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authorSven Gothel <[email protected]>2023-04-05 09:42:28 +0200
committerSven Gothel <[email protected]>2023-04-05 09:42:28 +0200
commit15e60161787224e85172685f74dc0ac195969b51 (patch)
tree68f3b44be2b340cfb7903996cea4820512049463 /src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
parent603233b19373bfa157dd033132bff809af6a123f (diff)
Math: Complete Matrix4f w/ Vec[234]f and adopt it throughout Quaternion, Ray, AABBox, Frustum, Stereo*, ... adding hook to PMVMatrix
Motivation was to simplify matrix + vector math usage, ease review and avoid usage bugs. Matrix4f implementation uses dedicated float fields instead of an array. Performance didn't increase much, as JVM >= 11(?) has some optimizations to drop the array bounds check. AMD64 + OpenJDK17 - Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest) - Matrix4f.mul(b) roughly ~3% slower than FloatUtil.multMatrix(a, b, dest) - FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all - Matrix4f.invert(..) roughly ~3% slower than FloatUtil.invertMatrix(..) RaspberryPi 4b aarch64 + OpenJDK17 - Matrix4f.mul(a, b) got a roughly ~10% enhancement over FloatUtil.multMatrix(a, b, dest) - Matrix4f.mul(b) roughly ~20% slower than FloatUtil.multMatrix(a, b) - FloatUtil.multMatrix(a, a_off, b, b_off, dest) is considerable slower than all - Matrix4f.invert(..) roughly ~4% slower than FloatUtil.invertMatrix(..) Conclusion - Matrix4f.mul(b) needs to be revised (esp for aarch64) - Matrix4f.invert(..) should also not be slower ..
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java128
1 files changed, 114 insertions, 14 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
index f8f1d3930..1aa305c2e 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java
@@ -46,6 +46,7 @@ import jogamp.common.os.PlatformPropsImpl;
import com.jogamp.common.nio.Buffers;
import com.jogamp.common.util.FloatStack;
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.geom.AABBox;
@@ -208,9 +209,9 @@ public final class PMVMatrix implements GLMatrixFunc {
// Mvit Modelview-Inverse-Transpose
matrixArray = new float[5*16];
- mP_offset = 0*16;
- mMv_offset = 1*16;
- mTex_offset = 4*16;
+ // mP_offset = 0*16;
+ // mMv_offset = 1*16;
+ // mTex_offset = 4*16;
matrixPMvMvit = Buffers.slice2Float(matrixArray, 0*16, 4*16); // P + Mv + Mvi + Mvit
matrixPMvMvi = Buffers.slice2Float(matrixArray, 0*16, 3*16); // P + Mv + Mvi
@@ -241,6 +242,8 @@ public final class PMVMatrix implements GLMatrixFunc {
* Issues {@link #glLoadIdentity()} on all matrices,
* i.e. {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW}, {@link GLMatrixFunc#GL_PROJECTION GL_PROJECTION} or {@link GL#GL_TEXTURE GL_TEXTURE}
* and resets all internal states.
+ *
+ * Leaves {@link GLMatrixFunc#GL_MODELVIEW GL_MODELVIEW} the active matrix mode.
*/
public final void reset() {
FloatUtil.makeIdentity(matrixArray, mMv_offset);
@@ -403,7 +406,6 @@ public final class PMVMatrix implements GLMatrixFunc {
}
}
-
/**
* Multiplies the {@link #glGetPMatrixf() P} and {@link #glGetMvMatrixf() Mv} matrix, i.e.
* <pre>
@@ -432,6 +434,71 @@ public final class PMVMatrix implements GLMatrixFunc {
return mat4MvP;
}
+ /**
+ * v_out = Mv * v_in
+ * @param v_in float[4] input vector
+ * @param v_out float[4] output vector
+ */
+ public final void multMvMatVec4f(final float[/*4*/] v_in, final float[/*4*/] v_out) {
+ FloatUtil.multMatrixVec(matrixArray, mMv_offset, v_in, v_out);
+ }
+
+ /**
+ * v_out = Mv * v_in
+ *
+ * Affine 3f-vector transformation by 4x4 matrix, see {@link FloatUtil#multMatrixVec3(float[], int, float[], float[])}.
