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JOCLSimpleGL3.java
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JOCLSimpleGL3.java
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/*
* JOCL - Java bindings for OpenCL
*
* Copyright 2009-2019 Marco Hutter - http://www.jocl.org/
*/
package org.jocl.samples;
import static com.jogamp.opengl.GL.*;
import static org.jocl.CL.*;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Frame;
import java.awt.Point;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import java.awt.event.MouseWheelEvent;
import java.awt.event.MouseWheelListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.io.BufferedReader;
import java.io.FileInputStream;
import java.io.IOException;
import java.io.InputStreamReader;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.Arrays;
import javax.swing.JFrame;
import javax.swing.JOptionPane;
import javax.swing.SwingUtilities;
import org.jocl.*;
import jogamp.opengl.GLContextImpl;
import jogamp.opengl.GLDrawableImpl;
import jogamp.opengl.egl.EGLContext;
import jogamp.opengl.macosx.cgl.MacOSXCGLContext;
import jogamp.opengl.windows.wgl.WindowsWGLContext;
import jogamp.opengl.x11.glx.X11GLXContext;
import com.jogamp.nativewindow.NativeSurface;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL3;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLCapabilities;
import com.jogamp.opengl.GLContext;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.GLProfile;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.util.Animator;
/**
* A small example demonstrating the JOCL/JOGL interoperability,
* using the "simpleGL.cl" kernel from the NVIDIA "oclSimpleGL"
* example. This example is intended to be used with JOGL 2, and
* uses only the OpenGL 3.2 core profile and GLSL 1.5
*/
public class JOCLSimpleGL3 implements GLEventListener
{
/**
* Entry point for this sample.
*
* @param args not used
*/
public static void main(String args[])
{
GLProfile profile = GLProfile.get(GLProfile.GL3);
final GLCapabilities capabilities = new GLCapabilities(profile);
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
new JOCLSimpleGL3(capabilities);
}
});
}
/**
* Compile-time flag which indicates whether the real OpenCL/OpenGL
* interoperation should be used. If this flag is 'true', then the
* buffers should be shared between OpenCL and OpenGL. If it is
* 'false', then the buffer contents will be copied via the host.
*/
private static final boolean GL_INTEROP = false;
/**
* The source code for the vertex shader
*/
private static String vertexShaderSource =
"#version 150 core" + "\n" +
"in vec4 inVertex;" + "\n" +
"in vec3 inColor;" + "\n" +
"uniform mat4 modelviewMatrix;" + "\n" +
"uniform mat4 projectionMatrix;" + "\n" +
"void main(void)" + "\n" +
"{" + "\n" +
" gl_Position = " + "\n" +
" projectionMatrix * modelviewMatrix * inVertex;" + "\n" +
"}";
/**
* The source code for the fragment shader
*/
private static String fragmentShaderSource =
"#version 150 core" + "\n" +
"out vec4 outColor;" + "\n" +
"void main(void)" + "\n" +
"{" + "\n" +
" outColor = vec4(1.0,0.0,0.0,1.0);" + "\n" +
"}";
/**
* Whether the initialization method of this GLEventListener has
* already been called
*/
private boolean initialized = false;
/**
* The width segments of the mesh to be displayed.
*/
private static final int meshWidth = 8 * 64;
/**
* The height segments of the mesh to be displayed
*/
private static final int meshHeight = 8 * 64;
/**
* The current animation state of the mesh
*/
private float animationState = 0.0f;
/**
* The vertex array object (required as of GL3)
*/
private int vertexArrayObject;
/**
* The VBO identifier
*/
private int vertexBufferObject;
/**
* The cl_mem that has the contents of the VBO,
* namely the vertex positions
*/
private cl_mem vboMem;
/**
* The OpenCL context
*/
private cl_context context;
/**
* The OpenCL command queue
*/
private cl_command_queue commandQueue;
/**
* The OpenCL kernel
*/
private cl_kernel kernel;
/**
* Whether the computation should be performed with JOCL or
* with Java. May be toggled by pressing the 't' key
*/
private boolean useJOCL = true;
/**
* A flag indicating whether the VBO and the VBO memory object
* have to be re-initialized due to a switch between Java and
* JOCL computing mode
* To do: This should not be necessary. Find out why leaving
* this out results in an OUT_OF_HOST_MEMORY error.
