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From: Brian M. <ma...@us...> - 2005-03-07 16:17:44
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/test/opengl/awt In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv5415/src/java/org/lwjgl/test/opengl/awt Modified Files: AWTGears.java Log Message: cleanup Index: AWTGears.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/test/opengl/awt/AWTGears.java,v retrieving revision 1.1 retrieving revision 1.2 diff -u -d -r1.1 -r1.2 --- AWTGears.java 7 Mar 2005 16:15:14 -0000 1.1 +++ AWTGears.java 7 Mar 2005 16:17:25 -0000 1.2 @@ -5,7 +5,6 @@ package org.lwjgl.test.opengl.awt; import java.awt.Frame; -import java.awt.Toolkit; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.nio.FloatBuffer; @@ -16,15 +15,14 @@ import org.lwjgl.opengl.AWTGLCanvas; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GLContext; -import org.lwjgl.opengl.glu.GLU; /** * $Id$ * <p> - * Tests AWTGLCanvas functionality + * AWT version of the gears demo * <p> * @version $Revision$ - * @author $Author$ + * @author Brian Matzon <br...@ma...> */ public class AWTGears extends Frame { |
|
From: Brian M. <ma...@us...> - 2005-03-07 16:15:29
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/test/opengl/awt In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv4805/src/java/org/lwjgl/test/opengl/awt Added Files: AWTGears.java Log Message: AWT version of gears --- NEW FILE: AWTGears.java --- /* * Copyright (c) 2004-2005 Covalent Software Ltd * All rights reserved. */ package org.lwjgl.test.opengl.awt; import java.awt.Frame; import java.awt.Toolkit; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.nio.FloatBuffer; import org.lwjgl.BufferUtils; import org.lwjgl.LWJGLException; import org.lwjgl.opengl.ARBTransposeMatrix; import org.lwjgl.opengl.AWTGLCanvas; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GLContext; import org.lwjgl.opengl.glu.GLU; /** * $Id$ * <p> * Tests AWTGLCanvas functionality * <p> * @version $Revision$ * @author $Author$ */ public class AWTGears extends Frame { /** AWT GL canvas */ private AWTGLCanvas canvas0; private float view_rotx = 20.0f; private float view_roty = 30.0f; private float view_rotz = 0.0f; private int gear1; private int gear2; private int gear3; private float angle = 0.0f; /** * C'tor */ public AWTGears() throws LWJGLException { setTitle("Gears"); setSize(300, 300); setLayout(null); add(canvas0 = new AWTGLCanvas() { long startTime = 0; long fps = 0; public void paintGL() { if(startTime == 0) { setup(); startTime = System.currentTimeMillis() + 5000; } try { angle += 2.0f; GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glPushMatrix(); GL11.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f); GL11.glRotatef(view_roty, 0.0f, 1.0f, 0.0f); GL11.glRotatef(view_rotz, 0.0f, 0.0f, 1.0f); GL11.glPushMatrix(); GL11.glTranslatef(-3.0f, -2.0f, 0.0f); GL11.glRotatef(angle, 0.0f, 0.0f, 1.0f); GL11.glCallList(gear1); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glTranslatef(3.1f, -2.0f, 0.0f); GL11.glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f); GL11.glCallList(gear2); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glTranslatef(-3.1f, 4.2f, 0.0f); GL11.glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f); GL11.glCallList(gear3); GL11.glPopMatrix(); GL11.glPopMatrix(); swapBuffers(); } catch (LWJGLException e) { throw new RuntimeException(e); } if (startTime > System.currentTimeMillis()) { fps++; } else { long timeUsed = 5000 + (startTime - System.currentTimeMillis()); startTime = System.currentTimeMillis() + 5000; System.out.println(fps + " frames in " + (float) (timeUsed / 1000f) + " seconds = " + (fps / (timeUsed / 1000f))); fps = 0; } } }); canvas0.setBounds(0, 0, 300, 300); addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { dispose(); } }); setResizable(true); setVisible(true); new Thread() { { setDaemon(true); } public void run() { for (;;) { canvas0.repaint(); } } }.start(); } private void setup() { // setup ogl FloatBuffer pos = BufferUtils.createFloatBuffer(4).put(new float[] { 5.0f, 5.0f, 10.0f, 0.0f}); FloatBuffer red = BufferUtils.createFloatBuffer(4).put(new float[] { 0.8f, 0.1f, 0.0f, 1.0f}); FloatBuffer green = BufferUtils.createFloatBuffer(4).put(new float[] { 0.0f, 0.8f, 0.2f, 1.0f}); FloatBuffer blue = BufferUtils.createFloatBuffer(4).put(new float[] { 0.2f, 0.2f, 1.0f, 1.0f}); pos.flip(); red.flip(); green.flip(); blue.flip(); GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, pos); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_LIGHT0); GL11.glEnable(GL11.GL_DEPTH_TEST); /* make