/* * Copyright (C) 2007 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.opengl; import javax.microedition.khronos.opengles.GL10; /** * A set of GL utilities inspired by the OpenGL Utility Toolkit. * */ public class GLU { /** * Return an error string from a GL or GLU error code. * * @param error - a GL or GLU error code. * @return the error string for the input error code, or NULL if the input * was not a valid GL or GLU error code. */ public static String gluErrorString(int error) { switch (error) { case GL10.GL_NO_ERROR: return "no error"; case GL10.GL_INVALID_ENUM: return "invalid enum"; case GL10.GL_INVALID_VALUE: return "invalid value"; case GL10.GL_INVALID_OPERATION: return "invalid operation"; case GL10.GL_STACK_OVERFLOW: return "stack overflow"; case GL10.GL_STACK_UNDERFLOW: return "stack underflow"; case GL10.GL_OUT_OF_MEMORY: return "out of memory"; default: return null; } } /** * Define a viewing transformation in terms of an eye point, a center of * view, and an up vector. * * @param gl a GL10 interface * @param eyeX eye point X * @param eyeY eye point Y * @param eyeZ eye point Z * @param centerX center of view X * @param centerY center of view Y * @param centerZ center of view Z * @param upX up vector X * @param upY up vector Y * @param upZ up vector Z */ public static void gluLookAt(GL10 gl, float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) { // See the OpenGL GLUT documentation for gluLookAt for a description // of the algorithm. We implement it in a straightforward way: float fx = centerX - eyeX; float fy = centerY - eyeY; float fz = centerZ - eyeZ; // Normalize f float rlf = 1.0f / Matrix.length(fx, fy, fz); fx *= rlf; fy *= rlf; fz *= rlf; // compute s = f x up (x means "cross product") float sx = fy * upZ - fz * upY; float sy = fz * upX - fx * upZ; float sz = fx * upY - fy * upX; // and normalize s float rls = 1.0f / Matrix.length(sx, sy, sz); sx *= rls; sy *= rls; sz *= rls; // compute u = s x f float ux = sy * fz - sz * fy; float uy = sz * fx - sx * fz; float uz = sx * fy - sy * fx; float[] m = new float[16]; m[0] = sx; m[1] = ux; m[2] = -fx; m[3] = 0.0f; m[4] = sy; m[5] = uy; m[6] = -fy; m[7] = 0.0f; m[8] = sz; m[9] = uz; m[10] = -fz; m[11] = 0.0f; m[12] = 0.0f; m[13] = 0.0f; m[14] = 0.0f; m[15] = 1.0f; gl.glMultMatrixf(m, 0); gl.glTranslatef(-eyeX, -eyeY, -eyeZ); } /** * Set up a 2D orthographic projection matrix * * @param gl * @param left * @param right * @param bottom * @param top */ public static void gluOrtho2D(GL10 gl, float left, float right, float bottom, float top) { gl.glOrthof(left, right, bottom, top, -1.0f, 1.0f); } /** * Set up a perspective projection matrix * * @param gl a GL10 interface * @param fovy specifies the field of view angle, in degrees, in the Y * direction. * @param aspect specifies the aspect ration that determins the field of * view in the x direction. The aspect ratio is the ratio of x * (width) to y (height). * @param zNear specifies the distance from the viewer to the near clipping * plane (always positive). * @param zFar specifies the distance from the viewer to the far clipping * plane (always positive). */ public static void gluPerspective(GL10 gl, float fovy, float aspect, float zNear, float zFar) { float top = zNear * (float) Math.tan(fovy * (Math.PI / 360.0)); float bottom = -top; float left = bottom * aspect; float right = top * aspect; gl.glFrustumf(left, right, bottom, top, zNear, zFar); } /** * Map object coordinates into window coordinates. gluProject transforms the * specified object coordinates into window coordinates using model, proj, * and view. The result is stored in win. * <p> * Note that you can use the OES_matrix_get extension, if present, to get * the current modelView and projection matrices. * * @param objX object coordinates X * @param objY object coordinates Y * @param objZ object coordinates Z * @param model the current modelview matrix * @param modelOffset the offset into the model array where the modelview * maxtrix data starts. * @param project the current projection matrix * @param projectOffset the offset into the project array where the project * matrix data starts. * @param view the current view, {x, y, width, height} * @param viewOffset the offset into the view array where the view vector * data starts. * @param win the output vector {winX, winY, winZ}, that returns the * computed window coordinates. * @param winOffset the offset into the win array where the win vector data * starts. * @return A return value of GL_TRUE indicates success, a return value of * GL_FALSE indicates failure. */ public static int gluProject(float objX, float objY, float objZ, float[] model, int modelOffset, float[] project, int projectOffset, int[] view, int viewOffset, float[] win, int winOffset) { float[] m = new float[16]; Matrix.multiplyMM(m, 0, project, projectOffset, model, modelOffset); float[] v = new float[4]; v[0] = objX; v[1] = objY; v[2] = objZ; v[3] = 1.0f; float[] v2 = new float[4]; Matrix.multiplyMV(v2, 0, m, 0, v, 0); float w = v2[3]; if (w == 0.0f) { return GL10.GL_FALSE; } float rw = 1.0f / w; win[winOffset] = view[viewOffset] + view[viewOffset + 2] * (v2[0] * rw + 1.0f) * 0.5f; win[winOffset + 1] = view[viewOffset + 1] + view[viewOffset + 3] * (v2[1] * rw + 1.0f) * 0.5f; win[winOffset + 2] = (v2[2] * rw + 1.0f) * 0.5f; return GL10.GL_TRUE; } /** * Map window coordinates to object coordinates. gluUnProject maps the * specified window coordinates into object coordinates using model, proj, * and view. The result is stored in obj. * <p> * Note that you can use the OES_matrix_get extension, if present, to get * the current modelView and projection matrices. * * @param winX window coordinates X * @param winY window coordinates Y * @param winZ window coordinates Z * @param model the current modelview matrix * @param modelOffset the offset into the model array where the modelview * maxtrix data starts. * @param project the current projection matrix * @param projectOffset the offset into the project array where the project * matrix data starts. * @param view the current view, {x, y, width, height} * @param viewOffset the offset into the view array where the view vector * data starts. * @param obj the output vector {objX, objY, objZ}, that returns the * computed object coordinates. * @param objOffset the offset into the obj array where the obj vector data * starts. * @return A return value of GL10.GL_TRUE indicates success, a return value * of GL10.GL_FALSE indicates failure. */ public static int gluUnProject(float winX, float winY, float winZ, float[] model, int modelOffset, float[] project, int projectOffset, int[] view, int viewOffset, float[] obj, int objOffset) { float[] pm = new float[16]; Matrix.multiplyMM(pm, 0, project, projectOffset, model, modelOffset); float[] invPM = new float[16]; if (!Matrix.invertM(invPM, 0, pm, 0)) { return GL10.GL_FALSE; } float[] v = new float[4]; v[0] = 2.0f * (winX - view[viewOffset + 0]) / view[viewOffset + 2] - 1.0f; v[1] = 2.0f * (winY - view[viewOffset + 1]) / view[viewOffset + 3] - 1.0f; v[2] = 2.0f * winZ - 1.0f; v[3] = 1.0f; float[] v2 = new float[4]; Matrix.multiplyMV(v2, 0, invPM, 0, v, 0); obj[objOffset] = v2[0]; obj[objOffset + 1] = v2[1]; obj[objOffset + 2] = v2[2]; return GL10.GL_TRUE; } }