*/
private boolean reInitVBOData = true;
/**
* The ID of the OpenGL shader program
*/
private int shaderProgramID;
/**
* The translation in X-direction
*/
private float translationX = 0;
/**
* The translation in Y-direction
*/
private float translationY = 0;
/**
* The translation in Z-direction
*/
private float translationZ = -4;
/**
* The rotation about the X-axis, in degrees
*/
private float rotationX = 40;
/**
* The rotation about the Y-axis, in degrees
*/
private float rotationY = 30;
/**
* The current projection matrix
*/
float projectionMatrix[] = new float[16];
/**
* The current projection matrix
*/
float modelviewMatrix[] = new float[16];
/**
* The animator
*/
private Animator animator;
/**
* Step counter for FPS computation
*/
private int step = 0;
/**
* Time stamp for FPS computation
*/
private long prevTimeNS = -1;
/**
* The main frame of the application
*/
private Frame frame;
/**
* Inner class encapsulating the MouseMotionListener and
* MouseWheelListener for the interaction
*/
class MouseControl implements MouseMotionListener, MouseWheelListener
{
private Point previousMousePosition = new Point();
@Override
public void mouseDragged(MouseEvent e)
{
int dx = e.getX() - previousMousePosition.x;
int dy = e.getY() - previousMousePosition.y;
// If the left button is held down, move the object
if ((e.getModifiersEx() & MouseEvent.BUTTON1_DOWN_MASK) ==
MouseEvent.BUTTON1_DOWN_MASK)
{
translationX += dx / 100.0f;
translationY -= dy / 100.0f;
}
// If the right button is held down, rotate the object
else if ((e.getModifiersEx() & MouseEvent.BUTTON3_DOWN_MASK) ==
MouseEvent.BUTTON3_DOWN_MASK)
{
rotationX += dy;
rotationY += dx;
}
previousMousePosition = e.getPoint();
updateModelviewMatrix();
}
@Override
public void mouseMoved(MouseEvent e)
{
previousMousePosition = e.getPoint();
}
@Override
public void mouseWheelMoved(MouseWheelEvent e)
{
// Translate along the Z-axis
translationZ += e.getWheelRotation() * 0.25f;
previousMousePosition = e.getPoint();
updateModelviewMatrix();
}
}
/**
* Inner class extending a KeyAdapter for the keyboard
* interaction
*/
class KeyboardControl extends KeyAdapter
{
@Override
public void keyTyped(KeyEvent e)
{
char c = e.getKeyChar();
if (c == 't')
{
useJOCL = !useJOCL;
reInitVBOData = true;
System.out.println("useJOCL is now "+useJOCL);
}
}
}
/**
* Creates a new JOCLSimpleGL3 sample.
*
* @param capabilities The GL capabilities
*/
public JOCLSimpleGL3(GLCapabilities capabilities)
{
// Initialize the GL component
final GLCanvas glComponent = new GLCanvas(capabilities);
glComponent.setFocusable(true);
glComponent.addGLEventListener(this);
// Initialize the mouse and keyboard controls
MouseControl mouseControl = new MouseControl();
glComponent.addMouseMotionListener(mouseControl);
glComponent.addMouseWheelListener(mouseControl);
KeyboardControl keyboardControl = new KeyboardControl();
glComponent.addKeyListener(keyboardControl);
updateModelviewMatrix();
// Create and start an animator
animator = new Animator(glComponent);
animator.start();
// Create the main frame
frame = new JFrame("JOCL / JOGL interaction sample");
frame.addWindowListener(new WindowAdapter()
{
@Override
public void windowClosing(WindowEvent e)
{
runExit();
}
});
frame.setLayout(new BorderLayout());
glComponent.setPreferredSize(new Dimension(800, 800));
frame.add(glComponent, BorderLayout.CENTER);
frame.pack();
frame.setVisible(true);
glComponent.requestFocus();
}
/**
* Update the modelview matrix depending on the
* current translation and rotation
*/
private void updateModelviewMatrix()
{
float m0[] = translation(translationX, translationY, translationZ);
float m1[] = rotationX(rotationX);
float m2[] = rotationY(rotationY);
modelviewMatrix = multiply(multiply(m1,m2), m0);
}
/**
* Implementation of GLEventListener: Called to initialize the
* GLAutoDrawable
*/
@Override
public void init(GLAutoDrawable drawable)
{
// Perform the default GL initialization
GL3 gl = drawable.getGL().getGL3();
gl.setSwapInterval(0);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Initialize the shaders
initShaders(gl);
// Set up the viewport and projection matrix
setupView(drawable);
// Initialize the GL_ARB_vertex_buffer_object extension
if (!gl.isExtensionAvailable("GL_ARB_vertex_buffer_object"))
{
new Thread(new Runnable()
{
@Override
public void run()
{
JOptionPane.showMessageDialog(null,
"GL_ARB_vertex_buffer_object extension not available",
"Unavailable extension", JOptionPane.ERROR_MESSAGE);
runExit();
}
}).start();
}
// Initialize OpenCL, creating a context for the given GL object
initCL(gl);
// Initialize the OpenGL VBO and the OpenCL VBO memory object
initVBOData(gl);
initialized = true;
}
/**
* Initialize OpenCL. This will create the CL context for the GL
* context of the given GL, as well as the command queue and
* kernel.
