405 lines
13 KiB
Java
405 lines
13 KiB
Java
package org.lwjgl.test.applet;
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import java.applet.Applet;
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import java.awt.BorderLayout;
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import java.awt.Canvas;
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import java.nio.FloatBuffer;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.LWJGLException;
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import org.lwjgl.LWJGLUtil;
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import org.lwjgl.Sys;
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import org.lwjgl.opengl.Display;
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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.GLContext;
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import static org.lwjgl.opengl.ARBTransposeMatrix.*;
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import static org.lwjgl.opengl.GL11.*;
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public class GearsApplet extends Applet {
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/** The Canvas where the LWJGL Display is added */
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Canvas display_parent;
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/** Thread which runs the main game loop */
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Thread gameThread;
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/** is the game loop running */
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boolean running;
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/** variables used to rotate the view */
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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;
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private int gear1;
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private int gear2;
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private int gear3;
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private float angle;
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boolean keyDown;
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private int prevMouseX, prevMouseY;
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private boolean mouseButtonDown;
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/**
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* Once the Canvas is created its add notify method will call this method to
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* start the LWJGL Display and game loop in another thread.
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*/
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public void startLWJGL() {
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gameThread = new Thread() {
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public void run() {
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running = true;
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try {
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Display.setParent(display_parent);
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//Display.setVSyncEnabled(true);
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Display.create();
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initGL();
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} catch (LWJGLException e) {
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e.printStackTrace();
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}
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gameLoop();
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}
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};
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gameThread.start();
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}
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/**
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* Tell game loop to stop running, after which the LWJGL Display will be destoryed.
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* The main thread will wait for the Display.destroy() to complete
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*/
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private void stopLWJGL() {
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running = false;
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try {
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gameThread.join();
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} catch (InterruptedException e) {
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e.printStackTrace();
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}
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}
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public void start() {
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}
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public void stop() {
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}
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/**
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* Applet Destroy method will remove the canvas, before canvas is destroyed it will notify
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* stopLWJGL() to stop main game loop and to destroy the Display
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*/
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public void destroy() {
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remove(display_parent);
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super.destroy();
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System.out.println("Clear up");
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}
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/**
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* initialise applet by adding a canvas to it, this canvas will start the LWJGL Display and game loop
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* in another thread. It will also stop the game loop and destroy the display on canvas removal when
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* applet is destroyed.
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*/
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public void init() {
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setLayout(new BorderLayout());
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try {
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display_parent = new Canvas() {
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public void addNotify() {
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super.addNotify();
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startLWJGL();
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}
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public void removeNotify() {
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stopLWJGL();
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super.removeNotify();
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}
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};
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display_parent.setSize(getWidth(),getHeight());
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add(display_parent);
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display_parent.setFocusable(true);
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display_parent.requestFocus();
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display_parent.setIgnoreRepaint(true);
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//setResizable(true);
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setVisible(true);
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} catch (Exception e) {
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System.err.println(e);
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throw new RuntimeException("Unable to create display");
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}
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}
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public void gameLoop() {
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long startTime = System.currentTimeMillis() + 5000;
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long fps = 0;
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while(running) {
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angle += 2.0f;
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// draw the gears
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drawLoop();
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Display.update();
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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 2 in " + timeUsed / 1000f + " seconds = "
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+ (fps / (timeUsed / 1000f)));
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fps = 0;
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}
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if (Mouse.isButtonDown(0)) {
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if (!mouseButtonDown) {
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prevMouseX = Mouse.getX();
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prevMouseY= Mouse.getY();
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}
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mouseButtonDown = true;
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}
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else {
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mouseButtonDown = false;
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}
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if (mouseButtonDown) {
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int x = Mouse.getX();
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int y = Mouse.getY();
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float thetaY = 360.0f * ( (float)(x-prevMouseX)/(float)display_parent.getWidth());
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float thetaX = 360.0f * ( (float)(prevMouseY-y)/(float)display_parent.getHeight());
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prevMouseX = x;
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prevMouseY = y;
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view_rotx += thetaX;
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view_roty += thetaY;
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}
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// F Key Pressed (i.e. released)
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if (keyDown && !Keyboard.isKeyDown(Keyboard.KEY_F)) {
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keyDown = false;
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try {
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if (Display.isFullscreen()) {
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Display.setFullscreen(false);
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}
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else {
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Display.setFullscreen(true);
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}
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} catch (LWJGLException e) {
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e.printStackTrace();
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}
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}
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}
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Display.destroy();
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}
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public void drawLoop() {
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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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glCallList(gear1);
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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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glCallList(gear2);
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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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glCallList(gear3);
