580 lines
18 KiB
Java
580 lines
18 KiB
Java
/*
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* Copyright (c) 2002-2008 LWJGL Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'LWJGL' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/*
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* 3-D gear wheels. Originally by Brian Paul
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*/
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package org.lwjgl.test.opengles;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.LWJGLException;
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import org.lwjgl.Sys;
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import org.lwjgl.input.Keyboard;
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import org.lwjgl.input.Mouse;
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import org.lwjgl.opengl.Display;
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import org.lwjgl.opengl.DisplayMode;
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import org.lwjgl.opengles.*;
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import org.lwjgl.test.opengles.util.Geometry;
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import org.lwjgl.test.opengles.util.ImmediateModeBuffer;
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import org.lwjgl.test.opengles.util.Shader;
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import org.lwjgl.test.opengles.util.ShaderProgram;
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import org.lwjgl.util.vector.Matrix4f;
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import org.lwjgl.util.vector.Vector3f;
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import java.lang.reflect.Field;
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import java.nio.FloatBuffer;
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import java.util.StringTokenizer;
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import static org.lwjgl.opengles.GLES20.*;
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import static org.lwjgl.test.opengles.util.GLLight.*;
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import static org.lwjgl.test.opengles.util.GLMatrix.*;
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import static org.lwjgl.test.opengles.util.Geometry.*;
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/**
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* <p>
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* This is the OpenGL "standard" Gears demo, originally by Brian Paul
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* </p>
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*
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* @author Brian Matzon <brian@matzon.dk>
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* @version $Revision: 3276 $
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* $Id: Gears.java 3276 2010-02-21 21:18:17Z matzon $
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*/
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public class Gears {
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private boolean run = true;
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private float view_rotx = 20.0f;
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private float view_roty = 30.0f;
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private float view_rotz = 0.0f;
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private Gear gear1;
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private Gear gear2;
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private Gear gear3;
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private float angle = 0.0f;
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private Shader vsh;
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private Shader fsh;
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private ShaderProgram program;
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private int LIGHT_POS;
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private int MVP;
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private int NM;
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private int GEAR_COLOR;
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private int vPosition;
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private int vNormal;
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private final Matrix4f p = new Matrix4f();
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private final Matrix4f mv = new Matrix4f();
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private final Matrix4f mvp = new Matrix4f();
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private final FloatBuffer m4fBuffer = BufferUtils.createFloatBuffer(4 * 4);
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private final FloatBuffer m3fBuffer = BufferUtils.createFloatBuffer(3 * 3);
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public static void main(String[] args) {
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new Gears().execute();
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System.exit(0);
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}
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/**
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*
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*/
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private void execute() {
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try {
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init();
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} catch (LWJGLException e) {
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e.printStackTrace();
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System.out.println("Failed to initialize Gears.");
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return;
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}
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System.out.println("\nGL RENDERER: " + glGetString(GL_RENDERER));
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System.out.println("GL VENDOR: " + glGetString(GL_VENDOR));
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System.out.println("GL VERSION: " + glGetString(GL_VERSION));
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System.out.println("GL_SHADING_LANGUAGE_VERSION: " + glGetString(GL_SHADING_LANGUAGE_VERSION));
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System.out.println("GL_EXTENSIONS = " + glGetString(GL_EXTENSIONS));
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ContextCapabilities caps = GLContext.getCapabilities();
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System.out.println();
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// Check extension support
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Field[] field = ContextCapabilities.class.getFields();
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for ( Field f : field ) {
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if ( f.getName().startsWith("GL_") ) {
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try {
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System.out.println(f.getName() + " - " + f.getBoolean(caps));
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} catch (IllegalAccessException e) {
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e.printStackTrace();
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}
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}
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}
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System.out.println();
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// Check for extensions that LWJGL does not support
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final String extensions = glGetString(GL_EXTENSIONS);
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final StringTokenizer tokenizer = new StringTokenizer(extensions);
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while ( tokenizer.hasMoreTokens() ) {
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final String ext = tokenizer.nextToken();
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try {
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if ( !caps.getClass().getField(ext).getBoolean(caps) )
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System.out.println("-- Extension exposed but functions are missing: " + ext);
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} catch (NoSuchFieldException e) {
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System.out.println("-- No LWJGL support for extension: " + ext);
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} catch (Exception e) {
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e.printStackTrace();
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}
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}
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loop();
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destroy();
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}
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/**
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*
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*/
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private void destroy() {
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program.destroy();
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fsh.destroy();
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vsh.destroy();
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gear3.destroy();
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gear2.destroy();
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gear1.destroy();
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Display.destroy();
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}
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/**
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*
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*/
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private void loop() {
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long lastFrameTime = Sys.getTime();
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long startTime = System.currentTimeMillis() + 5000;
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long fps = 0;
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while ( run ) {
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if ( !Display.isVisible() )
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Thread.yield();
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else {
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// This is the current frame time.