*
* @param gl The GL object
*/
private void initCL(GL3 gl)
{
// The platform, device type and device number
// that will be used
final int platformIndex = 0;
final long deviceType = CL_DEVICE_TYPE_GPU;
final int deviceIndex = 0;
// Enable exceptions and subsequently omit error checks in this sample
CL.setExceptionsEnabled(true);
// Obtain the number of platforms
int numPlatformsArray[] = new int[1];
clGetPlatformIDs(0, null, numPlatformsArray);
int numPlatforms = numPlatformsArray[0];
// Obtain a platform ID
cl_platform_id platforms[] = new cl_platform_id[numPlatforms];
clGetPlatformIDs(platforms.length, platforms, null);
cl_platform_id platform = platforms[platformIndex];
// Initialize the context properties
cl_context_properties contextProperties = new cl_context_properties();
contextProperties.addProperty(CL_CONTEXT_PLATFORM, platform);
initContextProperties(contextProperties, gl);
// Obtain the number of devices for the platform
int numDevicesArray[] = new int[1];
clGetDeviceIDs(platform, deviceType, 0, null, numDevicesArray);
int numDevices = numDevicesArray[0];
// Obtain a device ID
cl_device_id devices[] = new cl_device_id[numDevices];
clGetDeviceIDs(platform, deviceType, numDevices, devices, null);
cl_device_id device = devices[deviceIndex];
// Create a context for the selected device
context = clCreateContext(
contextProperties, 1, new cl_device_id[]{device},
null, null, null);
// Create a command-queue for the selected device
cl_queue_properties properties = new cl_queue_properties();
commandQueue = clCreateCommandQueueWithProperties(
context, device, properties, null);
// Read the program source code and create the program
String source = readFile("src/main/resources/kernels/simpleGL.cl");
cl_program program = clCreateProgramWithSource(context, 1,
new String[]{ source }, null, null);
clBuildProgram(program, 0, null, "-cl-mad-enable", null, null);
// Create the kernel which computes the sine wave pattern
kernel = clCreateKernel(program, "sine_wave", null);
// Set the constant kernel arguments
clSetKernelArg(kernel, 1, Sizeof.cl_uint,
Pointer.to(new int[]{ meshWidth }));
clSetKernelArg(kernel, 2, Sizeof.cl_uint,
Pointer.to(new int[]{ meshHeight }));
}
/**
* Initializes the given context properties so that they may be
* used to create an OpenCL context for the given GL object.
*
* @param contextProperties The context properties
* @param gl The GL object
*/
private void initContextProperties(cl_context_properties contextProperties, GL gl)
{
// Adapted from http://jogamp.org/jocl/www/
GLContext glContext = gl.getContext();
if(!glContext.isCurrent())
{
throw new IllegalArgumentException(
"OpenGL context is not current. This method should be called " +
"from the OpenGL rendering thread, when the context is current.");
}
long glContextHandle = glContext.getHandle();
GLContextImpl glContextImpl = (GLContextImpl)glContext;
GLDrawableImpl glDrawableImpl = glContextImpl.getDrawableImpl();
NativeSurface nativeSurface = glDrawableImpl.getNativeSurface();
if (glContext instanceof X11GLXContext)
{
long displayHandle = nativeSurface.getDisplayHandle();
contextProperties.addProperty(CL_GL_CONTEXT_KHR, glContextHandle);
contextProperties.addProperty(CL_GLX_DISPLAY_KHR, displayHandle);
}
else if (glContext instanceof WindowsWGLContext)
{
long surfaceHandle = nativeSurface.getSurfaceHandle();
contextProperties.addProperty(CL_GL_CONTEXT_KHR, glContextHandle);
contextProperties.addProperty(CL_WGL_HDC_KHR, surfaceHandle);
}
else if (glContext instanceof MacOSXCGLContext)
{
contextProperties.addProperty(CL_CGL_SHAREGROUP_KHR, glContextHandle);
}
else if (glContext instanceof EGLContext)
{
long displayHandle = nativeSurface.getDisplayHandle();
contextProperties.addProperty(CL_GL_CONTEXT_KHR, glContextHandle);
contextProperties.addProperty(CL_EGL_DISPLAY_KHR, displayHandle);
}
else
{
throw new RuntimeException("unsupported GLContext: " + glContext);
}
}
/**
* Helper function which reads the file with the given name and returns
* the contents of this file as a String. Will exit the application
* if the file can not be read.
