlanes(float[], int) P*MV}, ..) used to classify objects * <ul> * <li> {@link #classifyPoint(float[]) point} </li> * <li> {@link #classifySphere(float[], float) sphere} </li> @@ -120,7 +120,7 @@ public class Frustum { * Use one of the <code>update(..)</code> methods to set the {@link #getPlanes() planes}. * </p> * @see #updateByPlanes(Plane[]) - * @see #updateByPMV(float[], int) + * @see #updateFrustumPlanes(float[], int) */ public Frustum() { for (int i = 0; i < 6; ++i) { @@ -162,11 +162,6 @@ public class Frustum { } /** Return distance of plane to given point, see {@link #distanceTo(float, float, float)}. */ - public final float distanceTo(final float[] p) { - return n.x() * p[0] + n.y() * p[1] + n.z() * p[2] + d; - } - - /** Return distance of plane to given point, see {@link #distanceTo(float, float, float)}. */ public final float distanceTo(final Vec3f p) { return n.x() * p.x() + n.y() * p.y() + n.z() * p.z() + d; } @@ -254,87 +249,14 @@ public class Frustum { /** * Calculate the frustum planes in world coordinates - * using the passed float[16] as premultiplied P*MV (column major order). + * using the passed premultiplied P*MV (column major order) matrix. * <p> * Frustum plane's normals will point to the inside of the viewing frustum, * as required by this class. * </p> */ - public void updateByPMV(final float[] pmv, final int pmv_off) { - // Left: a = m41 + m11, b = m42 + m12, c = m43 + m13, d = m44 + m14 - [1..4] column-major - // Left: a = m30 + m00, b = m31 + m01, c = m32 + m02, d = m33 + m03 - [0..3] column-major - { - final Plane p = planes[LEFT]; - final Vec3f p_n = p.n; - p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] + pmv[ pmv_off + 0 + 0 * 4 ], - pmv[ pmv_off + 3 + 1 * 4 ] + pmv[ pmv_off + 0 + 1 * 4 ], - pmv[ pmv_off + 3 + 2 * 4 ] + pmv[ pmv_off + 0 + 2 * 4 ] ); - p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 0 + 3 * 4 ]; - } - - // Right: a = m41 - m11, b = m42 - m12, c = m43 - m13, d = m44 - m14 - [1..4] column-major - // Right: a = m30 - m00, b = m31 - m01, c = m32 - m02, d = m33 - m03 - [0..3] column-major - { - final Plane p = planes[RIGHT]; - final Vec3f p_n = p.n; - p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] - pmv[ pmv_off + 0 + 0 * 4 ], - pmv[ pmv_off + 3 + 1 * 4 ] - pmv[ pmv_off + 0 + 1 * 4 ], - pmv[ pmv_off + 3 + 2 * 4 ] - pmv[ pmv_off + 0 + 2 * 4 ] ); - p.d = pmv[ pmv_off + 3 + 3 * 4 ] - pmv[ pmv_off + 0 + 3 * 4 ]; - } - - // Bottom: a = m41 + m21, b = m42 + m22, c = m43 + m23, d = m44 + m24 - [1..4] column-major - // Bottom: a = m30 + m10, b = m31 + m11, c = m32 + m12, d = m33 + m13 - [0..3] column-major - { - final Plane p = planes[BOTTOM]; - final Vec3f p_n = p.n; - p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] + pmv[ pmv_off + 1 + 0 * 4 ], - pmv[ pmv_off + 3 + 1 * 4 ] + pmv[ pmv_off + 1 + 1 * 4 ], - pmv[ pmv_off + 3 + 2 * 4 ] + pmv[ pmv_off + 1 + 2 * 4 ] ); - p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 1 + 3 * 4 ]; - } - - // Top: a = m41 - m21, b = m42 - m22, c = m43 - m23, d = m44 - m24 - [1..4] column-major - // Top: a = m30 - m10, b = m31 - m11, c = m32 - m12, d = m33 - m13 - [0..3] column-major - { - final Plane p = planes[TOP]; - final Vec3f p_n = p.n; - p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] - pmv[ pmv_off + 1 + 0 * 4 ], - pmv[ pmv_off + 3 + 1 * 4 ] - pmv[ pmv_off + 1 + 1 * 4 ], - pmv[ pmv_off + 3 + 2 * 4 ] - pmv[ pmv_off + 1 + 2 * 4 ] ); - p.d = pmv[ pmv_off + 3 + 3 * 4 ] - pmv[ pmv_off + 1 + 3 * 4 ]; - } - - // Near: a = m41 + m31, b = m42 + m32, c = m43 + m33, d = m44 + m34 - [1..4] column-major - // Near: a = m30 + m20, b = m31 + m21, c = m32 + m22, d = m33 + m23 - [0..3] column-major - { - final Plane p = planes[NEAR]; - final Vec3f p_n = p.n; - p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] + pmv[ pmv_off + 2 + 0 * 4 ], - pmv[ pmv_off + 3 + 1 * 4 ] + pmv[ pmv_off + 2 + 1 * 4 ], - pmv[ pmv_off + 3 + 2 * 4 ] + pmv[ pmv_off + 2 + 2 * 4 ] ); - p.d = pmv[ pmv_off + 3 + 3 * 4 ] + pmv[ pmv_off + 2 + 3 * 4 ]; - } - - // Far: a = m41 - m31, b = m42 - m32, c = m43 - m33, d = m44 - m34 - [1..4] column-major - // Far: a = m30 - m20, b = m31 - m21, c = m32 + m22, d = m33 + m23 - [0..3] column-major - { - final Plane p = planes[FAR]; - final Vec3f p_n = p.n; - p_n.set( pmv[ pmv_off + 3 + 0 * 4 ] - pmv[ pmv_off + 2 + 0 * 4 ], - pmv[ pmv_off + 3 + 1 * 4 ] - pmv[ pmv_off + 2 + 1 * 4 ], - pmv[ pmv_off + 3 + 2 * 4 ] - pmv[ pmv_off + 2 + 2 * 4 ] ); - p.d = pmv[ pmv_off + 3 + 3 * 4 ] - pmv[ pmv_off + 2 + 3 * 4 ]; - } - - // Normalize all planes - for (int i = 0; i < 6; ++i) { - final Plane p = planes[i]; - final Vec3f p_n = p.n; - final float invLen = 1f / p_n.length(); - p_n.scale(invLen); - p.d *= invLen; - } + public void updateFrustumPlanes(final Matrix4f pmv) { + pmv.updateFrustumPlanes(this); } private static final boolean isOutsideImpl(final Plane p, final AABBox box) { @@ -380,7 +302,7 @@ public class Frustum { * @param p the point * @return {@link Location} of point related to frustum planes */ - public final Location classifyPoint(final float[] p) { + public final Location classifyPoint(final Vec3f p) { Location res = Location.INSIDE; for (int i = 0; i < 6; ++i) { @@ -400,7 +322,7 @@ public class Frustum { * @param p the point * @return true if outside of the frustum, otherwise inside or on a plane */ - public final boolean isPointOutside(final float[] p) { + public final boolean isPointOutside(final Vec3f p) { return Location.OUTSIDE == classifyPoint(p); } @@ -411,7 +333,7 @@ public class Frustum { * @param radius radius of the sphere * @return {@link Location} of point related to frustum planes */ - public final Location classifySphere(final float[] p, final float radius) { + public final Location classifySphere(final Vec3f p, final float radius) { Location res = Location.INSIDE; // fully inside for (int i = 0; i < 6; ++i) { @@ -434,7 +356,7 @@ public class Frustum { * @param radius radius of the sphere * @return true if outside of the frustum, otherwise inside or intersecting */ - public final boolean isSphereOutside(final float[] p, final float radius) { + public final boolean isSphereOutside(final Vec3f p, final float radius) { return Location.OUTSIDE == classifySphere(p, radius); } |