package org.lwjgl.opengl.glu; import org.lwjgl.BufferUtils; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import java.nio.IntBuffer; /** * 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 = BufferUtils.createIntBuffer(16); /** * 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; r = 1.0f / r; 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 GL11.GL_COLOR_INDEX: case GL11.GL_STENCIL_INDEX: case GL11.GL_DEPTH_COMPONENT: case GL11.GL_RED: case GL11.GL_GREEN: case GL11.GL_BLUE: case GL11.GL_ALPHA: case GL11.GL_LUMINANCE: return 1; case GL11.GL_LUMINANCE_ALPHA: return 2; case GL11.GL_RGB: case GL12.GL_BGR: return 3; case GL11.GL_RGBA: case GL12.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 value * * @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 << 2; } value >>= 1; i <<= 1; } } /** * Method bytesPerPixel. * * @param format * @param type * * @return int */ protected static int bytesPerPixel(int format, int type) { int n, m; switch ( format ) { case GL11.GL_COLOR_INDEX: case GL11.GL_STENCIL_INDEX: case GL11.GL_DEPTH_COMPONENT: case GL11.GL_RED: case GL11.GL_GREEN: case GL11.GL_BLUE: case GL11.GL_ALPHA: case GL11.GL_LUMINANCE: n = 1; break; case GL11.GL_LUMINANCE_ALPHA: n = 2; break; case GL11.GL_RGB: case GL12.GL_BGR: n = 3; break; case GL11.GL_RGBA: case GL12.GL_BGRA: n = 4; break; default : n = 0; } switch ( type ) { case GL11.GL_UNSIGNED_BYTE: m = 1; break; case GL11.GL_BYTE: m = 1; break; case GL11.GL_BITMAP: m = 1; break; case GL11.GL_UNSIGNED_SHORT: m = 2; break; case GL11.GL_SHORT: m = 2; break; case GL11.GL_UNSIGNED_INT: m = 4; break; case GL11.GL_INT: m = 4; break; case GL11.GL_FLOAT: m = 4; break; default : m = 0; } return n * m; } /** * 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(); GL11.glGetInteger(what, scratch); return scratch.get(); } }