From 31c2b22dd80f41909ddd159eeb997682c4d4e9a4 Mon Sep 17 00:00:00 2001 From: Elias Naur Date: Tue, 22 Apr 2008 18:09:45 +0000 Subject: [PATCH] Added GearsApplet test --- applet/appletloader.html | 4 +- .../org/lwjgl/test/applet/GearsApplet.java | 340 ++++++++++++++++++ 2 files changed, 342 insertions(+), 2 deletions(-) create mode 100644 src/java/org/lwjgl/test/applet/GearsApplet.java diff --git a/applet/appletloader.html b/applet/appletloader.html index cca6fac6..48b3b7d7 100644 --- a/applet/appletloader.html +++ b/applet/appletloader.html @@ -13,7 +13,7 @@ - + @@ -63,4 +63,4 @@

- \ No newline at end of file + diff --git a/src/java/org/lwjgl/test/applet/GearsApplet.java b/src/java/org/lwjgl/test/applet/GearsApplet.java new file mode 100644 index 00000000..8cf4fe0e --- /dev/null +++ b/src/java/org/lwjgl/test/applet/GearsApplet.java @@ -0,0 +1,340 @@ +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 { + + Canvas display_parent; + Thread gameThread; + + 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; + + public void destroy() { + remove(display_parent); + super.destroy(); + System.out.println("Clear up"); + } + + private void destroyLWJGL() { + stopApplet(); + try { + gameThread.join(); + } catch (InterruptedException e) { + e.printStackTrace(); + } + } + + /** + * @see java.applet.Applet#start() + */ + public void start() { + 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(); + } + + public void stop() { + } + + public void stopApplet() { + running = false; + } + + public void init() { + setLayout(new BorderLayout()); + try { + display_parent = new Canvas() { + public final void removeNotify() { + destroyLWJGL(); + 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); + stopApplet(); + } + } + + /** + * 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(); + } +}