Esempio n. 1
0
  public final void glOrthof(
      final float left,
      final float right,
      final float bottom,
      final float top,
      final float zNear,
      final float zFar) {
    // Ortho matrix:
    //  2/dx  0     0    tx
    //  0     2/dy  0    ty
    //  0     0     2/dz tz
    //  0     0     0    1
    final float dx = right - left;
    final float dy = top - bottom;
    final float dz = zFar - zNear;
    final float tx = -1.0f * (right + left) / dx;
    final float ty = -1.0f * (top + bottom) / dy;
    final float tz = -1.0f * (zFar + zNear) / dz;

    matrixOrtho[0 + 4 * 0] = 2.0f / dx;
    matrixOrtho[1 + 4 * 1] = 2.0f / dy;
    matrixOrtho[2 + 4 * 2] = -2.0f / dz;
    matrixOrtho[0 + 4 * 3] = tx;
    matrixOrtho[1 + 4 * 3] = ty;
    matrixOrtho[2 + 4 * 3] = tz;

    glMultMatrixf(matrixOrtho, 0);
  }
Esempio n. 2
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 public final void glTranslatef(final float x, final float y, final float z) {
   // Translation matrix:
   //  1 0 0 x
   //  0 1 0 y
   //  0 0 1 z
   //  0 0 0 1
   matrixTrans[0 + 4 * 3] = x;
   matrixTrans[1 + 4 * 3] = y;
   matrixTrans[2 + 4 * 3] = z;
   glMultMatrixf(matrixTrans, 0);
 }
Esempio n. 3
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  public final void glScalef(final float x, final float y, final float z) {
    // Scale matrix:
    //  x 0 0 0
    //  0 y 0 0
    //  0 0 z 0
    //  0 0 0 1
    matrixScale[0 + 4 * 0] = x;
    matrixScale[1 + 4 * 1] = y;
    matrixScale[2 + 4 * 2] = z;

    glMultMatrixf(matrixScale, 0);
  }
Esempio n. 4
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  public final void glFrustumf(
      final float left,
      final float right,
      final float bottom,
      final float top,
      final float zNear,
      final float zFar) {
    if (zNear <= 0.0f || zFar < 0.0f) {
      throw new GLException("GL_INVALID_VALUE: zNear and zFar must be positive, and zNear>0");
    }
    if (left == right || top == bottom) {
      throw new GLException("GL_INVALID_VALUE: top,bottom and left,right must not be equal");
    }
    // Frustum matrix:
    //  2*zNear/dx   0          A  0
    //  0            2*zNear/dy B  0
    //  0            0          C  D
    //  0            0         -1  0
    final float zNear2 = 2.0f * zNear;
    final float dx = right - left;
    final float dy = top - bottom;
    final float dz = zFar - zNear;
    final float A = (right + left) / dx;
    final float B = (top + bottom) / dy;
    final float C = -1.0f * (zFar + zNear) / dz;
    final float D = -2.0f * (zFar * zNear) / dz;

    matrixFrustum[0 + 4 * 0] = zNear2 / dx;
    matrixFrustum[1 + 4 * 1] = zNear2 / dy;
    matrixFrustum[2 + 4 * 2] = C;

    matrixFrustum[0 + 4 * 2] = A;
    matrixFrustum[1 + 4 * 2] = B;

    matrixFrustum[2 + 4 * 3] = D;
    matrixFrustum[3 + 4 * 2] = -1.0f;

    glMultMatrixf(matrixFrustum, 0);
  }
Esempio n. 5
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  public final void glRotatef(final float angdeg, float x, float y, float z) {
    final float angrad = angdeg * (float) Math.PI / 180.0f;
    final float c = (float) Math.cos(angrad);
    final float ic = 1.0f - c;
    final float s = (float) Math.sin(angrad);

    vec3f[0] = x;
    vec3f[1] = y;
    vec3f[2] = z;
    FloatUtil.normalize(vec3f);
    x = vec3f[0];
    y = vec3f[1];
    z = vec3f[2];

    // Rotation matrix:
    //      xx(1-c)+c  xy(1-c)+zs xz(1-c)-ys 0
    //      xy(1-c)-zs yy(1-c)+c  yz(1-c)+xs 0
    //      xz(1-c)+ys yz(1-c)-xs zz(1-c)+c  0
    //      0          0          0          1
    final float xy = x * y;
    final float xz = x * z;
    final float xs = x * s;
    final float ys = y * s;
    final float yz = y * z;
    final float zs = z * s;
    matrixRot[0 * 4 + 0] = x * x * ic + c;
    matrixRot[0 * 4 + 1] = xy * ic + zs;
    matrixRot[0 * 4 + 2] = xz * ic - ys;

    matrixRot[1 * 4 + 0] = xy * ic - zs;
    matrixRot[1 * 4 + 1] = y * y * ic + c;
    matrixRot[1 * 4 + 2] = yz * ic + xs;

    matrixRot[2 * 4 + 0] = xz * ic + ys;
    matrixRot[2 * 4 + 1] = yz * ic - xs;
    matrixRot[2 * 4 + 2] = z * z * ic + c;

    glMultMatrixf(matrixRot, 0);
  }