split up
This commit is contained in:
469
vtm-android/jni/gl/utils.c
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469
vtm-android/jni/gl/utils.c
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@@ -0,0 +1,469 @@
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#include <jni.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <android/log.h>
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#include <stdlib.h>
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#include <math.h>
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#define JNI(X) JNIEXPORT Java_org_oscim_utils_GlUtils_##X
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#define COLOR_R(C) (((C >> 16) & 0xff) / 255.0f)
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#define COLOR_G(C) (((C >> 8) & 0xff) / 255.0f)
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#define COLOR_B(C) (((C >> 0) & 0xff) / 255.0f)
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#define COLOR_A(C) (((C >> 24) & 0xff) / 255.0f)
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void JNI(setColor)(JNIEnv *env, jclass* clazz, jint location, jint c, jfloat alpha)
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{
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if (alpha >= 1)
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alpha = COLOR_A(c);
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else if (alpha < 0)
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alpha = 0;
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else
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alpha *= COLOR_A(c);
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if (alpha == 1)
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{
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glUniform4f((GLint) location,
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(GLfloat) COLOR_R(c),
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(GLfloat) COLOR_G(c),
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(GLfloat) COLOR_B(c),
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(GLfloat) alpha);
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}
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else
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{
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glUniform4f((GLint) location,
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(GLfloat) (COLOR_R(c) * alpha),
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(GLfloat) (COLOR_G(c) * alpha),
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(GLfloat) (COLOR_B(c) * alpha),
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(GLfloat) alpha);
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}
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}
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void JNI(setColorBlend)(JNIEnv *env, jclass* clazz, jint location, jint c1, jint c2, jfloat mix)
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{
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float a1 = COLOR_A(c1) * (1 - mix);
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float a2 = COLOR_A(c2) * mix;
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glUniform4f((GLint) location,
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(GLfloat) (COLOR_R(c1) * a1 + COLOR_R(c2) * a2),
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(GLfloat) (COLOR_G(c1) * a1 + COLOR_G(c2) * a2),
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(GLfloat) (COLOR_B(c1) * a1 + COLOR_B(c2) * a2),
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(GLfloat) (a1 + a2));
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}
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#undef JNI
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#define JNI(X) JNIEXPORT Java_org_oscim_utils_Matrix4_##X
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#define CAST(x) (float *)(uintptr_t) x
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#define MAT_SIZE 16 * sizeof(float)
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static const float identity[] =
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{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
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static inline void
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multiplyMM(float* r, const float* lhs, const float* rhs);
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static inline void
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setRotateM(float* rm, int rmOffset, float a, float x, float y, float z);
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static inline void
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transposeM(float* mTrans, int mTransOffset, float* m, int mOffset);
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static inline void
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matrix4_proj(float* mat, float* vec);
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jlong JNI(alloc)(JNIEnv *env, jclass* clazz)
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{
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return (long) calloc(16, sizeof(float));
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}
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jobject JNI(getBuffer)(JNIEnv *env, jclass* clazz,jlong ptr){
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return (*env)->NewDirectByteBuffer(env,(char*)(uintptr_t)ptr, 16*sizeof(float));
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}
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void JNI(delete)(JNIEnv* env, jclass* clazz, jlong ptr)
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{
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free(CAST(ptr));
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}
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void JNI(setAsUniform)(JNIEnv* env, jclass* clazz, jlong ptr, jint location)
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{
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float* m = CAST(ptr);
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glUniformMatrix4fv((GLint) location, (GLsizei) 1, (GLboolean) 0, (GLfloat *) m);
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}
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void JNI(setValueAt)(JNIEnv* env, jclass* clazz, jlong ptr, jint pos, jfloat value)
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{
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float* m = CAST(ptr);
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if (pos > -1 && pos < 16)
