lwjgl2-arm64/src/java/org/lwjgl/opengl/glu/Util.java

227 lines
4 KiB
Java
Raw Normal View History

2004-01-20 15:24:36 +01:00
package org.lwjgl.opengl.glu;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import org.lwjgl.opengl.GL;
/**
* Util.java
*
*
* Created 7-jan-2004
* @author Erik Duijs
*/
public class Util {
/** temp IntBuffer of one for getting an int from some GL functions */
private static IntBuffer scratch = createIntBuffer(1);
/**
* Return ceiling of integer division
* @param a
* @param b
* @return int
*/
protected static int ceil(int a, int b) {
return (a % b == 0 ? a / b : a / b + 1);
}
/**
* Normalize vector
* @param v
* @return float[]
*/
protected static float[] normalize(float[] v) {
float r;
r = (float) Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
if (r == 0.0)
return v;
v[0] /= r;
v[1] /= r;
v[2] /= r;
return v;
}
/**
* Calculate cross-product
* @param v1
* @param v2
* @param result
*/
protected static void cross(float[] v1, float[] v2, float[] result) {
result[0] = v1[1] * v2[2] - v1[2] * v2[1];
result[1] = v1[2] * v2[0] - v1[0] * v2[2];
result[2] = v1[0] * v2[1] - v1[1] * v2[0];
}
/**
* Method compPerPix.
* @param format
* @return int
*/
protected static int compPerPix(int format) {
/* Determine number of components per pixel */
switch (format) {
case GL.GL_COLOR_INDEX :
case GL.GL_STENCIL_INDEX :
case GL.GL_DEPTH_COMPONENT :
case GL.GL_RED :
case GL.GL_GREEN :
case GL.GL_BLUE :
case GL.GL_ALPHA :
case GL.GL_LUMINANCE :
return 1;
case GL.GL_LUMINANCE_ALPHA :
return 2;
case GL.GL_RGB :
case GL.GL_BGR :
return 3;
case GL.GL_RGBA :
case GL.GL_BGRA :
return 4;
default :
return -1;
}
}
/**
* Method nearestPower.
*
* Compute the nearest power of 2 number. This algorithm is a little
* strange, but it works quite well.
*
* @param width
* @return int
*/
protected static int nearestPower(int value) {
int i;
i = 1;
/* Error! */
if (value == 0)
return -1;
for (;;) {
if (value == 1) {
return i;
} else if (value == 3) {
return i * 4;
}
value = value >> 1;
i *= 2;
}
}
/**
* Method bytesPerPixel.
* @param format
* @param type
* @return int
*/
protected static int bytesPerPixel(int format, int type) {
int n, m;
switch (format) {
case GL.GL_COLOR_INDEX :
case GL.GL_STENCIL_INDEX :
case GL.GL_DEPTH_COMPONENT :
case GL.GL_RED :
case GL.GL_GREEN :
case GL.GL_BLUE :
case GL.GL_ALPHA :
case GL.GL_LUMINANCE :
n = 1;
break;
case GL.GL_LUMINANCE_ALPHA :
n = 2;
break;
case GL.GL_RGB :
case GL.GL_BGR :
n = 3;
break;
case GL.GL_RGBA :
case GL.GL_BGRA :
n = 4;
break;
default :
n = 0;
}
switch (type) {
case GL.GL_UNSIGNED_BYTE :
m = 1;
break;
case GL.GL_BYTE :
m = 1;
break;
case GL.GL_BITMAP :
m = 1;
break;
case GL.GL_UNSIGNED_SHORT :
m = 2;
break;
case GL.GL_SHORT :
m = 2;
break;
case GL.GL_UNSIGNED_INT :
m = 4;
break;
case GL.GL_INT :
m = 4;
break;
case GL.GL_FLOAT :
m = 4;
break;
default :
m = 0;
}
return n * m;
}
/**
* Create a FloatBuffer of specified size.
* @param size
* @return FloatBuffer
*/
protected static FloatBuffer createFloatBuffer(int size) {
ByteBuffer temp = ByteBuffer.allocateDirect(4 * size);
temp.order(ByteOrder.nativeOrder());
return temp.asFloatBuffer();
}
/**
* Create IntBuffer of specified size.
* @param size
* @return IntBuffer
*/
protected static IntBuffer createIntBuffer(int size) {
ByteBuffer temp = ByteBuffer.allocateDirect(4 * size);
temp.order(ByteOrder.nativeOrder());
return temp.asIntBuffer();
}
/**
* Convenience method for returning an int,
* rather than getting it out of a buffer yourself.
*
* @param what
* @return int
*/
protected static int glGetIntegerv(int what) {
scratch.rewind();
GL.glGetInteger(what, scratch);
return scratch.get();
}
}