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Revision 1dec66e0

Added by Leszek Koltunski 12 months ago

Implement the android.opengl.Matrix functions ourselves.

View differences:

src/main/java/org/distorted/library/effect/MatrixEffectMove.java
20 20

  
21 21
package org.distorted.library.effect;
22 22

  
23
import android.opengl.Matrix;
24

  
23
import org.distorted.library.helpers.MatrixHelper;
25 24
import org.distorted.library.type.Data3D;
26 25

  
27 26
///////////////////////////////////////////////////////////////////////////////////////////////////
......
55 54
    float sy = uniforms[NUM_FLOAT_UNIFORMS*index+1];
56 55
    float sz = uniforms[NUM_FLOAT_UNIFORMS*index+2];
57 56

  
58
    Matrix.translateM(matrixP, 0, sx, sy, sz);
59
    Matrix.translateM(matrixV, 0, sx, sy, sz);
57
    MatrixHelper.translate(matrixP, sx, sy, sz);
58
    MatrixHelper.translate(matrixV, sx, sy, sz);
60 59
    }
61 60

  
62 61
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/MatrixEffectQuaternion.java
20 20

  
21 21
package org.distorted.library.effect;
22 22

  
23
import android.opengl.Matrix;
24

  
23
import org.distorted.library.helpers.MatrixHelper;
25 24
import org.distorted.library.type.Data3D;
26 25
import org.distorted.library.type.Data4D;
27 26

  
......
66 65
    float y = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1];
67 66
    float z = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2];
68 67

  
69
    Matrix.translateM(matrixP, 0, x, y, z);
70
    multiplyByQuat   (matrixP, qX, qY, qZ, qW);
71
    Matrix.translateM(matrixP, 0,-x,-y,-z);
68
    MatrixHelper.translate(matrixP, x, y, z);
69
    multiplyByQuat(matrixP, qX, qY, qZ, qW);
70
    MatrixHelper.translate(matrixP,-x,-y,-z);
72 71

  
73
    Matrix.translateM(matrixV, 0, x, y, z);
74
    multiplyByQuat   (matrixV, qX, qY, qZ, qW);
75
    Matrix.translateM(matrixV, 0,-x,-y,-z);
72
    MatrixHelper.translate(matrixV, x, y, z);
73
    multiplyByQuat(matrixV, qX, qY, qZ, qW);
74
    MatrixHelper.translate(matrixV,-x,-y,-z);
76 75
    }
77 76

  
78 77
///////////////////////////////////////////////////////////////////////////////////////////////////
......
101 100
    mTmpMatrix1[3]  = mTmpMatrix1[7] = mTmpMatrix1[11] = mTmpMatrix1[12] = mTmpMatrix1[13] = mTmpMatrix1[14] = 0;
102 101
    mTmpMatrix1[15] = 1;
103 102

  
104
    Matrix.multiplyMM(mTmpMatrix2, 0, matrix, 0, mTmpMatrix1, 0);
103
    MatrixHelper.multiply(mTmpMatrix2, matrix, mTmpMatrix1);
105 104

  
106 105
    matrix[ 0] = mTmpMatrix2[ 0];
107 106
    matrix[ 1] = mTmpMatrix2[ 1];
src/main/java/org/distorted/library/effect/MatrixEffectRotate.java
20 20

  
21 21
package org.distorted.library.effect;
22 22

  
23
import android.opengl.Matrix;
24

  
23
import org.distorted.library.helpers.MatrixHelper;
25 24
import org.distorted.library.type.Data1D;
26 25
import org.distorted.library.type.Data3D;
27 26

  
......
64 63
    float y = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1];
65 64
    float z = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2];
66 65

  
67
    Matrix.translateM(matrixP, 0, x, y, z);
68
    Matrix.rotateM   (matrixP, 0, angle, axisX, axisY, axisZ);
69
    Matrix.translateM(matrixP, 0,-x,-y,-z);
66
    MatrixHelper.translate(matrixP, x, y, z);
67
    MatrixHelper.rotate(matrixP, angle, axisX, axisY, axisZ);
68
    MatrixHelper.translate(matrixP,-x,-y,-z);
70 69

  
71
    Matrix.translateM(matrixV, 0, x, y, z);
72
    Matrix.rotateM   (matrixV, 0, angle, axisX, axisY, axisZ);
73
    Matrix.translateM(matrixV, 0,-x,-y,-z);
70
    MatrixHelper.translate(matrixV, x, y, z);
71
    MatrixHelper.rotate(matrixV, angle, axisX, axisY, axisZ);
72
    MatrixHelper.translate(matrixV,-x,-y,-z);
74 73
    }
75 74

  
76 75
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/MatrixEffectScale.java
20 20

  
21 21
package org.distorted.library.effect;
22 22

  
23
import android.opengl.Matrix;
24

  
23
import org.distorted.library.helpers.MatrixHelper;
25 24
import org.distorted.library.type.Data3D;
26 25
import org.distorted.library.type.Static3D;
27 26

  
......
62 61
    float sy = uniforms[NUM_FLOAT_UNIFORMS*index+1];
63 62
    float sz = uniforms[NUM_FLOAT_UNIFORMS*index+2];
64 63

  
65
    Matrix.scaleM(matrixP, 0, sx, sy, sz);
66
    Matrix.scaleM(matrixV, 0, sy*sz, sx*sz, sx*sy);
64
    MatrixHelper.scale(matrixP, sx, sy, sz);
65
    MatrixHelper.scale(matrixV, sy*sz, sx*sz, sx*sy);
67 66
    }
68 67

  
69 68
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effect/MatrixEffectShear.java
20 20