+ *
+ * @param v_in float[3] input vector
+ * @param v_out float[3] output vector
+ */
+ public final void multMvMatVec3f(final float[/*3*/] v_in, final float[/*3*/] v_out) {
+ FloatUtil.multMatrixVec3(matrixArray, mMv_offset, v_in, v_out);
+ }
+
+ /**
+ * v_out = P * v_in
+ * @param v_in float[4] input vector
+ * @param v_out float[4] output vector
+ */
+ public final void multPMatVec4f(final float[/*4*/] v_in, final float[/*4*/] v_out) {
+ FloatUtil.multMatrixVec(matrixArray, v_in, v_out); // mP_offset := 0
+ }
+
+ /**
+ * v_out = P * v_in
+ *
+ * Affine 3f-vector transformation by 4x4 matrix, see {@link FloatUtil#multMatrixVec3(float[], int, float[], float[])}.
+ *
+ * @param v_in float[3] input vector
+ * @param v_out float[3] output vector
+ */
+ public final void multPMatVec3f(final float[/*3*/] v_in, final float[/*3*/] v_out) {
+ FloatUtil.multMatrixVec3(matrixArray, v_in, v_out); // mP_offset := 0
+ }
+
+ /**
+ * v_out = P * Mv * v_in
+ * @param v_in float[4] input vector
+ * @param v_out float[4] output vector
+ */
+ public final void multPMvMatVec4f(final float[/*4*/] v_in, final float[/*4*/] v_out) {
+ FloatUtil.multMatrixVec(matrixArray, mMv_offset, v_in, mat4Tmp1);
+ FloatUtil.multMatrixVec(matrixArray, mat4Tmp1, v_out); // mP_offset := 0
+ }
+
+ /**
+ * v_out = P * Mv * v_in
+ *
+ * Affine 3f-vector transformation by 4x4 matrix, see {@link FloatUtil#multMatrixVec3(float[], int, float[], float[])}.
+ *
+ * @param v_in float[3] input vector
+ * @param v_out float[3] output vector
+ */
+ public final void multPMvMatVec3f(final float[/*3*/] v_in, final float[/*3*/] v_out) {
+ FloatUtil.multMatrixVec3(matrixArray, mMv_offset, v_in, mat4Tmp1);
+ FloatUtil.multMatrixVec3(matrixArray, mat4Tmp1, v_out); // mP_offset := 0
+ }
+
//
// GLMatrixFunc implementation
//
@@ -534,6 +601,24 @@ public final class PMVMatrix implements GLMatrixFunc {
}
/**
+ * Load the current matrix with the values of the given {@link Matrix4f}.
+ */
+ public final void glLoadMatrixf(final Matrix4f m) {
+ if(matrixMode==GL_MODELVIEW) {
+ m.get(matrixArray, mMv_offset);
+ dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
+ modifiedBits |= MODIFIED_MODELVIEW;
+ } else if(matrixMode==GL_PROJECTION) {
+ m.get(matrixArray, mP_offset);
+ dirtyBits |= DIRTY_FRUSTUM ;
+ modifiedBits |= MODIFIED_PROJECTION;
+ } else if(matrixMode==GL.GL_TEXTURE) {
+ m.get(matrixArray, mTex_offset);
+ modifiedBits |= MODIFIED_TEXTURE;
+ }
+ }
+
+ /**
* Load the current matrix with the values of the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
public final void glLoadMatrix(final Quaternion quat) {
@@ -633,6 +718,21 @@ public final class PMVMatrix implements GLMatrixFunc {
}
}
+ public final void glMultMatrixf(final Matrix4f m) {
+ if(matrixMode==GL_MODELVIEW) {
+ new Matrix4f(matrixArray, mMv_offset).mul(m).get(matrixArray, mMv_offset);
+ dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
+ modifiedBits |= MODIFIED_MODELVIEW;
+ } else if(matrixMode==GL_PROJECTION) {
+ new Matrix4f(matrixArray, mP_offset).mul(m).get(matrixArray, mP_offset);
+ dirtyBits |= DIRTY_FRUSTUM ;
+ modifiedBits |= MODIFIED_PROJECTION;
+ } else if(matrixMode==GL.GL_TEXTURE) {