*
* @param fileName The name of the file to read.
* @return The contents of the file
*/
private String readFile(String fileName)
{
try
{
BufferedReader br = new BufferedReader(
new InputStreamReader(new FileInputStream(fileName)));
StringBuffer sb = new StringBuffer();
String line = null;
while (true)
{
line = br.readLine();
if (line == null)
{
break;
}
sb.append(line).append("\n");
}
br.close();
return sb.toString();
}
catch (IOException e)
{
e.printStackTrace();
runExit();
return null;
}
}
/**
* Initialize the shaders and the shader program
*
* @param gl The GL context
*/
private void initShaders(GL3 gl)
{
int vertexShaderID = gl.glCreateShader(GL3.GL_VERTEX_SHADER);
gl.glShaderSource(vertexShaderID, 1,
new String[]{vertexShaderSource}, null);
gl.glCompileShader(vertexShaderID);
int fragmentShaderID = gl.glCreateShader(GL3.GL_FRAGMENT_SHADER);
gl.glShaderSource(fragmentShaderID, 1,
new String[]{fragmentShaderSource}, null);
gl.glCompileShader(fragmentShaderID);
shaderProgramID = gl.glCreateProgram();
gl.glAttachShader(shaderProgramID, vertexShaderID);
gl.glAttachShader(shaderProgramID, fragmentShaderID);
gl.glLinkProgram(shaderProgramID);
}
/**
* Initialize the OpenGL VBO and the OpenCL VBO memory object
*
* @param gl The current GL object
*/
private void initVBOData(GL3 gl)
{
initVBO(gl);
initVBOMem(gl);
reInitVBOData = false;
}
/**
* Create the GL vertex buffer object (VBO) that stores the
* vertex positions.
*
* @param gl The GL context
*/
private void initVBO(GL3 gl)
{
if (vertexBufferObject != 0)
{
gl.glDeleteBuffers(1, new int[]{ vertexBufferObject }, 0);
vertexBufferObject = 0;
}
if (vertexArrayObject != 0)
{
gl.glDeleteVertexArrays(1, new int[] { vertexArrayObject }, 0);
vertexArrayObject = 0;
}
int tempArray[] = new int[1];
// Create the vertex array object
gl.glGenVertexArrays(1, IntBuffer.wrap(tempArray));
vertexArrayObject = tempArray[0];
gl.glBindVertexArray(vertexArrayObject);
// Create the vertex buffer object
gl.glGenBuffers(1, IntBuffer.wrap(tempArray));
vertexBufferObject = tempArray[0];
// Initialize the vertex buffer object
gl.glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
int size = meshWidth * meshHeight * 4 * Sizeof.cl_float;
gl.glBufferData(GL_ARRAY_BUFFER, size, null,
GL_DYNAMIC_DRAW);
// Initialize the attribute location of the input
// vertices for the shader program
int location = gl.glGetAttribLocation(shaderProgramID, "inVertex");
gl.glVertexAttribPointer(location, 4, GL3.GL_FLOAT, false, 0, 0);
gl.glEnableVertexAttribArray(location);
}
/**
* Initialize the OpenCL VBO memory object which corresponds to
* the OpenGL VBO that stores the vertex positions
*
* @param gl The current GL object
*/
private void initVBOMem(GL3 gl)
{
if (vboMem != null)
{
clReleaseMemObject(vboMem);
vboMem = null;
}
if (GL_INTEROP)
{
// Create an OpenCL buffer for the VBO
gl.glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
vboMem = clCreateFromGLBuffer(context, CL_MEM_WRITE_ONLY,
vertexBufferObject, null);
}
else
{
// Create an empty OpenCL buffer
int size = meshWidth * meshHeight * 4 * Sizeof.cl_float;
vboMem = clCreateBuffer(context, CL_MEM_WRITE_ONLY, size,
null, null);
}
clSetKernelArg(kernel, 0, Sizeof.cl_mem, Pointer.to(vboMem));
}
/**
* Implementation of GLEventListener: Called when the given GLAutoDrawable
* is to be displayed.