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long frameStart = Sys.getTime();
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// How many seconds passed since last frame.
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final float frameTime = (float)((frameStart - lastFrameTime) / (double)Sys.getTimerResolution());
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lastFrameTime = frameStart;
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angle += frameTime * 120.0f;
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handleInput();
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_COVERAGE_BUFFER_BIT_NV);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glRotatef(view_rotx, 1.0f, 0.0f, 0.0f);
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glRotatef(view_roty, 0.0f, 1.0f, 0.0f);
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glRotatef(view_rotz, 0.0f, 0.0f, 1.0f);
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glPushMatrix();
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glTranslatef(-3.0f, -2.0f, 0.0f);
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glRotatef(angle, 0.0f, 0.0f, 1.0f);
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gear1.render();
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glPopMatrix();
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glPushMatrix();
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glTranslatef(3.1f, -2.0f, 0.0f);
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glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f);
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gear2.render();
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glPopMatrix();
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glPushMatrix();
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glTranslatef(-3.1f, 4.2f, 0.0f);
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glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f);
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gear3.render();
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glPopMatrix();
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glPopMatrix();
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try {
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Display.update();
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//Display.sync(60);
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} catch (PowerManagementEventException e) {
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e.printStackTrace();
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}
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if ( startTime > System.currentTimeMillis() ) {
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fps++;
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} else {
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long timeUsed = 5000 + (startTime - System.currentTimeMillis());
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startTime = System.currentTimeMillis() + 5000;
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System.out.println(fps + " frames in " + (timeUsed / 1000f) + " seconds = " + (fps / (timeUsed / 1000f)));
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fps = 0;
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}
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if ( Display.isCloseRequested() )
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break;
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}
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}
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}
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private void handleInput() {
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if ( Keyboard.getNumKeyboardEvents() != 0 ) {
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while ( Keyboard.next() ) {
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if ( Keyboard.getEventKeyState() )
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continue;
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final int key = Keyboard.getEventKey();
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switch ( key ) {
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case Keyboard.KEY_ESCAPE:
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run = false;
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break;
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}
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}
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}
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while ( Mouse.next() ) ;
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}
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/**
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*
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*/
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private void init() throws LWJGLException {
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final int WIDTH = 640;
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final int HEIGHT = 480;
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Display.setLocation((Display.getDisplayMode().getWidth() - WIDTH) / 2,
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(Display.getDisplayMode().getHeight() - HEIGHT) / 2);
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try {
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Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
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} catch (PowerManagementEventException e) {
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e.printStackTrace();
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}
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Display.setTitle("Gears");
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Display.create(new PixelFormat());
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//glCoverageMaskNV(true);
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// setup ogl
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glViewport(0, 0, WIDTH, HEIGHT);
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glFrontFace(GL_CCW);
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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final Vector3f lp = new Vector3f(5.0f, 5.0f, 10.0f);
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lp.normalise();
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glLight(GL_LIGHT0, GL_POSITION, lp.getX(), lp.getY(), lp.getZ(), 0.0f);
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/* make the gears */
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gear1 = new Gear(gear(1.0f, 4.0f, 1.0f, 20, 0.7f), new float[] { 0.8f, 0.1f, 0.0f, 1.0f });
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gear2 = new Gear(gear(0.5f, 2.0f, 2.0f, 10, 0.7f), new float[] { 0.0f, 0.8f, 0.2f, 1.0f });
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gear3 = new Gear(gear(1.3f, 2.0f, 0.5f, 10, 0.7f), new float[] { 0.2f, 0.2f, 1.0f, 1.0f });
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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final float h = (float)300 / (float)300;
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glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -40.0f);
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vsh = new Shader(GL_VERTEX_SHADER, "uniform highp vec4 LIGHT_POS;\n" +
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"uniform highp mat4 MODEL_VIEW_PROJECTION_MATRIX;\n" +
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"uniform mediump mat3 NORMAL_MATRIX;\n" +
