lwjgl/src/java/org/lwjgl/test/applet/GearsApplet.java

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package org.lwjgl.test.applet;
import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.ARBTransposeMatrix;
import org.lwjgl.opengl.Display;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLContext;
public class GearsApplet extends Applet {
/** The Canvas where the LWJGL Display is added */
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Canvas display_parent;
/** Thread which runs the main game loop */
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Thread gameThread;
/** is the game loop running */
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boolean running = false;
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;
boolean keyDown = false;
/**
* Once the Canvas is created its add notify method will call this method to
* start the LWJGL Display and game loop in another thread.
*/
public void startLWJGL() {
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gameThread = new Thread() {
public void run() {
running = true;
try {
System.out.println("display_parent.isDisplayable() = " + display_parent.isDisplayable());
Display.setParent(display_parent);
//Display.setVSyncEnabled(true);
Display.create();
initGL();
} catch (LWJGLException e) {
e.printStackTrace();
}
gameLoop();
}
};
gameThread.start();
}
/**
* Tell game loop to stop running, after which the LWJGL Display will be destoryed.
* The main thread will wait for the Display.destroy() to complete
*/
private void stopLWJGL() {
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running = false;
try {
gameThread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public void start() {
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}
public void stop() {
}
/**
* Applet Destroy method will remove the canvas, before canvas is destroyed it will notify
* stopLWJGL() to stop main game loop and to destroy the Display
*/
public void destroy() {
remove(display_parent);
super.destroy();
System.out.println("Clear up");
}
/**
* initialise applet by adding a canvas to it, this canvas will start the LWJGL Display and game loop
* in another thread. It will also stop the game loop and destroy the display on canvas removal when
* applet is destroyed.
*/
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public void init() {
setLayout(new BorderLayout());
try {
display_parent = new Canvas() {
public final void addNotify() {
super.addNotify();
startLWJGL();
}
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public final void removeNotify() {
stopLWJGL();
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super.removeNotify();
}
};
display_parent.setSize(getWidth(),getHeight());
add(display_parent);
display_parent.setFocusable(true);
display_parent.requestFocus();
display_parent.setIgnoreRepaint(true);
//setResizable(true);
setVisible(true);
} catch (Exception e) {
System.err.println(e);
throw new RuntimeException("Unable to create display");
}
}
public void gameLoop() {
long startTime = System.currentTimeMillis() + 5000;
long fps = 0;
while(running) {
angle += 2.0f;
// draw the gears
drawLoop();
Display.update();
if (startTime > System.currentTimeMillis()) {
fps++;
} else {
long timeUsed = 5000 + (startTime - System.currentTimeMillis());
startTime = System.currentTimeMillis() + 5000;
/* System.out.println(fps + " frames 2 in " + (float) (timeUsed / 1000f) + " seconds = "
+ (fps / (timeUsed / 1000f)));*/
fps = 0;
}
if (Keyboard.isKeyDown(Keyboard.KEY_LEFT))
view_roty += .1f;
else if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT))
view_roty -= .1f;
if (Keyboard.isKeyDown(Keyboard.KEY_F)) {
keyDown = true;
}
// F Key Pressed (i.e. released)
if (keyDown && !Keyboard.isKeyDown(Keyboard.KEY_F)) {
keyDown = false;
try {
if (Display.isFullscreen()) {
Display.setFullscreen(false);
}
else {
Display.setFullscreen(true);
}
} catch (LWJGLException e) {
e.printStackTrace();
}
}
}
Display.destroy();
}
public void drawLoop() {
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();
}
protected void initGL() {
try {
// setup ogl
FloatBuffer pos = FloatBuffer.wrap(new float[] { 5.0f, 5.0f, 10.0f, 0.0f});
FloatBuffer red = FloatBuffer.wrap(new float[] { 0.8f, 0.1f, 0.0f, 1.0f});
FloatBuffer green = FloatBuffer.wrap(new float[] { 0.0f, 0.8f, 0.2f, 1.0f});
FloatBuffer blue = FloatBuffer.wrap(new float[] { 0.2f, 0.2f, 1.0f, 1.0f});
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);
} catch (Exception e) {
System.err.println(e);
running = false;
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}
}
/**
* 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();
}
}