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glPopMatrix();
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glPopMatrix();
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}
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protected void initGL() {
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try {
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// setup ogl
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FloatBuffer pos = BufferUtils.createFloatBuffer(4).put(new float[] { 5.0f, 5.0f, 10.0f, 0.0f});
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FloatBuffer red = BufferUtils.createFloatBuffer(4).put(new float[] { 0.8f, 0.1f, 0.0f, 1.0f});
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FloatBuffer green = BufferUtils.createFloatBuffer(4).put(new float[] { 0.0f, 0.8f, 0.2f, 1.0f});
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FloatBuffer blue = BufferUtils.createFloatBuffer(4).put(new float[] { 0.2f, 0.2f, 1.0f, 1.0f});
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pos.flip();
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red.flip();
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green.flip();
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blue.flip();
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glLight(GL_LIGHT0, GL_POSITION, pos);
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glEnable(GL_CULL_FACE);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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/* make the gears */
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gear1 = glGenLists(1);
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glNewList(gear1, GL_COMPILE);
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glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
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glEndList();
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gear2 = glGenLists(1);
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glNewList(gear2, GL_COMPILE);
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glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
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gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
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glEndList();
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gear3 = glGenLists(1);
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glNewList(gear3, GL_COMPILE);
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glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
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gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
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glEndList();
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glEnable(GL_NORMALIZE);
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glMatrixMode(GL_PROJECTION);
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System.err.println("LWJGL: " + Sys.getVersion() + " / " + LWJGLUtil.getPlatformName());
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System.err.println("GL_VENDOR: " + glGetString(GL_VENDOR));
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System.err.println("GL_RENDERER: " + glGetString(GL_RENDERER));
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System.err.println("GL_VERSION: " + glGetString(GL_VERSION));
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System.err.println();
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System.err.println("glLoadTransposeMatrixfARB() supported: " + GLContext.getCapabilities().GL_ARB_transpose_matrix);
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if (!GLContext.getCapabilities().GL_ARB_transpose_matrix) {
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// --- not using extensions
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glLoadIdentity();
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} else {
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// --- using extensions
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final FloatBuffer identityTranspose = BufferUtils.createFloatBuffer(16).put(
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new float[] { 1, 0, 0, 0, 0, 1, 0, 0,
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0, 0, 1, 0, 0, 0, 0, 1});
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identityTranspose.flip();
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glLoadTransposeMatrixARB(identityTranspose);
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}
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float h = (float) display_parent.getHeight() / (float) display_parent.getWidth();
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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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} catch (Exception e) {
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System.err.println(e);
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running = false;
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}
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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 void 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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glShadeModel(GL_FLAT);
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glNormal3f(0.0f, 0.0f, 1.0f);
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/* draw front face */
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glBegin(GL_QUAD_STRIP);
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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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glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
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glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
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if (i < teeth) {
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glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
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glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da),
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width * 0.5f);
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}
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}
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glEnd();
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/* draw front sides of teeth */
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glBegin(GL_QUADS);
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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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glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
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glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
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glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f);
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glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f);
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}
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glEnd();
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/* draw back face */
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glBegin(GL_QUAD_STRIP);
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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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glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
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glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
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glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
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glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
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}
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glEnd();
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/* draw back sides of teeth */
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glBegin(GL_QUADS);
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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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glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
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glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
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glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
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glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
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}
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glEnd();
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/* draw outward faces of teeth */
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glBegin(GL_QUAD_STRIP);
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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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glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
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glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
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u = r2 * (float) Math.cos(angle + da) - r1 * (float) Math.cos(angle);
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v = r2 * (float) Math.sin(angle + da) - r1 * (float) Math.sin(angle);
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len = (float) Math.sqrt(u * u + v * v);
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u /= len;
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v /= len;
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glNormal3f(v, -u, 0.0f);
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glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
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glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
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glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
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glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f);
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glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
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u = r1 * (float) Math.cos(angle + 3 * da) - r2 * (float) Math.cos(angle + 2 * da);
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v = r1 * (float) Math.sin(angle + 3 * da) - r2 * (float) Math.sin(angle + 2 * da);
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glNormal3f(v, -u, 0.0f);
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glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f);
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glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
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glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
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}
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glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f);
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glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f);
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glEnd();
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glShadeModel(GL_SMOOTH);
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/* draw inside radius cylinder */
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glBegin(GL_QUAD_STRIP);
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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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glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f);
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glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
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glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
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}
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glEnd();
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}
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} |