+ new Matrix4f(matrixArray, mTex_offset).mul(m).get(matrixArray, mTex_offset);
+ modifiedBits |= MODIFIED_TEXTURE;
+ }
+ }
+
@Override
public final void glTranslatef(final float x, final float y, final float z) {
glMultMatrixf(FloatUtil.makeTranslation(matrixTxSx, false, x, y, z), 0);
@@ -645,7 +745,7 @@ public final class PMVMatrix implements GLMatrixFunc {
@Override
public final void glRotatef(final float ang_deg, final float x, final float y, final float z) {
- glMultMatrixf(FloatUtil.makeRotationAxis(mat4Tmp1, 0, ang_deg * FloatUtil.PI / 180.0f, x, y, z, mat4Tmp2), 0);
+ glMultMatrixf(FloatUtil.makeRotationAxis(mat4Tmp1, 0, FloatUtil.adegToRad(ang_deg), x, y, z, mat4Tmp2), 0);
}
/**
@@ -728,7 +828,7 @@ public final class PMVMatrix implements GLMatrixFunc {
public final boolean gluProject(final float objx, final float objy, final float objz,
final int[] viewport, final int viewport_offset,
final float[] win_pos, final int win_pos_offset ) {
- return FloatUtil.mapObjToWinCoords(objx, objy, objz,
+ return FloatUtil.mapObjToWin(objx, objy, objz,
matrixArray, mMv_offset,
matrixArray, mP_offset,
viewport, viewport_offset,
@@ -754,7 +854,7 @@ public final class PMVMatrix implements GLMatrixFunc {
public final boolean gluUnProject(final float winx, final float winy, final float winz,
final int[] viewport, final int viewport_offset,
final float[] obj_pos, final int obj_pos_offset) {
- return FloatUtil.mapWinToObjCoords(winx, winy, winz,
+ return FloatUtil.mapWinToObj(winx, winy, winz,
matrixArray, mMv_offset,
matrixArray, mP_offset,
viewport, viewport_offset,
@@ -788,7 +888,7 @@ public final class PMVMatrix implements GLMatrixFunc {
final int[] viewport, final int viewport_offset,
final float near, final float far,
final float[] obj_pos, final int obj_pos_offset ) {
- return FloatUtil.mapWinToObjCoords(winx, winy, winz, clipw,
+ return FloatUtil.mapWinToObj4(winx, winy, winz, clipw,
matrixArray, mMv_offset,
matrixArray, mP_offset,
viewport, viewport_offset,
@@ -842,14 +942,12 @@ public final class PMVMatrix implements GLMatrixFunc {
* @return true if successful, otherwise false (failed to invert matrix, or becomes z is infinity)
*/
public final boolean gluUnProjectRay(final float winx, final float winy, final float winz0, final float winz1,
- final int[] viewport, final int viewport_offset,
+ final int[] viewport,
final Ray ray) {
return FloatUtil.mapWinToRay(winx, winy, winz0, winz1,
matrixArray, mMv_offset,
- matrixArray, mP_offset,
- viewport, viewport_offset,
- ray,
- mat4Tmp1, mat4Tmp2, mat4Tmp3);
+ matrixArray, mP_offset, viewport,
+ ray, mat4Tmp1, mat4Tmp2, mat4Tmp3);
}
public StringBuilder toString(StringBuilder sb, final String f) {
@@ -1066,8 +1164,10 @@ public final class PMVMatrix implements GLMatrixFunc {
return res;
}
+ private static final int mP_offset = 0*16;
+ private static final int mMv_offset = 1*16;
+ private static final int mTex_offset = 4*16;
private final float[] matrixArray;
- private final int mP_offset, mMv_offset, mTex_offset;
private final FloatBuffer matrixPMvMvit, matrixPMvMvi, matrixPMv, matrixP, matrixTex, matrixMv, matrixMvi, matrixMvit;
private final float[] matrixTxSx;
private final float[] mat4Tmp1, mat4Tmp2, mat4Tmp3;