  
21 21
package org.distorted.library.effect;
22 22

  
23
import android.opengl.Matrix;
24

  
23
import org.distorted.library.helpers.MatrixHelper;
25 24
import org.distorted.library.type.Data3D;
26 25

  
27 26
///////////////////////////////////////////////////////////////////////////////////////////////////
......
63 62
    float y  = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+1];
64 63
    float z  = uniforms[NUM_FLOAT_UNIFORMS*index+CENTER_OFFSET+2];
65 64

  
66
    Matrix.translateM(matrixP, 0, x, y, z);
65
    MatrixHelper.translate(matrixP, x, y, z);
67 66

  
68 67
    matrixP[4] += sx*matrixP[0]; // Multiply viewMatrix by 1 x 0 0 , i.e. X-shear.
69 68
    matrixP[5] += sx*matrixP[1]; //                        0 1 0 0
......
80 79
    matrixP[6] += sz*matrixP[10];//                        0 z 1 0
81 80
    matrixP[7] += sz*matrixP[11];//                        0 0 0 1
82 81

  
83
    Matrix.translateM(matrixP, 0,-x,-y,-z);
84

  
85
    Matrix.translateM(matrixV, 0, x, y, z);
82
    MatrixHelper.translate(matrixP,-x,-y,-z);
83
    MatrixHelper.translate(matrixV, x, y, z);
86 84

  
87 85
    matrixV[0] -= sx*matrixV[4]; // Multiply viewMatrix by 1 0 0 0 , i.e. vector X-shear.
88 86
    matrixV[1] -= sx*matrixV[5]; //                       -x 1 0 0
......
99 97
    matrixV[10]-= sz*matrixV[6]; //                        0 0 1 0
100 98
    matrixV[11]-= sz*matrixV[7]; //                        0 0 0 1
101 99

  
102
    Matrix.translateM(matrixV, 0,-x,-y,-z);
100
    MatrixHelper.translate(matrixV,-x,-y,-z);
103 101
    }
104 102

  
105 103
///////////////////////////////////////////////////////////////////////////////////////////////////
src/main/java/org/distorted/library/effectqueue/EffectQueueMatrix.java
21 21
package org.distorted.library.effectqueue;
22 22

  
23 23
import android.opengl.GLES30;
24
import android.opengl.Matrix;
25 24

  
25
import org.distorted.library.helpers.MatrixHelper;
26 26
import org.distorted.library.effect.EffectType;
27 27
import org.distorted.library.effect.MatrixEffect;
28 28
import org.distorted.library.message.EffectMessageSender;
......
89 89

  
90 90
  void send(float distance, float mipmap, float[] projection, int variant)
91 91
    {
92
    Matrix.setIdentityM(mModelViewMatrixP, 0);
93
    Matrix.translateM(mModelViewMatrixP, 0, 0,0, -distance);
94

  
95
    if( mipmap!=1 )
96
      {
97
      Matrix.scaleM(mModelViewMatrixP, 0, mipmap, mipmap, mipmap);
98
      }
99

  
100
    mModelViewMatrixV[ 0] = mModelViewMatrixP[ 0];
101
    mModelViewMatrixV[ 1] = mModelViewMatrixP[ 1];
102
    mModelViewMatrixV[ 2] = mModelViewMatrixP[ 2];
103
    mModelViewMatrixV[ 3] = mModelViewMatrixP[ 3];
104
    mModelViewMatrixV[ 4] = mModelViewMatrixP[ 4];
105
    mModelViewMatrixV[ 5] = mModelViewMatrixP[ 5];
106
    mModelViewMatrixV[ 6] = mModelViewMatrixP[ 6];
107
    mModelViewMatrixV[ 7] = mModelViewMatrixP[ 7];
108
    mModelViewMatrixV[ 8] = mModelViewMatrixP[ 8];
109
    mModelViewMatrixV[ 9] = mModelViewMatrixP[ 9];
110
    mModelViewMatrixV[10] = mModelViewMatrixP[10];
111
    mModelViewMatrixV[11] = mModelViewMatrixP[11];
112
    mModelViewMatrixV[12] = mModelViewMatrixP[12];
113
    mModelViewMatrixV[13] = mModelViewMatrixP[13];
114
    mModelViewMatrixV[14] = mModelViewMatrixP[14];
115
    mModelViewMatrixV[15] = mModelViewMatrixP[15];
92
    // i.e. setIdentity(); translate(0,0,-distance); scale(mipmap,mipmap,mipmap)
93
    mModelViewMatrixV[ 0] = mModelViewMatrixP[ 0] = mipmap;
94
    mModelViewMatrixV[ 1] = mModelViewMatrixP[ 1] = 0;
95
    mModelViewMatrixV[ 2] = mModelViewMatrixP[ 2] = 0;
96
    mModelViewMatrixV[ 3] = mModelViewMatrixP[ 3] = 0;
97
    mModelViewMatrixV[ 4] = mModelViewMatrixP[ 4] = 0;
98
    mModelViewMatrixV[ 5] = mModelViewMatrixP[ 5] = mipmap;
99
    mModelViewMatrixV[ 6] = mModelViewMatrixP[ 6] = 0;
100
    mModelViewMatrixV[ 7] = mModelViewMatrixP[ 7] = 0;
101
    mModelViewMatrixV[ 8] = mModelViewMatrixP[ 8] = 0;
102
    mModelViewMatrixV[ 9] = mModelViewMatrixP[ 9] = 0;
103
    mModelViewMatrixV[10] = mModelViewMatrixP[10] = mipmap;
104
    mModelViewMatrixV[11] = mModelViewMatrixP[11] = 0;
105
    mModelViewMatrixV[12] = mModelViewMatrixP[12] = 0;
106
    mModelViewMatrixV[13] = mModelViewMatrixP[13] = 0;
107
    mModelViewMatrixV[14] = mModelViewMatrixP[14] = -distance;
108
    mModelViewMatrixV[15] = mModelViewMatrixP[15] = 1;
116 109

