418 lines
11 KiB
Java
418 lines
11 KiB
Java
/*
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* Copyright (c) 2003 Lightweight Java Game Library 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 'Lightweight Java Game Library' 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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package org.lwjgl.test.opengl;
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import org.lwjgl.*;
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import org.lwjgl.input.*;
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import org.lwjgl.opengl.*;
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import org.lwjgl.vector.Vector2f;
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import java.nio.*;
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/**
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* $Id$
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*
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* Tests Pbuffers
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*
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* @author elias_naur <elias_naur@users.sourceforge.net>
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* @version $Revision$
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*/
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public class PbufferTest {
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/** Intended deiplay mode */
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private DisplayMode mode;
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/** GLU instance */
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private GLU glu;
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/** our quad moving around */
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private Vector2f quadPosition;
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/** our quadVelocity */
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private Vector2f quadVelocity;
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/** angle of quad */
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private float angle;
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/** degrees to rotate per frame */
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private float angleRotation = 1.0f;
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/** Max speed of all changable attributes */
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private static final float MAX_SPEED = 20.0f;
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/** Pbuffer instance */
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private static Pbuffer pbuffer;
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/** The shared texture */
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private static int tex_handle;
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/**
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* Executes the test
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*/
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public void execute() {
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initialize();
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mainLoop();
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cleanup();
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}
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/**
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* Initializes the test
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*/
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private void initialize() {
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try {
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//find displaymode
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mode = findDisplayMode(800, 600, 16);
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// start of in windowed mode
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Window.create("Test", 50, 50, mode.width, mode.height, mode.bpp, 0, 0, 0);
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// gl = new GLWindow("Test", 50, 50, mode.width, mode.height, mode.bpp, 0, 0, 0);
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if ((Pbuffer.getPbufferCaps() & Pbuffer.PBUFFER_SUPPORTED) == 0) {
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System.out.println("No Pbuffer support!");
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System.exit(1);
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}
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System.out.println("Pbuffer support detected");
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glInit();
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initPbuffer();
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Keyboard.create();
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quadPosition = new Vector2f(100f, 100f);
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quadVelocity = new Vector2f(1.0f, 1.0f);
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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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/**
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* Runs the main loop of the "test"
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*/
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private void mainLoop() {
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while (!Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)
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&& !Window.isCloseRequested()) {
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// allow subsystem to get a chance to run too
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Window.update();
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if (!Window.isMinimized()) {
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// check keyboard input
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processKeyboard();
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// do "game" logic, and render it
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logic();
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render();
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// paint window
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Window.paint();
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} else {
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// no need to render/paint if nothing has changed (ie. window dragged over)
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if (Window.isDirty()) {
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render();
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Window.paint();
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}
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// don't waste cpu time, sleep more
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try {
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Thread.sleep(100);
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} catch (InterruptedException inte) {
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}
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}
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}
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}
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/**
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* Performs the logic
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*/
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private void logic() {
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angle += angleRotation;
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if (angle > 90.0f) {
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angle = 0.0f;
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}
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quadPosition.x += quadVelocity.x;
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quadPosition.y += quadVelocity.y;
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//check colision with vertical border border
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if (quadPosition.x + 50 >= mode.width || quadPosition.x - 50 <= 0) {
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quadVelocity.x *= -1;
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}
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//check collision with horizontal border
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if (quadPosition.y + 50 >= mode.height || quadPosition.y - 50 <= 0) {
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quadVelocity.y *= -1;
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}
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}
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private void render() {
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if (pbuffer.isBufferLost()) {
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System.out.println("Buffer contents lost - will recreate the buffer");
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Pbuffer.releaseContext();
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pbuffer.destroy();
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initPbuffer();
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}
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pbuffer.makeCurrent();
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// Pbuffer rendering
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//clear background
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GL.glClear(GL.GL_COLOR_BUFFER_BIT);
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// draw white quad
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GL.glPushMatrix();
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{
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GL.glTranslatef(quadPosition.x, quadPosition.y, 0);
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GL.glRotatef(angle, 0.0f, 0.0f, 1.0f);
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GL.glColor3f(1.0f, 1.0f, 1.0f);
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GL.glBegin(GL.GL_QUADS);
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{
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GL.glVertex2i(-50, -50);
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GL.glVertex2i(50, -50);
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GL.glVertex2i(50, 50);
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GL.glVertex2i(-50, 50);
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}
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GL.glEnd();
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}
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GL.glPopMatrix();
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GL.glCopyTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, 0, 0, 256, 256, 0);
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Pbuffer.releaseContext();
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// OpenGL window rendering
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GL.glClear(GL.GL_COLOR_BUFFER_BIT);
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// draw white quad
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GL.glPushMatrix();
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{
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GL.glTranslatef(quadPosition.x, quadPosition.y, 0);
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GL.glRotatef(angle, 0.0f, 0.0f, 1.0f);
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GL.glColor3f(1.0f, 1.0f, 0.0f);
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GL.glBegin(GL.GL_QUADS);
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{
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GL.glTexCoord2f(0f, 0f);
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GL.glVertex2i(-50, -50);
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GL.glTexCoord2f(1f, 0f);
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GL.glVertex2i(50, -50);
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GL.glTexCoord2f(1f, 1f);
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GL.glVertex2i(50, 50);
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GL.glTexCoord2f(0f, 1f);
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GL.glVertex2i(-50, 50);
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}
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GL.glEnd();
