Remove dead code from AWTGears example

This commit is contained in:
kappa1 2011-07-08 17:47:16 +00:00
parent e49bfe3c40
commit 9e4c915959
1 changed files with 0 additions and 205 deletions

View File

@ -35,17 +35,8 @@ import java.awt.Frame;
import java.awt.Color;
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.LWJGLUtil;
import org.lwjgl.Sys;
import org.lwjgl.opengl.AWTGLCanvas;
import org.lwjgl.opengl.GLContext;
import static org.lwjgl.opengl.ARBTransposeMatrix.*;
import static org.lwjgl.opengl.GL11.*;
/**
* <p>
@ -57,23 +48,6 @@ import static org.lwjgl.opengl.GL11.*;
*/
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;
private int gear1;
private int gear2;
private int gear3;
private float angle;
/**
* C'tor
*/
@ -94,185 +68,6 @@ public class AWTGears extends Frame {
setVisible(true);
}
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();
glLight(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
/* make the gears */
gear1 = glGenLists(1);
glNewList(gear1, GL_COMPILE);
glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
glEndList();
gear2 = glGenLists(1);
glNewList(gear2, GL_COMPILE);
glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
glEndList();
gear3 = glGenLists(1);
glNewList(gear3, GL_COMPILE);
glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
glEndList();
glEnable(GL_NORMALIZE);
glMatrixMode(GL_PROJECTION);
System.err.println("LWJGL: " + Sys.getVersion() + " / " + LWJGLUtil.getPlatformName());
System.err.println("GL_VENDOR: " + glGetString(GL_VENDOR));
System.err.println("GL_RENDERER: " + glGetString(GL_RENDERER));
System.err.println("GL_VERSION: " + glGetString(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
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();
glLoadTransposeMatrixARB(identityTranspose);
}
float h = (float) 300 / (float) 300;
glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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;
glShadeModel(GL_FLAT);
glNormal3f(0.0f, 0.0f, 1.0f);
/* draw front face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
if (i < teeth) {
glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da),
width * 0.5f);
}
}
glEnd();
/* draw front sides of teeth */
glBegin(GL_QUADS);
for (i = 0; i < teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f);
glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f);
}
glEnd();
/* draw back face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
}
glEnd();
/* draw back sides of teeth */
glBegin(GL_QUADS);
for (i = 0; i < teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
}
glEnd();
/* draw outward faces of teeth */
glBegin(GL_QUAD_STRIP);
for (i = 0; i < teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
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;
glNormal3f(v, -u, 0.0f);
glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f);
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);
glNormal3f(v, -u, 0.0f);
glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f);
glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
}
glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f);
glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f);
glEnd();
glShadeModel(GL_SMOOTH);
/* draw inside radius cylinder */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f);
glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
}
glEnd();
}
public static void main(String[] args) throws LWJGLException {
new AWTGears();
}