  
117 110
    float[] array = mUBF.getBackingArray();
118 111

  
......
123 116
      }
124 117

  
125 118
    // combined Model-View-Projection matrix
126
    Matrix.multiplyMM(mMVPMatrix, 0, projection, 0, mModelViewMatrixP, 0);
119
    MatrixHelper.multiply(mMVPMatrix, projection, mModelViewMatrixP);
127 120

  
128 121
    GLES30.glUniformMatrix4fv(mMVMatrixVH[variant], 1, false, mModelViewMatrixV, 0);
129 122
    GLES30.glUniformMatrix4fv(mMVMatrixPH[variant], 1, false, mModelViewMatrixP, 0);
src/main/java/org/distorted/library/helpers/MatrixHelper.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2023 Leszek Koltunski  leszek@koltunski.pl                                          //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// This library is free software; you can redistribute it and/or                                 //
7
// modify it under the terms of the GNU Lesser General Public                                    //
8
// License as published by the Free Software Foundation; either                                  //
9
// version 2.1 of the License, or (at your option) any later version.                            //
10
//                                                                                               //
11
// This library is distributed in the hope that it will be useful,                               //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                             //
14
// Lesser General Public License for more details.                                               //
15
//                                                                                               //
16
// You should have received a copy of the GNU Lesser General Public                              //
17
// License along with this library; if not, write to the Free Software                           //
18
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA                //
19
///////////////////////////////////////////////////////////////////////////////////////////////////
20

  
21
package org.distorted.library.helpers;
22

  
23
///////////////////////////////////////////////////////////////////////////////////////////////////
24

  
25
public class MatrixHelper
26
  {
27
  public static void setIdentity(float[] output)
28
    {
29
    output[ 0] = 1;
30
    output[ 1] = 0;
31
    output[ 2] = 0;
32
    output[ 3] = 0;
33
    output[ 4] = 0;
34
    output[ 5] = 1;
35
    output[ 6] = 0;
36
    output[ 7] = 0;
37
    output[ 8] = 0;
38
    output[ 9] = 0;
39
    output[10] = 1;
40
    output[11] = 0;
41
    output[12] = 0;
42
    output[13] = 0;
43
    output[14] = 0;
44
    output[15] = 1;
45
    }
46

  
47
///////////////////////////////////////////////////////////////////////////////////////////////////
48

  
49
  public static void multiply(float[] output, float[] m1, float[] m2)
50
    {
51
    output[ 0] = m1[ 0]*m2[ 0] + m1[ 4]*m2[ 1] + m1[ 8]*m2[ 2] + m1[12]*m2[ 3];
52
    output[ 1] = m1[ 1]*m2[ 0] + m1[ 5]*m2[ 1] + m1[ 9]*m2[ 2] + m1[13]*m2[ 3];
53
    output[ 2] = m1[ 2]*m2[ 0] + m1[ 6]*m2[ 1] + m1[10]*m2[ 2] + m1[14]*m2[ 3];
54
    output[ 3] = m1[ 3]*m2[ 0] + m1[ 7]*m2[ 1] + m1[11]*m2[ 2] + m1[15]*m2[ 3];
55

  
56
    output[ 4] = m1[ 0]*m2[ 4] + m1[ 4]*m2[ 5] + m1[ 8]*m2[ 6] + m1[12]*m2[ 7];
57
    output[ 5] = m1[ 1]*m2[ 4] + m1[ 5]*m2[ 5] + m1[ 9]*m2[ 6] + m1[13]*m2[ 7];
58
    output[ 6] = m1[ 2]*m2[ 4] + m1[ 6]*m2[ 5] + m1[10]*m2[ 6] + m1[14]*m2[ 7];
59
    output[ 7] = m1[ 3]*m2[ 4] + m1[ 7]*m2[ 5] + m1[11]*m2[ 6] + m1[15]*m2[ 7];
60

  
61
    output[ 8] = m1[ 0]*m2[ 8] + m1[ 4]*m2[ 9] + m1[ 8]*m2[10] + m1[12]*m2[11];
62
    output[ 9] = m1[ 1]*m2[ 8] + m1[ 5]*m2[ 9] + m1[ 9]*m2[10] + m1[13]*m2[11];
63
    output[10] = m1[ 2]*m2[ 8] + m1[ 6]*m2[ 9] + m1[10]*m2[10] + m1[14]*m2[11];
64
    output[11] = m1[ 3]*m2[ 8] + m1[ 7]*m2[ 9] + m1[11]*m2[10] + m1[15]*m2[11];
65

  
66
    output[12] = m1[ 0]*m2[12] + m1[ 4]*m2[13] + m1[ 8]*m2[14] + m1[12]*m2[15];
67
    output[13] = m1[ 1]*m2[12] + m1[ 5]*m2[13] + m1[ 9]*m2[14] + m1[13]*m2[15];
68
    output[14] = m1[ 2]*m2[12] + m1[ 6]*m2[13] + m1[10]*m2[14] + m1[14]*m2[15];
69
    output[15] = m1[ 3]*m2[12] + m1[ 7]*m2[13] + m1[11]*m2[14] + m1[15]*m2[15];
70
    }
71

  
72
///////////////////////////////////////////////////////////////////////////////////////////////////
73

