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.GL11; import org.lwjgl.opengl.GL12; /** * 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(256); /** * 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 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 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 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; } /** * 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(); GL11.glGetInteger(what, scratch); return scratch.get(); } }