/* * Copyright (c) 2002-2008 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.lwjgl.util.glu; import java.nio.IntBuffer; import org.lwjgl.BufferUtils; import static org.lwjgl.opengl.GL11.*; import static org.lwjgl.opengl.GL12.*; /** * Util.java * <p/> * <p/> * 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 GL_COLOR_INDEX: case GL_STENCIL_INDEX: case GL_DEPTH_COMPONENT: case GL_RED: case GL_GREEN: case GL_BLUE: case GL_ALPHA: case GL_LUMINANCE: return 1; case GL_LUMINANCE_ALPHA: return 2; case GL_RGB: case GL_BGR: return 3; case GL_RGBA: case GL_BGRA: return 4; default : return -1; } } /** * Method nearestPower. * <p/> * 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 GL_COLOR_INDEX: case GL_STENCIL_INDEX: case GL_DEPTH_COMPONENT: case GL_RED: case GL_GREEN: case GL_BLUE: case GL_ALPHA: case GL_LUMINANCE: n = 1; break; case GL_LUMINANCE_ALPHA: n = 2; break; case GL_RGB: case GL_BGR: n = 3; break; case GL_RGBA: case GL_BGRA: n = 4; break; default : n = 0; } switch ( type ) { case GL_UNSIGNED_BYTE: m = 1; break; case GL_BYTE: m = 1; break; case GL_BITMAP: m = 1; break; case GL_UNSIGNED_SHORT: m = 2; break; case GL_SHORT: m = 2; break; case GL_UNSIGNED_INT: m = 4; break; case GL_INT: m = 4; break; case 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(); glGetInteger(what, scratch); return scratch.get(); } }