  
74
  public static void frustum(float[] output, float l, float r, float b, float t, float n, float f)
75
    {
76
    output[0]  =  2 * n / (r - l);
77
    output[1]  =  0;
78
    output[2]  =  0;
79
    output[3]  =  0;
80
    output[4]  =  0;
81
    output[5]  =  2 * n / (t - b);
82
    output[6]  =  0;
83
    output[7]  =  0;
84
    output[8]  =  (r + l) / (r - l);
85
    output[9]  =  (t + b) / (t - b);
86
    output[10] = -(f + n) / (f - n);
87
    output[11] = -1;
88
    output[12] =  0;
89
    output[13] =  0;
90
    output[14] = -(2 * f * n) / (f - n);
91
    output[15] =  0;
92
    }
93

  
94
///////////////////////////////////////////////////////////////////////////////////////////////////
95

  
96
  public static void ortho(float[] output, float l, float r, float b, float t, float n, float f)
97
    {
98
    output[0]  =  2 / (r - l);
99
    output[1]  =  0;
100
    output[2]  =  0;
101
    output[3]  =  0;
102
    output[4]  =  0;
103
    output[5]  =  2 / (t - b);
104
    output[6]  =  0;
105
    output[7]  =  0;
106
    output[8]  =  0;
107
    output[9]  =  0;
108
    output[10] = -2 / (f - n);
109
    output[11] =  0;
110
    output[12] = -(r + l) / (r - l);
111
    output[13] = -(t + b) / (t - b);
112
    output[14] = -(f + n) / (f - n);
113
    output[15] =  1;
114
    }
115

  
116
///////////////////////////////////////////////////////////////////////////////////////////////////
117

  
118
  public static void setLookAt(float[] output, float eyeX , float eyeY , float eyeZ ,
119
                                               float lookX, float lookY, float lookZ,
120
                                               float upX  , float upY  , float upZ  )
121
    {
122
    // TODO
123
    }
124

  
125
///////////////////////////////////////////////////////////////////////////////////////////////////
126

  
127
  public static void rotate(float[] output, float angle, float axisX, float axisY, float axisZ)
128
    {
129
    android.opengl.Matrix.rotateM(output,0,angle,axisX,axisY,axisZ);
130
    }
131

  
132
///////////////////////////////////////////////////////////////////////////////////////////////////
133

  
134
  public static void translate(float[] output, float dx, float dy, float dz)
135
    {
136
    output[12] += ( output[ 0]*dx + output[ 4]*dy + output[ 8]*dz);
137
    output[13] += ( output[ 1]*dx + output[ 5]*dy + output[ 9]*dz);
138
    output[14] += ( output[ 2]*dx + output[ 6]*dy + output[10]*dz);
139
    output[15] += ( output[ 3]*dx + output[ 7]*dy + output[11]*dz);
140
    }
141

  
142
///////////////////////////////////////////////////////////////////////////////////////////////////
143

  
144
  public static void scale(float[] output, float sx, float sy, float sz)
145
    {
146
    output[ 0] *= sx;
147
    output[ 1] *= sx;
148
    output[ 2] *= sx;
149
    output[ 3] *= sx;
150

  
151
    output[ 4] *= sy;
152
    output[ 5] *= sy;
153
    output[ 6] *= sy;
154
    output[ 7] *= sy;
155

  
156
    output[ 8] *= sz;
157
    output[ 9] *= sz;
158
    output[10] *= sz;
159
    output[11] *= sz;
160
    }
161
  }
src/main/java/org/distorted/library/helpers/QuatHelper.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2021 Leszek Koltunski  leszek@koltunski.pl                                          //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// This library is free software; you can redistribute it and/or                                 //
7
// modify it under the terms of the GNU Lesser General Public                                    //
8
// License as published by the Free Software Foundation; either                                  //
9
// version 2.1 of the License, or (at your option) any later version.                            //
10
//                                                                                               //
11
// This library is distributed in the hope that it will be useful,                               //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                             //
14
// Lesser General Public License for more details.                                               //
15
//                                                                                               //
16
// You should have received a copy of the GNU Lesser General Public                              //
17
// License along with this library; if not, write to the Free Software                           //
18
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA                //
19
///////////////////////////////////////////////////////////////////////////////////////////////////
20

  
21
package org.distorted.library.helpers;
22

  
23
import org.distorted.library.type.Static4D;
24

  
25
///////////////////////////////////////////////////////////////////////////////////////////////////
26

  
27
public class QuatHelper
28
  {
29
///////////////////////////////////////////////////////////////////////////////////////////////////
30
// return quat1*quat2
31

  
32
  public static Static4D quatMultiply( Static4D quat1, Static4D quat2 )
33
    {
34
    float qx = quat1.get0();
35
    float qy = quat1.get1();
36
    float qz = quat1.get2();
37
    float qw = quat1.get3();
38

  
39
    float rx = quat2.get0();
40
    float ry = quat2.get1();
41
    float rz = quat2.get2();
42
    float rw = quat2.get3();
43

  
44
    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
45
    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
46
    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
47
    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
48

  
49
    return new Static4D(tx,ty,tz,tw);
50
    }
51

  
52
///////////////////////////////////////////////////////////////////////////////////////////////////
53
// return quat1*(rx,ry,rz,rw)
54

  
55
  public static Static4D quatMultiply( Static4D quat1, float rx, float ry, float rz, float rw )
56
    {
57
    float qx = quat1.get0();
58
    float qy = quat1.get1();
59
    float qz = quat1.get2();
60
    float qw = quat1.get3();
61

  
62
    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
63
    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
64
    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
65
    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
66

  
67
    return new Static4D(tx,ty,tz,tw);
68
    }
69

  
70
///////////////////////////////////////////////////////////////////////////////////////////////////
71
// return (qx,qy,qz,qw)*quat2
72

  
73
  public static Static4D quatMultiply( float qx, float qy, float qz, float qw, Static4D quat2 )
74
    {
75
    float rx = quat2.get0();
76
    float ry = quat2.get1();
77
    float rz = quat2.get2();
78
    float rw = quat2.get3();
79