*/
@Override
public void display(GLAutoDrawable drawable)
{
if (!initialized)
{
return;
}
GL3 gl = (GL3)drawable.getGL();
if (reInitVBOData)
{
initVBOData(gl);
}
if (useJOCL)
{
// Run the JOCL kernel to generate new vertex positions.
runJOCL(gl);
}
else
{
// Run the Java method to generate new vertex positions.
runJava(gl);
}
animationState += 0.01f;
gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Activate the shader program
gl.glUseProgram(shaderProgramID);
// Set the current projection matrix
int projectionMatrixLocation =
gl.glGetUniformLocation(shaderProgramID, "projectionMatrix");
gl.glUniformMatrix4fv(
projectionMatrixLocation, 1, false, projectionMatrix, 0);
// Set the current modelview matrix
int modelviewMatrixLocation =
gl.glGetUniformLocation(shaderProgramID, "modelviewMatrix");
gl.glUniformMatrix4fv(
modelviewMatrixLocation, 1, false, modelviewMatrix, 0);
// Render the VBO
gl.glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
gl.glDrawArrays(GL_POINTS, 0, meshWidth * meshHeight);
// Update FPS information in main frame title
step++;
long currentTime = System.nanoTime();
if (prevTimeNS == -1)
{
prevTimeNS = currentTime;
}
long diff = currentTime - prevTimeNS;
if (diff > 1e9)
{
double fps = (diff / 1e9) * step;
String t = "JOCL / JOGL interaction sample - ";
t += useJOCL?"JOCL":"Java";
t += " mode: "+String.format("%.2f", fps)+" FPS";
frame.setTitle(t);
prevTimeNS = currentTime;
step = 0;
}
}
/**
* Run the JOCL computation to create new vertex positions
* inside the vertexBufferObject.
*
* @param gl The current GL
*/
private void runJOCL(GL3 gl)
{
if (GL_INTEROP)
{
// Map OpenGL buffer object for writing from OpenCL
gl.glFinish();
clEnqueueAcquireGLObjects(commandQueue, 1,
new cl_mem[]{ vboMem }, 0, null, null);
}
// Set work size and arguments, and execute the kernel
long globalWorkSize[] = new long[2];
globalWorkSize[0] = meshWidth;
globalWorkSize[1] = meshHeight;
clSetKernelArg(kernel, 3, Sizeof.cl_float,
Pointer.to(new float[]{ animationState }));
clEnqueueNDRangeKernel(commandQueue, kernel, 2, null,
globalWorkSize, null, 0, null, null);
if (GL_INTEROP)
{
// Unmap the buffer object
clEnqueueReleaseGLObjects(commandQueue, 1,
new cl_mem[]{ vboMem }, 0, null, null);
clFinish(commandQueue);
}
else
{
// Map the VBO to copy data from the CL buffer to the GL buffer,
// copy the data from CL to GL, and unmap the buffer
gl.glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
ByteBuffer pointer = gl.glMapBuffer(
GL_ARRAY_BUFFER, GL_WRITE_ONLY);
clEnqueueReadBuffer(commandQueue, vboMem, CL_TRUE, 0,
Sizeof.cl_float * 4 * meshHeight * meshWidth,
Pointer.to(pointer), 0, null, null);
gl.glUnmapBuffer(GL_ARRAY_BUFFER);
}
}
/**
* Run the Java computation to create new vertex positions
* inside the vertexBufferObject.
*
* @param gl The current GL.