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"uniform lowp vec3 GEAR_COLOR;\n" +
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"attribute highp vec3 vPosition;\n" +
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"attribute mediump vec3 vNormal;\n" +
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"varying lowp vec3 color;\n" +
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"void main(void) {\n" +
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"\tgl_Position = MODEL_VIEW_PROJECTION_MATRIX * vec4(vPosition, 1.0);\n" +
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"\tvec3 normal = NORMAL_MATRIX * vNormal;\n" +
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"\tcolor = max(dot(normal, vec3(LIGHT_POS)), 0.0) * GEAR_COLOR + vec3(0.05);\n" +
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"}");
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fsh = new Shader(GL_FRAGMENT_SHADER, "varying lowp vec3 color;\n" +
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"void main(void) {\n" +
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"\tgl_FragColor = vec4(color, 1.0);\n" +
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"}");
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program = new ShaderProgram(vsh, fsh);
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program.enable();
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LIGHT_POS = program.getUniformLocation("LIGHT_POS");
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MVP = program.getUniformLocation("MODEL_VIEW_PROJECTION_MATRIX");
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NM = program.getUniformLocation("NORMAL_MATRIX");
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GEAR_COLOR = program.getUniformLocation("GEAR_COLOR");
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vPosition = program.getAttributeLocation("vPosition");
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vNormal = program.getAttributeLocation("vNormal");
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glEnableVertexAttribArray(vNormal);
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glEnableVertexAttribArray(vPosition);
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}
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/**
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* Draw a gear wheel. You'll probably want to call this function when
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* building a display list since we do a lot of trig here.
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*
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* @param inner_radius radius of hole at center
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* @param outer_radius radius at center of teeth
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* @param width width of gear
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* @param teeth number of teeth
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* @param tooth_depth depth of tooth
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*/
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private static Geometry gear(float inner_radius, float outer_radius, float width, int teeth, float tooth_depth) {
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int i;
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float r0, r1, r2;
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float angle, da;
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float u, v, len;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth / 2.0f;
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r2 = outer_radius + tooth_depth / 2.0f;
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da = 2.0f * (float)Math.PI / teeth / 4.0f;
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final Geometry gear = new Geometry();
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final ImmediateModeBuffer imb = new ImmediateModeBuffer(1024);
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int lastDrawIndex = 0;
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//glShadeModel(GL_FLAT);
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// draw front face
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lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, teeth * 4 + 2);
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for ( i = 0; i <= teeth; i++ ) {
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angle = i * 2.0f * (float)Math.PI / teeth;
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5f);
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5f);
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if ( i < teeth ) {
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5f);
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r1 * cos(angle + 3.0f * da), r1 * sin(angle + 3.0f * da), width * 0.5f);
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}
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}
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// draw front sides of teeth
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for ( i = 0; i < teeth; i++ ) {
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lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, 4);
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angle = i * 2.0f * (float)Math.PI / teeth;
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5f);
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5f);
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r1 * cos(angle + 3.0f * da), r1 * sin(angle + 3.0f * da), width * 0.5f);
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r2 * cos(angle + 2.0f * da), r2 * sin(angle + 2.0f * da), width * 0.5f);
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}
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// draw back face
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lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, (teeth + 1) * 4);
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for ( i = 0; i <= teeth; i++ ) {
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angle = i * 2.0f * (float)Math.PI / teeth;
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5f);
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5f);
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5f);
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5f);
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}
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// draw back sides of teeth
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for ( i = 0; i < teeth; i++ ) {
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lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, 4);
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angle = i * 2.0f * (float)Math.PI / teeth;
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5f);
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5f);
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5f);
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imb.glNormal3f(0.0f, 0.0f, 1.0f);
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imb.glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5f);
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}
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// draw outward faces of teeth
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// OpenGL ES 2.0 note: This needs to be converted to a triangle
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// list with face normals to get the flat look of the original.