  
80
    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
81
    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
82
    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
83
    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
84

  
85
    return new Static4D(tx,ty,tz,tw);
86
    }
87

  
88
///////////////////////////////////////////////////////////////////////////////////////////////////
89
// return (qx,qy,qz,qw)*(rx,ry,rz,rw)
90

  
91
  public static Static4D quatMultiply( float qx, float qy, float qz, float qw, float rx, float ry, float rz, float rw )
92
    {
93
    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
94
    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
95
    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
96
    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
97

  
98
    return new Static4D(tx,ty,tz,tw);
99
    }
100

  
101
///////////////////////////////////////////////////////////////////////////////////////////////////
102
// ret = (qx,qy,qz,qw)*(rx,ry,rz,rw)
103

  
104
  public static void quatMultiply( float[] ret, float[] q, float[] r )
105
    {
106
    ret[0] = r[3]*q[0] - r[2]*q[1] + r[1]*q[2] + r[0]*q[3];
107
    ret[1] = r[3]*q[1] + r[2]*q[0] + r[1]*q[3] - r[0]*q[2];
108
    ret[2] = r[3]*q[2] + r[2]*q[3] - r[1]*q[0] + r[0]*q[1];
109
    ret[3] = r[3]*q[3] - r[2]*q[2] - r[1]*q[1] - r[0]*q[0];
110
    }
111

  
112
///////////////////////////////////////////////////////////////////////////////////////////////////
113
// ret = (qx,qy,qz,qw)*(rx,ry,rz,rw)
114

  
115
  public static void quatMultiply( float[] ret, float qx, float qy, float qz, float qw, float rx, float ry, float rz, float rw )
116
    {
117
    ret[0] = rw*qx - rz*qy + ry*qz + rx*qw;
118
    ret[1] = rw*qy + rz*qx + ry*qw - rx*qz;
119
    ret[2] = rw*qz + rz*qw - ry*qx + rx*qy;
120
    ret[3] = rw*qw - rz*qz - ry*qy - rx*qx;
121
    }
122

  
123
///////////////////////////////////////////////////////////////////////////////////////////////////
124
// rotate 'vector' by quat  ( i.e. return quat*vector*(quat^-1) )
125

  
126
  public static Static4D rotateVectorByQuat(Static4D vector, Static4D quat)
127
    {
128
    float qx = quat.get0();
129
    float qy = quat.get1();
130
    float qz = quat.get2();
131
    float qw = quat.get3();
132

  
133
    Static4D tmp = quatMultiply(qx,qy,qz,qw,vector);
134

  
135
    return quatMultiply(tmp,-qx,-qy,-qz,qw);
136
    }
137

  
138
///////////////////////////////////////////////////////////////////////////////////////////////////
139
// rotate (x1,x2,x3,x4) by quat  ( i.e. return quat*vector*(quat^-1) )
140

  
141
  public static Static4D rotateVectorByQuat(float x, float y, float z, float w, Static4D quat)
142
    {
143
    float qx = quat.get0();
144
    float qy = quat.get1();
145
    float qz = quat.get2();
146
    float qw = quat.get3();
147

  
148
    Static4D tmp = quatMultiply(qx,qy,qz,qw,x,y,z,w);
149

  
150
    return quatMultiply(tmp,-qx,-qy,-qz,qw);
151
    }
152

  
153
///////////////////////////////////////////////////////////////////////////////////////////////////
154
// rotate (x1,x2,x3,x4) by quat  ( i.e. return quat*vector*(quat^-1) )
155

  
156
  public static void rotateVectorByQuat(float[] output, float x, float y, float z, float w, Static4D quat)
157
    {
158
    float[] tmp = new float[4];
159

  
160
    float qx = quat.get0();
161
    float qy = quat.get1();
162
    float qz = quat.get2();
163
    float qw = quat.get3();
164

  
165
    quatMultiply(tmp,qx,qy,qz,qw,x,y,z,w);
166
    quatMultiply(output,tmp[0],tmp[1],tmp[2],tmp[3],-qx,-qy,-qz,qw);
167
    }
168

  
169
///////////////////////////////////////////////////////////////////////////////////////////////////
170
// rotate vec by quat ( i.e. return quat*vector*(quat^-1) )
171

  
172
  public static void rotateVectorByQuat(float[] output, float[] vec, float[] quat)
173
    {
174
    float[] tmp = new float[4];
175

  
176
    quatMultiply(tmp,quat,vec);
177

  
178
    quat[0] = -quat[0];
179
    quat[1] = -quat[1];
180
    quat[2] = -quat[2];
181

  
182
    quatMultiply(output,tmp,quat);
183

  
184
    quat[0] = -quat[0];
185
    quat[1] = -quat[1];
186
    quat[2] = -quat[2];
187
    }
188

  
189
///////////////////////////////////////////////////////////////////////////////////////////////////
190
// rotate 'vector' by quat^(-1)  ( i.e. return (quat^-1)*vector*quat )
191

  
192
  public static Static4D rotateVectorByInvertedQuat(Static4D vector, Static4D quat)
193
    {
194
    float qx = quat.get0();
195
    float qy = quat.get1();
196
    float qz = quat.get2();
197
    float qw = quat.get3();
198

  
199
    Static4D tmp = quatMultiply(-qx,-qy,-qz,qw,vector);
200

  
201
    return quatMultiply(tmp,quat);
202
    }
203

  
204
///////////////////////////////////////////////////////////////////////////////////////////////////
205