the gears */ gear1 = GL11.glGenLists(1); GL11.glNewList(gear1, GL11.GL_COMPILE); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, red); gear(1.0f, 4.0f, 1.0f, 20, 0.7f); GL11.glEndList(); gear2 = GL11.glGenLists(1); GL11.glNewList(gear2, GL11.GL_COMPILE); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, green); gear(0.5f, 2.0f, 2.0f, 10, 0.7f); GL11.glEndList(); gear3 = GL11.glGenLists(1); GL11.glNewList(gear3, GL11.GL_COMPILE); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, blue); gear(1.3f, 2.0f, 0.5f, 10, 0.7f); GL11.glEndList(); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glMatrixMode(GL11.GL_PROJECTION); System.err.println("GL_VENDOR: " + GL11.glGetString(GL11.GL_VENDOR)); System.err.println("GL_RENDERER: " + GL11.glGetString(GL11.GL_RENDERER)); System.err.println("GL_VERSION: " + GL11.glGetString(GL11.GL_VERSION)); System.err.println(); System.err.println("glLoadTransposeMatrixfARB() supported: " + GLContext.getCapabilities().GL_ARB_transpose_matrix); if (!GLContext.getCapabilities().GL_ARB_transpose_matrix) { // --- not using extensions GL11.glLoadIdentity(); } else { // --- using extensions final FloatBuffer identityTranspose = BufferUtils.createFloatBuffer(16).put( new float[] { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}); identityTranspose.flip(); ARBTransposeMatrix.glLoadTransposeMatrixARB(identityTranspose); } float h = (float) 300 / (float) 300; GL11.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glTranslatef(0.0f, 0.0f, -40.0f); } /** * Draw a gear wheel. You'll probably want to call this function when * building a display list since we do a lot of trig here. * * @param inner_radius radius of hole at center * @param outer_radius radius at center of teeth * @param width width of gear * @param teeth number of teeth * @param tooth_depth depth of tooth */ private void gear(float inner_radius, float outer_radius, float width, int teeth, float tooth_depth) { int i; float r0, r1, r2; float angle, da; float u, v, len; r0 = inner_radius; r1 = outer_radius - tooth_depth / 2.0f; r2 = outer_radius + tooth_depth / 2.0f; da = 2.0f * (float) Math.PI / teeth / 4.0f; GL11.glShadeModel(GL11.GL_FLAT); GL11.glNormal3f(0.0f, 0.0f, 1.0f); /* draw front face */ GL11.glBegin(GL11.GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); if (i < teeth) { GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f); } } GL11.glEnd(); /* draw front sides of teeth */ GL11.glBegin(GL11.GL_QUADS); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f); GL11.glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f); GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f); } GL11.glEnd(); /* draw back face */ GL11.glBegin(GL11.GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); } GL11.glEnd(); /* draw back sides of teeth */ GL11.glBegin(GL11.GL_QUADS); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f); GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f); GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); } GL11.glEnd(); /* draw outward faces of teeth */ GL11.glBegin(GL11.GL_QUAD_STRIP); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); u = r2 * (float) Math.cos(angle + da) - r1 * (float) Math.cos(angle); v = r2 * (float) Math.sin(angle + da) - r1 * (float) Math.sin(angle); len = (float) Math.sqrt(u * u + v * v); u /= len; v /= len; GL11.glNormal3f(v, -u, 0.0f); GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f); GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f); GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f); GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f); GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f); u = r1 * (float) Math.cos(angle + 3 * da) - r2 * (float) Math.cos(angle + 2 * da); v = r1 * (float) Math.sin(angle + 3 * da) - r2 * (float) Math.sin(angle + 2 * da); GL11.glNormal3f(v, -u, 0.0f); GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f); GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f); } GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f); GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f); GL11.glEnd(); GL11.glShadeModel(GL11.GL_SMOOTH); /* draw inside radius cylinder */ GL11.glBegin(GL11.GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; GL11.glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f); GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); } GL11.glEnd(); } public static void main(String[] args) throws LWJGLException { new AWTGears(); } } |