*/
private void runJava(GL3 gl)
{
float currentAnimationState = animationState;
gl.glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
ByteBuffer byteBuffer = gl.glMapBuffer(
GL_ARRAY_BUFFER, GL_WRITE_ONLY);
FloatBuffer vertices = byteBuffer.order(
ByteOrder.nativeOrder()).asFloatBuffer();
for (int x = 0; x < meshWidth; x++)
{
for (int y = 0; y < meshHeight; y++)
{
// Calculate u/v coordinates
float u = x / (float) meshWidth;
float v = y / (float) meshHeight;
u = u * 2.0f - 1.0f;
v = v * 2.0f - 1.0f;
// Calculate simple sine wave pattern
float freq = 4.0f;
float w =
(float) Math.sin(u * freq + currentAnimationState) *
(float) Math.cos(v * freq + currentAnimationState) * 0.5f;
// Write output vertex
int index = 4 * (y * meshWidth + x);
vertices.put(index + 0, u);
vertices.put(index + 1, w);
vertices.put(index + 2, v);
vertices.put(index + 3, 1);
}
}
gl.glUnmapBuffer(GL_ARRAY_BUFFER);
}
/**
* Implementation of GLEventListener: Called then the
* GLAutoDrawable was reshaped
*/
@Override
public void reshape(GLAutoDrawable drawable, int x, int y,
int width, int height)
{
setupView(drawable);
}
/**
* Set up a default view for the given GLAutoDrawable
*
* @param drawable The GLAutoDrawable to set the view for
*/
private void setupView(GLAutoDrawable drawable)
{
GL3 gl = (GL3)drawable.getGL();
gl.glViewport(0, 0,
drawable.getSurfaceWidth(),
drawable.getSurfaceHeight());
float aspect = (float) drawable.getSurfaceWidth() /
drawable.getSurfaceHeight();
projectionMatrix = perspective(50, aspect, 0.1f, 100.0f);
}
/**
* Implementation of GLEventListener - not used
*/
@Override
public void dispose(GLAutoDrawable drawable)
{
}
/**
* Calls System.exit() in a new Thread. It may not be called
* synchronously inside one of the JOGL callbacks.
*
* @param Animator the animator to stop
*/
private void runExit()
{
new Thread(new Runnable()
{
@Override
public void run()
{
animator.stop();
System.exit(0);
}
}).start();
}
//=== Helper functions for matrix operations ==============================
/**
* Helper method that creates a perspective matrix
* @param fovy The fov in y-direction, in degrees
*
* @param aspect The aspect ratio
* @param zNear The near clipping plane
* @param zFar The far clipping plane
* @return A perspective matrix
*/
private static float[] perspective(
float fovy, float aspect, float zNear, float zFar)
{
float radians = (float)Math.toRadians(fovy / 2);
float deltaZ = zFar - zNear;
float sine = (float)Math.sin(radians);
if ((deltaZ == 0) || (sine == 0) || (aspect == 0))
{
return identity();
}
float cotangent = (float)Math.cos(radians) / sine;
float m[] = identity();
m[0*4+0] = cotangent / aspect;
m[1*4+1] = cotangent;
m[2*4+2] = -(zFar + zNear) / deltaZ;
m[2*4+3] = -1;
m[3*4+2] = -2 * zNear * zFar / deltaZ;
m[3*4+3] = 0;
return m;
}
/**
* Creates an identity matrix
*
* @return An identity matrix
*/
private static float[] identity()
{
float m[] = new float[16];
Arrays.fill(m, 0);
m[0] = m[5] = m[10] = m[15] = 1.0f;
return m;
}
/**
* Multiplies the given matrices and returns the result
*
* @param m0 The first matrix
* @param m1 The second matrix
* @return The product m0*m1
*/
private static float[] multiply(float m0[], float m1[])
{
float m[] = new float[16];
for (int x=0; x < 4; x++)
{
for(int y=0; y < 4; y++)
{
m[x*4 + y] =
m0[x*4+0] * m1[y+ 0] +
m0[x*4+1] * m1[y+ 4] +
m0[x*4+2] * m1[y+ 8] +
m0[x*4+3] * m1[y+12];
}
}
return m;
}
/**
* Creates a translation matrix
*
* @param x The x translation
* @param y The y translation
* @param z The z translation
* @return A translation matrix
*/
private static float[] translation(float x, float y, float z)
{
float m[] = identity();
m[12] = x;
m[13] = y;
m[14] = z;
return m;
}
/**
* Creates a matrix describing a rotation around the x-axis
*
* @param angleDeg The rotation angle, in degrees
* @return The rotation matrix
*/