  
206
  public static Static4D quatFromDrag(float dragX, float dragY)
207
    {
208
    float axisX = dragY;  // inverted X and Y - rotation axis is perpendicular to (dragX,dragY)
209
    float axisY = dragX;  // Why not (-dragY, dragX) ? because Y axis is also inverted!
210
    float axisZ = 0;
211
    float axisL = (float)Math.sqrt(axisX*axisX + axisY*axisY + axisZ*axisZ);
212

  
213
    if( axisL>0 )
214
      {
215
      axisX /= axisL;
216
      axisY /= axisL;
217
      axisZ /= axisL;
218

  
219
      float ratio = axisL;
220
      ratio = ratio - (int)ratio;     // the cos() is only valid in (0,Pi)
221

  
222
      float cosA = (float)Math.cos(Math.PI*ratio);
223
      float sinA = (float)Math.sqrt(1-cosA*cosA);
224

  
225
      return new Static4D(axisX*sinA, axisY*sinA, axisZ*sinA, cosA);
226
      }
227

  
228
    return new Static4D(0f, 0f, 0f, 1f);
229
    }
230

  
231
///////////////////////////////////////////////////////////////////////////////////////////////////
232

  
233
  public static double computeCos(double oldX, double oldY, double newX, double newY, double len1, double len2)
234
    {
235
    double ret= (oldX*newX+oldY*newY) / (len1*len2);
236
    if( ret<-1.0 ) return -1.0;
237
    if( ret> 1.0 ) return  1.0;
238

  
239
    return ret;
240
    }
241

  
242
///////////////////////////////////////////////////////////////////////////////////////////////////
243
// sin of (signed!) angle between vectors 'old' and 'new', counterclockwise!
244

  
245
  public static double computeSin(double oldX, double oldY, double newX, double newY, double len1, double len2)
246
    {
247
    double ret= (newX*oldY-oldX*newY) / (len1*len2);
248
    if( ret<-1.0 ) return -1.0;
249
    if( ret> 1.0 ) return  1.0;
250

  
251
    return ret;
252
    }
253

  
254
///////////////////////////////////////////////////////////////////////////////////////////////////
255
// return quat Q that turns 3D vector A=(ax,ay,az) to another 3D vector B=(bx,by,bz)
256
// take care of double-cover by ensuring that always Q.get3() >=0
257

  
258
  public static Static4D retRotationQuat(float ax, float ay, float az, float bx, float by, float bz)
259
    {
260
    float nx = ay*bz - az*by;
261
    float ny = az*bx - ax*bz;
262
    float nz = ax*by - ay*bx;
263

  
264
    float sin = (float)Math.sqrt(nx*nx + ny*ny + nz*nz);
265
    float cos = ax*bx + ay*by + az*bz;
266

  
267
    if( sin!=0 )
268
      {
269
      nx /= sin;
270
      ny /= sin;
271
      nz /= sin;
272
      }
273

  
274
    // Why sin<=0 and cos>=0 ?
275
    // 0<angle<180 -> 0<halfAngle<90 -> both sin and cos are positive.
276
    // But1: quats work counterclockwise -> negate cos.
277
    // But2: double-cover, we prefer to have the cos positive (so that unit=(0,0,0,1))
278
    // so negate again both cos and sin.
279
    float sinHalf =-(float)Math.sqrt((1-cos)/2);
280
    float cosHalf = (float)Math.sqrt((1+cos)/2);
281

  
282
    return new Static4D(nx*sinHalf,ny*sinHalf,nz*sinHalf,cosHalf);
283
    }
284
  }
src/main/java/org/distorted/library/main/InternalOutputSurface.java
22 22

  
23 23
import android.opengl.GLES30;
24 24
import android.opengl.GLES31;
25
import android.opengl.Matrix;
26 25

  
27 26
import org.distorted.library.effect.EffectQuality;
28 27
import org.distorted.library.effectqueue.EffectQueuePostprocess;
28
import org.distorted.library.helpers.MatrixHelper;
29 29
import org.distorted.library.mesh.MeshBase;
30 30

  
31 31
///////////////////////////////////////////////////////////////////////////////////////////////////
......
65 65
  int mCurrFBO;     // internal current FBO (see DistortedLibrary.FBO_QUEUE_SIZE)
66 66
  int mWidth, mHeight;
67 67

  
68
static final float[] tmpM = new float[16];
69

  
68 70
///////////////////////////////////////////////////////////////////////////////////////////////////
69 71

  
70 72
  InternalOutputSurface(int width, int height, int createColor, int numfbos, int numcolors, int depthStencil, int fbo, int type, int storage)
......
150 152
        mDistance    = mHeight/a;
151 153
        float far    = 2*mDistance-near;
152 154

  
153
        Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
155
        MatrixHelper.frustum(mProjectionMatrix, left, right, bottom, top, near, far);
154 156
        }
155 157
      else             // parallel projection
156 158
        {
......
162 164
        mDistance    = mWidth+mHeight;
163 165
        float far    = mWidth+mHeight+mHeight*(1.0f-mNear);
164 166

  
165
        Matrix.orthoM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
167
        MatrixHelper.ortho(mProjectionMatrix, left, right, bottom, top, near, far);
166 168
        }
167 169
      }
168 170
    }
src/main/java/org/distorted/library/main/QuatHelper.java
1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2021 Leszek Koltunski  leszek@koltunski.pl                                          //
3
//                                                                                               //
4
// This file is part of Distorted.                                                               //
5
//                                                                                               //
6
// This library is free software; you can redistribute it and/or                                 //
7
// modify it under the terms of the GNU Lesser General Public                                    //
8
// License as published by the Free Software Foundation; either                                  //
9
// version 2.1 of the License, or (at your option) any later version.                            //
10
//                                                                                               //
11
// This library is distributed in the hope that it will be useful,                               //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                             //
14
// Lesser General Public License for more details.                                               //
15
//                                                                                               //
16
// You should have received a copy of the GNU Lesser General Public                              //
17
// License along with this library; if not, write to the Free Software                           //
18
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA                //
19
///////////////////////////////////////////////////////////////////////////////////////////////////
20