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m[pos] = value;
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}
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void JNI(identity)(JNIEnv* env, jclass* clazz, jlong ptr)
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{
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float* m = CAST(ptr);
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memcpy(m, identity, MAT_SIZE);
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}
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void JNI(setScale)(JNIEnv* env, jclass* clazz, jlong ptr, jfloat sx, jfloat sy, jfloat sz)
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{
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float* m = CAST(ptr);
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memcpy(m, identity, MAT_SIZE);
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m[0] = sx;
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m[5] = sy;
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m[10] = sz;
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}
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void JNI(setTranslation)(JNIEnv* env, jclass* clazz, jlong ptr, jfloat x, jfloat y, jfloat z)
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{
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float* m = CAST(ptr);
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memcpy(m, identity, MAT_SIZE);
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m[12] = x;
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m[13] = y;
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m[14] = z;
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}
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void JNI(setRotation)(JNIEnv* env, jclass* clazz, jlong ptr, jfloat a, jfloat x, jfloat y, jfloat z)
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{
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float* m = CAST(ptr);
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setRotateM(m, 0, a, x, y, z);
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}
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void JNI(setTransScale)(JNIEnv* env, jclass* clazz, jlong ptr, jfloat tx, jfloat ty, jfloat scale)
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{
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float* m = CAST(ptr);
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memcpy(m, identity, MAT_SIZE);
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m[0] = scale;
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m[5] = scale;
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m[12] = tx;
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m[13] = ty;
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}
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// set matrix from float array
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void JNI(set)(JNIEnv* env, jclass* clazz, jlong ptr, jfloatArray obj_mat)
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{
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float* m = CAST(ptr);
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float* mat = (float*) (*env)->GetPrimitiveArrayCritical(env, obj_mat, 0);
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memcpy(m, mat, MAT_SIZE);
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(*env)->ReleasePrimitiveArrayCritical(env, obj_mat, mat, JNI_ABORT);
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}
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// get float array from matrix
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void JNI(get)(JNIEnv* env, jclass* clazz, jlong ptr, jfloatArray obj_mat)
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{
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float* m = CAST(ptr);
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float* mat = (float*) (*env)->GetPrimitiveArrayCritical(env, obj_mat, 0);
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memcpy(mat, m, MAT_SIZE);
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(*env)->ReleasePrimitiveArrayCritical(env, obj_mat, mat, 0);
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}
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void JNI(mul)(JNIEnv* env, jclass* clazz, jlong ptr_a, jlong ptr_b)
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{
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float* mata = CAST(ptr_a);
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float* matb = CAST(ptr_b);
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multiplyMM(mata, mata, matb);
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}
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void JNI(copy)(JNIEnv* env, jclass* clazz, jlong ptr_dst, jlong ptr_src)
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{
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float* dst = CAST(ptr_dst);
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float* src = CAST(ptr_src);
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memcpy(dst, src, MAT_SIZE);
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}
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void JNI(smul)(JNIEnv* env, jclass* clazz, jlong ptr_r, jlong ptr_a, jlong ptr_b)
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{
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float* matr = CAST(ptr_r);
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float* mata = CAST(ptr_a);
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float* matb = CAST(ptr_b);
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multiplyMM(matr, mata, matb);
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}
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void JNI(smulrhs)(JNIEnv* env, jclass* clazz, jlong ptr_r, jlong ptr_rhs)
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{
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float* matr = CAST(ptr_r);
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float* mata = alloca(16 * sizeof(float));
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float* matb = CAST(ptr_rhs);
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memcpy(mata, matr, 16 * sizeof(float));
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multiplyMM(matr, mata, matb);
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}
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void JNI(smullhs)(JNIEnv* env, jclass* clazz, jlong ptr_r, jlong ptr_lhs)
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{
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float* matr = CAST(ptr_r);
