lwjgl/src/java/org/lwjgl/test/opengles/Gears.java

580 lines
18 KiB
Java

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