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}
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GL.glPopMatrix();
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}
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private void initPbuffer() {
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try {
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pbuffer = new Pbuffer(256, 256, mode.bpp, 0, 0, 0);
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pbuffer.makeCurrent();
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initGLState(256, 256, 0.5f);
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GL.glBindTexture(GL.GL_TEXTURE_2D, tex_handle);
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Pbuffer.releaseContext();
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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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/**
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* Processes keyboard input
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*/
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private void processKeyboard() {
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Keyboard.poll();
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//check for fullscreen key
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if (Keyboard.isKeyDown(Keyboard.KEY_F)) {
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try {
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destroyTexture();
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Keyboard.destroy();
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Pbuffer.releaseContext();
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pbuffer.destroy();
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Window.destroy();
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Display.setDisplayMode(mode);
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Window.create("Test", mode.bpp, 0, 0, 0);
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glInit();
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initPbuffer();
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Keyboard.create();
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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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//check for window key
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if (Keyboard.isKeyDown(Keyboard.KEY_W)) {
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try {
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destroyTexture();
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Keyboard.destroy();
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Pbuffer.releaseContext();
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pbuffer.destroy();
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Window.destroy();
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Display.resetDisplayMode();
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Window.create("Test", 50, 50, mode.width, mode.height, mode.bpp, 0, 0, 0);
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glInit();
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initPbuffer();
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Keyboard.create();
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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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//check for speed changes
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if (Keyboard.isKeyDown(Keyboard.KEY_UP)) {
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quadVelocity.y += 0.1f;
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}
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if (Keyboard.isKeyDown(Keyboard.KEY_DOWN)) {
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quadVelocity.y -= 0.1f;
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}
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if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) {
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quadVelocity.x += 0.1f;
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}
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if (Keyboard.isKeyDown(Keyboard.KEY_LEFT)) {
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quadVelocity.x -= 0.1f;
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}
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if (Keyboard.isKeyDown(Keyboard.KEY_ADD)) {
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angleRotation += 0.1f;
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}
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if (Keyboard.isKeyDown(Keyboard.KEY_SUBTRACT)) {
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angleRotation -= 0.1f;
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}
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//throttle
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if (quadVelocity.x < -MAX_SPEED) {
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quadVelocity.x = -MAX_SPEED;
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}
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if (quadVelocity.x > MAX_SPEED) {
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quadVelocity.x = MAX_SPEED;
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}
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if (quadVelocity.y < -MAX_SPEED) {
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quadVelocity.y = -MAX_SPEED;
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}
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if (quadVelocity.y > MAX_SPEED) {
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quadVelocity.y = MAX_SPEED;
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}
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if (angleRotation < 0.0f) {
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angleRotation = 0.0f;
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}
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if (angleRotation > MAX_SPEED) {
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angleRotation = MAX_SPEED;
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}
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}
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private void destroyTexture() {
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IntBuffer buffer = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
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buffer.put(0, tex_handle);
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GL.glDeleteTextures(buffer);
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}
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/**
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* Cleans up the test
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*/
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private void cleanup() {
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destroyTexture();
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Keyboard.destroy();
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Pbuffer.releaseContext();
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pbuffer.destroy();
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Window.destroy();
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}
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/**
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* Retrieves a displaymode, if one such is available
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*
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* @param width Required width
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* @param height Required height
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* @param bpp Minimum required bits per pixel
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* @return
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*/
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private DisplayMode findDisplayMode(int width, int height, int bpp) {
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DisplayMode[] modes = Display.getAvailableDisplayModes();
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for (int i = 0; i < modes.length; i++) {
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if (modes[i].width == width
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&& modes[i].height == height
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&& modes[i].bpp >= bpp) {
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return modes[i];
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}
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}
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return null;
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}
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private void initGLState(int width, int height, float color) {
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GL.glMatrixMode(GL.GL_PROJECTION);
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GL.glLoadIdentity();
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GLU.gluOrtho2D(0, mode.width, 0, mode.height);
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GL.glMatrixMode(GL.GL_MODELVIEW);
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GL.glLoadIdentity();
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GL.glViewport(0, 0, width, height);
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//set clear color to black
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GL.glClearColor(color, color, color, 0.0f);
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}
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/**
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* Initializes OGL
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*/
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private void glInit() {
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//sync frame (only works on windows)
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GLCaps.determineAvailableExtensions();
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if (GLCaps.WGL_EXT_swap_control) {
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GL.wglSwapIntervalEXT(1);
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}
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GL.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE);
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GL.glEnable(GL.GL_TEXTURE_2D);
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// Create shared texture
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IntBuffer buffer = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
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GL.glGenTextures(buffer);
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tex_handle = buffer.get(0);
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GL.glBindTexture(GL.GL_TEXTURE_2D, tex_handle);
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GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP);
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GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP);
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GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
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GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
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initGLState(mode.width, mode.height, 0f);
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}
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/**
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* Test entry point
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*/
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public static void main(String[] args) {
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System.out.println(
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"Change between fullscreen and windowed mode, by pressing F and W respectively");
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System.out.println("Move quad using arrowkeys, and change rotation using +/-");
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PbufferTest fswTest = new PbufferTest();
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fswTest.execute();
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}
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}
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