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float* mata = CAST(ptr_lhs);
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float* matb = alloca(16 * sizeof(float));
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memcpy(matb, matr, 16 * sizeof(float));
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multiplyMM(matr, mata, matb);
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}
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void JNI(strans)(JNIEnv* env, jclass* clazz, jlong ptr_r, jlong ptr_a)
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{
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float* matr = CAST(ptr_r);
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float* mata = CAST(ptr_a);
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transposeM(matr, 0, mata, 0);
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}
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void JNI(prj)(JNIEnv* env, jclass* clazz, jlong ptr, jfloatArray obj_vec)
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{
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float* m = CAST(ptr);
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float* vec = (float*) (*env)->GetPrimitiveArrayCritical(env, obj_vec, 0);
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matrix4_proj(m, vec);
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(*env)->ReleasePrimitiveArrayCritical(env, obj_vec, vec, 0);
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}
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static float someRandomEpsilon = 1.0f / (1 << 11);
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void JNI(addDepthOffset)(JNIEnv* env, jclass* clazz, jlong ptr, jint delta)
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{
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float* m = CAST(ptr);
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// from http://www.mathfor3dgameprogramming.com/code/Listing9.1.cpp
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// float n = MapViewPosition.VIEW_NEAR;
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// float f = MapViewPosition.VIEW_FAR;
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// float pz = 1;
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// float epsilon = -2.0f * f * n * delta / ((f + n) * pz * (pz + delta));
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m[10] *= 1.0f + someRandomEpsilon * delta;
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}
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/*
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* Copyright 2007, The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
|
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// from android/platform_frameworks_base/blob/master/core/jni/android/opengl/util.cpp
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#define I(_i, _j) ((_j)+ 4*(_i))
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static inline void
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multiplyMM(float* r, const float* lhs, const float* rhs)
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{
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for (int i = 0; i < 4; i++)
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{
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register const float rhs_i0 = rhs[I(i,0)];
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register float ri0 = lhs[I(0,0)] * rhs_i0;
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register float ri1 = lhs[I(0,1)] * rhs_i0;
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register float ri2 = lhs[I(0,2)] * rhs_i0;
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register float ri3 = lhs[I(0,3)] * rhs_i0;
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for (int j = 1; j < 4; j++)
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{
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register const float rhs_ij = rhs[I(i,j)];
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ri0 += lhs[I(j,0)] * rhs_ij;
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ri1 += lhs[I(j,1)] * rhs_ij;
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ri2 += lhs[I(j,2)] * rhs_ij;
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ri3 += lhs[I(j,3)] * rhs_ij;
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}
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r[I(i,0)] = ri0;
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r[I(i,1)] = ri1;
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r[I(i,2)] = ri2;
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r[I(i,3)] = ri3;
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}
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}
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//static inline
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//void
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//mx4transform(float x, float y, float z, float w, const float* pM, float* pDest)
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//{
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// pDest[0] = pM[0 + 4 * 0] * x + pM[0 + 4 * 1] * y + pM[0 + 4 * 2] * z + pM[0 + 4 * 3] * w;
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// pDest[1] = pM[1 + 4 * 0] * x + pM[1 + 4 * 1] * y + pM[1 + 4 * 2] * z + pM[1 + 4 * 3] * w;
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// pDest[2] = pM[2 + 4 * 0] * x + pM[2 + 4 * 1] * y + pM[2 + 4 * 2] * z + pM[2 + 4 * 3] * w;
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//
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// pDest[3] = pM[3 + 4 * 0] * x + pM[3 + 4 * 1] * y + pM[3 + 4 * 2] * z + pM[3 + 4 * 3] * w;
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//}
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/**
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* Computes the length of a vector
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*
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* @param x x coordinate of a vector
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* @param y y coordinate of a vector
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* @param z z coordinate of a vector
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* @return the length of a vector
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*/
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static inline float
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length(float x, float y, float z)
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{