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lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, teeth * 8 + 2);
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for ( i = 0; i < teeth; i++ ) {
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angle = i * 2.0f * (float)Math.PI / teeth;
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imb.glNormal3f(cos(angle), sin(angle), 0.0f);
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imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5f);
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imb.glNormal3f(cos(angle), sin(angle), 0.0f);
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imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5f);
|
|
|
|
u = r2 * cos(angle + da) - r1 * cos(angle);
|
|
v = r2 * sin(angle + da) - r1 * sin(angle);
|
|
len = (float)Math.sqrt(u * u + v * v);
|
|
u /= len;
|
|
v /= len;
|
|
|
|
imb.glNormal3f(v, -u, 0.0f);
|
|
imb.glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5f);
|
|
|
|
imb.glNormal3f(v, -u, 0.0f);
|
|
imb.glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5f);
|
|
|
|
imb.glNormal3f(cos(angle), sin(angle), 0.0f);
|
|
imb.glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5f);
|
|
|
|
imb.glNormal3f(cos(angle), sin(angle), 0.0f);
|
|
imb.glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5f);
|
|
|
|
u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
|
|
v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
|
|
|
|
imb.glNormal3f(v, -u, 0.0f);
|
|
imb.glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5f);
|
|
|
|
imb.glNormal3f(v, -u, 0.0f);
|
|
imb.glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5f);
|
|
}
|
|
imb.glNormal3f(cos(0), sin(0), 0.0f);
|
|
imb.glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5f);
|
|
|
|
imb.glNormal3f(cos(0), sin(0), 0.0f);
|
|
imb.glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5f);
|
|
|
|
//glShadeModel(GL_SMOOTH);
|
|
|
|
// draw inside radius cylinder
|
|
lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, (teeth + 1) * 2);
|
|
for ( i = 0; i <= teeth; i++ ) {
|
|
angle = i * 2.0f * (float)Math.PI / teeth;
|
|
|
|
imb.glNormal3f(-cos(angle), -sin(angle), 0.0f);
|
|
imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5f);
|
|
|
|
imb.glNormal3f(-cos(angle), -sin(angle), 0.0f);
|
|
imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5f);
|
|
}
|
|
|
|
gear.update(imb.getBuffer());
|
|
return gear;
|
|
}
|
|
|
|
private class Gear {
|
|
|
|
private final Geometry geom;
|
|
|
|
private final float[] color;
|
|
|
|
Gear(final Geometry geom, final float[] color) {
|
|
this.geom = geom;
|
|
this.color = color;
|
|
}
|
|
|
|
void render() {
|
|
// Set gear color
|
|
glUniform3f(GEAR_COLOR, color[0], color[1], color[2]);
|
|
|
|
// Set Light position
|
|
setUniform4f(LIGHT_POS, GL_LIGHT0, GL_POSITION);
|
|
|
|
// Get Projection and Modelview matrices
|
|
glMatrixMode(GL_PROJECTION);
|
|
glGetMatrix(p);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glGetMatrix(mv);
|
|
|
|
// Set MVP uniform
|
|
Matrix4f.mul(p, mv, mvp);
|
|
mvp.store(m4fBuffer);
|
|
m4fBuffer.flip();
|
|
glUniformMatrix4(MVP, false, m4fBuffer);
|
|
|
|
// Set normal matrix (upper-left 3x3 of the inverse transpose MV matrix)
|
|
mv.invert();
|
|
mv.transpose();
|
|
mv.store3f(m3fBuffer);
|
|
m3fBuffer.flip();
|
|
glUniformMatrix3(NM, false, m3fBuffer);
|
|
|
|
geom.bind();
|
|
|
|
final int stride = (3 + 3) * 4;
|
|
glVertexAttribPointer(vNormal, 3, GL_FLOAT, false, stride, 0);
|
|
glVertexAttribPointer(vPosition, 3, GL_FLOAT, false, stride, 3 * 4);
|
|
|
|
geom.draw();
|
|
}
|
|
|
|
void destroy() {
|
|
geom.destroy();
|
|
}
|
|
|
|
}
|
|
|
|
} |