lwjgl/src/java/org/lwjgl/test/applet/GearsApplet.java

405 lines
13 KiB
Java

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.LWJGLUtil;
import org.lwjgl.Sys;
import org.lwjgl.opengl.Display;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.GLContext;
import static org.lwjgl.opengl.ARBTransposeMatrix.*;
import static org.lwjgl.opengl.GL11.*;
public class GearsApplet extends Applet {
/** The Canvas where the LWJGL Display is added */
Canvas display_parent;
/** Thread which runs the main game loop */
Thread gameThread;
/** is the game loop running */
boolean running;
/** variables used to rotate the view */
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;
boolean keyDown;
private int prevMouseX, prevMouseY;
private boolean mouseButtonDown;
/**
* Once the Canvas is created its add notify method will call this method to
* start the LWJGL Display and game loop in another thread.
*/
public void startLWJGL() {
gameThread = new Thread() {
public void run() {
running = true;
try {
Display.setParent(display_parent);
//Display.setVSyncEnabled(true);
Display.create();
initGL();
} catch (LWJGLException e) {
e.printStackTrace();
}
gameLoop();
}
};
gameThread.start();
}
/**
* Tell game loop to stop running, after which the LWJGL Display will be destoryed.
* The main thread will wait for the Display.destroy() to complete
*/
private void stopLWJGL() {
running = false;
try {
gameThread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public void start() {
}
public void stop() {
}
/**
* Applet Destroy method will remove the canvas, before canvas is destroyed it will notify
* stopLWJGL() to stop main game loop and to destroy the Display
*/
public void destroy() {
remove(display_parent);
super.destroy();
System.out.println("Clear up");
}
/**
* initialise applet by adding a canvas to it, this canvas will start the LWJGL Display and game loop
* in another thread. It will also stop the game loop and destroy the display on canvas removal when
* applet is destroyed.
*/
public void init() {
setLayout(new BorderLayout());
try {
display_parent = new Canvas() {
public void addNotify() {
super.addNotify();
startLWJGL();
}
public void removeNotify() {
stopLWJGL();
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 " + timeUsed / 1000f + " seconds = "
+ (fps / (timeUsed / 1000f)));
fps = 0;
}
if (Mouse.isButtonDown(0)) {
if (!mouseButtonDown) {
prevMouseX = Mouse.getX();
prevMouseY= Mouse.getY();
}
mouseButtonDown = true;
}
else {
mouseButtonDown = false;
}
if (mouseButtonDown) {
int x = Mouse.getX();
int y = Mouse.getY();
float thetaY = 360.0f * ( (float)(x-prevMouseX)/(float)display_parent.getWidth());
float thetaX = 360.0f * ( (float)(prevMouseY-y)/(float)display_parent.getHeight());
prevMouseX = x;
prevMouseY = y;
view_rotx += thetaX;
view_roty += thetaY;
}
// 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() {
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);
glCallList(gear1);
glPopMatrix();
glPushMatrix();
glTranslatef(3.1f, -2.0f, 0.0f);
glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f);
glCallList(gear2);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.1f, 4.2f, 0.0f);
glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f);
glCallList(gear3);
glPopMatrix();
glPopMatrix();
}
protected void initGL() {
try {
// 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) display_parent.getHeight() / (float) display_parent.getWidth();
glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -40.0f);
} catch (Exception e) {
System.err.println(e);
running = false;
}
}
/**
* 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();
}
}