  
21
package org.distorted.library.main;
22

  
23
import org.distorted.library.type.Static4D;
24

  
25
///////////////////////////////////////////////////////////////////////////////////////////////////
26

  
27
public class QuatHelper
28
  {
29
///////////////////////////////////////////////////////////////////////////////////////////////////
30
// return quat1*quat2
31

  
32
  public static Static4D quatMultiply( Static4D quat1, Static4D quat2 )
33
    {
34
    float qx = quat1.get0();
35
    float qy = quat1.get1();
36
    float qz = quat1.get2();
37
    float qw = quat1.get3();
38

  
39
    float rx = quat2.get0();
40
    float ry = quat2.get1();
41
    float rz = quat2.get2();
42
    float rw = quat2.get3();
43

  
44
    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
45
    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
46
    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
47
    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
48

  
49
    return new Static4D(tx,ty,tz,tw);
50
    }
51

  
52
///////////////////////////////////////////////////////////////////////////////////////////////////
53
// return quat1*(rx,ry,rz,rw)
54

  
55
  public static Static4D quatMultiply( Static4D quat1, float rx, float ry, float rz, float rw )
56
    {
57
    float qx = quat1.get0();
58
    float qy = quat1.get1();
59
    float qz = quat1.get2();
60
    float qw = quat1.get3();
61

  
62
    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
63
    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
64
    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
65
    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
66

  
67
    return new Static4D(tx,ty,tz,tw);
68
    }
69

  
70
///////////////////////////////////////////////////////////////////////////////////////////////////
71
// return (qx,qy,qz,qw)*quat2
72

  
73
  public static Static4D quatMultiply( float qx, float qy, float qz, float qw, Static4D quat2 )
74
    {
75
    float rx = quat2.get0();
76
    float ry = quat2.get1();
77
    float rz = quat2.get2();
78
    float rw = quat2.get3();
79

  
80
    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
81
    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
82
    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
83
    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
84

  
85
    return new Static4D(tx,ty,tz,tw);
86
    }
87

  
88
///////////////////////////////////////////////////////////////////////////////////////////////////
89
// return (qx,qy,qz,qw)*(rx,ry,rz,rw)
90

  
91
  public static Static4D quatMultiply( float qx, float qy, float qz, float qw, float rx, float ry, float rz, float rw )
92
    {
93
    float tx = rw*qx - rz*qy + ry*qz + rx*qw;
94
    float ty = rw*qy + rz*qx + ry*qw - rx*qz;
95
    float tz = rw*qz + rz*qw - ry*qx + rx*qy;
96
    float tw = rw*qw - rz*qz - ry*qy - rx*qx;
97

  
98
    return new Static4D(tx,ty,tz,tw);
99
    }
100

  
101
///////////////////////////////////////////////////////////////////////////////////////////////////
102
// ret = (qx,qy,qz,qw)*(rx,ry,rz,rw)
103

  
104
  public static void quatMultiply( float[] ret, float[] q, float[] r )
105
    {
106
    ret[0] = r[3]*q[0] - r[2]*q[1] + r[1]*q[2] + r[0]*q[3];
107
    ret[1] = r[3]*q[1] + r[2]*q[0] + r[1]*q[3] - r[0]*q[2];
108
    ret[2] = r[3]*q[2] + r[2]*q[3] - r[1]*q[0] + r[0]*q[1];
109
    ret[3] = r[3]*q[3] - r[2]*q[2] - r[1]*q[1] - r[0]*q[0];
110
    }
111

  
112
///////////////////////////////////////////////////////////////////////////////////////////////////
113
// ret = (qx,qy,qz,qw)*(rx,ry,rz,rw)
114

  
115
  public static void quatMultiply( float[] ret, float qx, float qy, float qz, float qw, float rx, float ry, float rz, float rw )
116
    {
117
    ret[0] = rw*qx - rz*qy + ry*qz + rx*qw;
118
    ret[1] = rw*qy + rz*qx + ry*qw - rx*qz;
119
    ret[2] = rw*qz + rz*qw - ry*qx + rx*qy;
120
    ret[3] = rw*qw - rz*qz - ry*qy - rx*qx;
121
    }
122

  
123
///////////////////////////////////////////////////////////////////////////////////////////////////
124
// rotate 'vector' by quat  ( i.e. return quat*vector*(quat^-1) )
125

  
126
  public static Static4D rotateVectorByQuat(Static4D vector, Static4D quat)
127
    {
128
    float qx = quat.get0();
129
    float qy = quat.get1();
130
    float qz = quat.get2();
131
    float qw = quat.get3();
132

  
133
    Static4D tmp = quatMultiply(qx,qy,qz,qw,vector);
134

  
135
    return quatMultiply(tmp,-qx,-qy,-qz,qw);
136
    }
137

  
138
///////////////////////////////////////////////////////////////////////////////////////////////////
139
// rotate (x1,x2,x3,x4) by quat  ( i.e. return quat*vector*(quat^-1) )
140

  
141
  public static Static4D rotateVectorByQuat(float x, float y, float z, float w, Static4D quat)
142
    {
143
    float qx = quat.get0();
144
    float qy = quat.get1();
145
    float qz = quat.get2();
146
    float qw = quat.get3();
147

  
148
    Static4D tmp = quatMultiply(qx,qy,qz,qw,x,y,z,w);
149

  
150
    return quatMultiply(tmp,-qx,-qy,-qz,qw);
151
    }
152

  
153
///////////////////////////////////////////////////////////////////////////////////////////////////
154
// rotate (x1,x2,x3,x4) by quat  ( i.e. return quat*vector*(quat^-1) )
155