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return (float) sqrt(x * x + y * y + z * z);
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}
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/**
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* Rotates matrix m by angle a (in degrees) around the axis (x, y, z)
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* @param rm returns the result
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* @param rmOffset index into rm where the result matrix starts
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* @param a angle to rotate in degrees
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* @param x scale factor x
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* @param y scale factor y
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* @param z scale factor z
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*/
|
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static inline void
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setRotateM(float* rm, int rmOffset, float a, float x, float y, float z)
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{
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rm[rmOffset + 3] = 0;
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rm[rmOffset + 7] = 0;
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rm[rmOffset + 11] = 0;
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rm[rmOffset + 12] = 0;
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rm[rmOffset + 13] = 0;
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rm[rmOffset + 14] = 0;
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rm[rmOffset + 15] = 1;
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a *= (float) (M_PI / 180.0f);
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float s = (float) sin(a);
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float c = (float) cos(a);
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if (1.0f == x && 0.0f == y && 0.0f == z)
|
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{
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rm[rmOffset + 5] = c;
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rm[rmOffset + 10] = c;
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rm[rmOffset + 6] = s;
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rm[rmOffset + 9] = -s;
|
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rm[rmOffset + 1] = 0;
|
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rm[rmOffset + 2] = 0;
|
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rm[rmOffset + 4] = 0;
|
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rm[rmOffset + 8] = 0;
|
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rm[rmOffset + 0] = 1;
|
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}
|
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else if (0.0f == x && 1.0f == y && 0.0f == z)
|
||||
{
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rm[rmOffset + 0] = c;
|
||||
rm[rmOffset + 10] = c;
|
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rm[rmOffset + 8] = s;
|
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rm[rmOffset + 2] = -s;
|
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rm[rmOffset + 1] = 0;
|
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rm[rmOffset + 4] = 0;
|
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rm[rmOffset + 6] = 0;
|
||||
rm[rmOffset + 9] = 0;
|
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rm[rmOffset + 5] = 1;
|
||||
}
|
||||
else if (0.0f == x && 0.0f == y && 1.0f == z)
|
||||
{
|
||||
rm[rmOffset + 0] = c;
|
||||
rm[rmOffset + 5] = c;
|
||||
rm[rmOffset + 1] = s;
|
||||
rm[rmOffset + 4] = -s;
|
||||
rm[rmOffset + 2] = 0;
|
||||
rm[rmOffset + 6] = 0;
|
||||
rm[rmOffset + 8] = 0;
|
||||
rm[rmOffset + 9] = 0;
|
||||
rm[rmOffset + 10] = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
float len = length(x, y, z);
|
||||
if (1.0f != len)
|
||||
{
|
||||
float recipLen = 1.0f / len;
|
||||
x *= recipLen;
|
||||
y *= recipLen;
|
||||
z *= recipLen;
|
||||
}
|
||||
float nc = 1.0f - c;
|
||||
float xy = x * y;
|
||||
float yz = y * z;
|
||||
float zx = z * x;
|
||||
float xs = x * s;
|
||||
float ys = y * s;
|
||||
float zs = z * s;
|
||||
rm[rmOffset + 0] = x * x * nc + c;
|
||||
rm[rmOffset + 4] = xy * nc - zs;
|
||||
rm[rmOffset + 8] = zx * nc + ys;
|
||||
rm[rmOffset + 1] = xy * nc + zs;
|
||||
rm[rmOffset + 5] = y * y * nc + c;
|
||||
rm[rmOffset + 9] = yz * nc - xs;
|
||||
rm[rmOffset + 2] = zx * nc - ys;
|
||||
rm[rmOffset + 6] = yz * nc + xs;
|
||||
rm[rmOffset + 10] = z * z * nc + c;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Transposes a 4 x 4 matrix.
|
||||
*
|
||||
* @param mTrans the array that holds the output inverted matrix
|
||||
* @param mTransOffset an offset into mInv where the inverted matrix is
|
||||
* stored.
|
||||
* @param m the input array
|
||||
* @param mOffset an offset into m where the matrix is stored.
|
||||
*/
|
||||
static inline void
|
||||
transposeM(float* mTrans, int mTransOffset, float* m, int mOffset)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
int mBase = i * 4 + mOffset;
|
||||
mTrans[i + mTransOffset] = m[mBase];
|
||||
mTrans[i + 4 + mTransOffset] = m[mBase + 1];
|
||||
mTrans[i + 8 + mTransOffset] = m[mBase + 2];
|
||||
mTrans[i + 12 + mTransOffset] = m[mBase + 3];
|
||||
}
|
||||
}
|
||||
/*******************************************************************************
|
||||
* Copyright 2011 See libgdx AUTHORS file.
|
||||
*
|
||||
* 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.
|
||||
******************************************************************************/
|
||||
// from /gdx/src/com/badlogic/gdx/math/Matrix4.java
|
||||
#define M00 0
|
||||
#define M01 4
|
||||
#define M02 8
|
||||
#define M03 12
|
||||
#define M10 1
|
||||
#define M11 5
|
||||
#define M12 9
|
||||
#define M13 13
|
||||
#define M20 2
|
||||
#define M21 6
|
||||
#define M22 10
|
||||
#define M23 14
|
||||
#define M30 3
|
||||
#define M31 7
|
||||
#define M32 11
|
||||
#define M33 15
|
||||
|
||||
static inline void
|
||||
matrix4_proj(float* mat, float* vec)
|
||||
{
|
||||
float inv_w = 1.0f / (vec[0] * mat[M30] + vec[1] * mat[M31] + vec[2] * mat[M32] + mat[M33]);
|
||||
float x = (vec[0] * mat[M00] + vec[1] * mat[M01] + vec[2] * mat[M02] + mat[M03]) * inv_w;
|
||||
float y = (vec[0] * mat[M10] + vec[1] * mat[M11] + vec[2] * mat[M12] + mat[M13]) * inv_w;
|
||||
float z = (vec[0] * mat[M20] + vec[1] * mat[M21] + vec[2] * mat[M22] + mat[M23]) * inv_w;
|
||||
vec[0] = x;
|
||||
vec[1] = y;
|
||||
vec[2] = z;
|
||||
}
|
||||
Reference in New Issue
Block a user