  
156
  public static void rotateVectorByQuat(float[] output, float x, float y, float z, float w, Static4D quat)
157
    {
158
    float[] tmp = new float[4];
159

  
160
    float qx = quat.get0();
161
    float qy = quat.get1();
162
    float qz = quat.get2();
163
    float qw = quat.get3();
164

  
165
    quatMultiply(tmp,qx,qy,qz,qw,x,y,z,w);
166
    quatMultiply(output,tmp[0],tmp[1],tmp[2],tmp[3],-qx,-qy,-qz,qw);
167
    }
168

  
169
///////////////////////////////////////////////////////////////////////////////////////////////////
170
// rotate vec by quat ( i.e. return quat*vector*(quat^-1) )
171

  
172
  public static void rotateVectorByQuat(float[] output, float[] vec, float[] quat)
173
    {
174
    float[] tmp = new float[4];
175

  
176
    quatMultiply(tmp,quat,vec);
177

  
178
    quat[0] = -quat[0];
179
    quat[1] = -quat[1];
180
    quat[2] = -quat[2];
181

  
182
    quatMultiply(output,tmp,quat);
183

  
184
    quat[0] = -quat[0];
185
    quat[1] = -quat[1];
186
    quat[2] = -quat[2];
187
    }
188

  
189
///////////////////////////////////////////////////////////////////////////////////////////////////
190
// rotate 'vector' by quat^(-1)  ( i.e. return (quat^-1)*vector*quat )
191

  
192
  public static Static4D rotateVectorByInvertedQuat(Static4D vector, Static4D quat)
193
    {
194
    float qx = quat.get0();
195
    float qy = quat.get1();
196
    float qz = quat.get2();
197
    float qw = quat.get3();
198

  
199
    Static4D tmp = quatMultiply(-qx,-qy,-qz,qw,vector);
200

  
201
    return quatMultiply(tmp,quat);
202
    }
203

  
204
///////////////////////////////////////////////////////////////////////////////////////////////////
205

  
206
  public static Static4D quatFromDrag(float dragX, float dragY)
207
    {
208
    float axisX = dragY;  // inverted X and Y - rotation axis is perpendicular to (dragX,dragY)
209
    float axisY = dragX;  // Why not (-dragY, dragX) ? because Y axis is also inverted!
210
    float axisZ = 0;
211
    float axisL = (float)Math.sqrt(axisX*axisX + axisY*axisY + axisZ*axisZ);
212

  
213
    if( axisL>0 )
214
      {
215
      axisX /= axisL;
216
      axisY /= axisL;
217
      axisZ /= axisL;
218

  
219
      float ratio = axisL;
220
      ratio = ratio - (int)ratio;     // the cos() is only valid in (0,Pi)
221

  
222
      float cosA = (float)Math.cos(Math.PI*ratio);
223
      float sinA = (float)Math.sqrt(1-cosA*cosA);
224

  
225
      return new Static4D(axisX*sinA, axisY*sinA, axisZ*sinA, cosA);
226
      }
227

  
228
    return new Static4D(0f, 0f, 0f, 1f);
229
    }
230

  
231
///////////////////////////////////////////////////////////////////////////////////////////////////
232

  
233
  public static double computeCos(double oldX, double oldY, double newX, double newY, double len1, double len2)
234
    {
235
    double ret= (oldX*newX+oldY*newY) / (len1*len2);
236
    if( ret<-1.0 ) return -1.0;
237
    if( ret> 1.0 ) return  1.0;
238

  
239
    return ret;
240
    }
241

  
242
///////////////////////////////////////////////////////////////////////////////////////////////////
243
// sin of (signed!) angle between vectors 'old' and 'new', counterclockwise!
244

  
245
  public static double computeSin(double oldX, double oldY, double newX, double newY, double len1, double len2)
246
    {
247
    double ret= (newX*oldY-oldX*newY) / (len1*len2);
248
    if( ret<-1.0 ) return -1.0;
249
    if( ret> 1.0 ) return  1.0;
250

  
251
    return ret;
252
    }
253

  
254
///////////////////////////////////////////////////////////////////////////////////////////////////
255
// return quat Q that turns 3D vector A=(ax,ay,az) to another 3D vector B=(bx,by,bz)
256
// take care of double-cover by ensuring that always Q.get3() >=0
257

  
258
  public static Static4D retRotationQuat(float ax, float ay, float az, float bx, float by, float bz)
259
    {
260
    float nx = ay*bz - az*by;
261
    float ny = az*bx - ax*bz;
262
    float nz = ax*by - ay*bx;
263

  
264
    float sin = (float)Math.sqrt(nx*nx + ny*ny + nz*nz);
265
    float cos = ax*bx + ay*by + az*bz;
266

  
267
    if( sin!=0 )
268
      {
269
      nx /= sin;
270
      ny /= sin;
271
      nz /= sin;
272
      }
273

  
274
    // Why sin<=0 and cos>=0 ?
275
    // 0<angle<180 -> 0<halfAngle<90 -> both sin and cos are positive.
276
    // But1: quats work counterclockwise -> negate cos.
277
    // But2: double-cover, we prefer to have the cos positive (so that unit=(0,0,0,1))
278
    // so negate again both cos and sin.
279
    float sinHalf =-(float)Math.sqrt((1-cos)/2);
280
    float cosHalf = (float)Math.sqrt((1+cos)/2);
281

  
282
    return new Static4D(nx*sinHalf,ny*sinHalf,nz*sinHalf,cosHalf);
283
    }
284
  }

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