package org.newdawn.slick.tests;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.newdawn.slick.AngelCodeFont;
import org.newdawn.slick.Animation;
import org.newdawn.slick.AppGameContainer;
import org.newdawn.slick.BasicGame;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Image;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.SpriteSheet;
import org.newdawn.slick.opengl.SlickCallable;
/**
* A test for slick callables giving the chance to perform normal GL in mid Slick render
*
* @author kevin
*/
public class SlickCallableTest extends BasicGame {
/** The image to be draw using normal Slick */
private Image image;
/** The image to be draw using normal Slick */
private Image back;
/** The rotation of the cog */
private float rot;
/** The font used to draw over */
private AngelCodeFont font;
/** The homer animation */
private Animation homer;
/**
* Create a new image rendering test
*/
public SlickCallableTest() {
super("Slick Callable Test");
}
/**
* @see org.newdawn.slick.BasicGame#init(org.newdawn.slick.GameContainer)
*/
public void init(GameContainer container) throws SlickException {
image = new Image("testdata/rocket.png");
back = new Image("testdata/sky.jpg");
font = new AngelCodeFont("testdata/hiero.fnt","testdata/hiero.png");
SpriteSheet sheet = new SpriteSheet("testdata/homeranim.png", 36, 65);
homer = new Animation(sheet, 0,0,7,0,true,150,true);
}
/**
* @see org.newdawn.slick.BasicGame#render(org.newdawn.slick.GameContainer, org.newdawn.slick.Graphics)
*/
public void render(GameContainer container, Graphics g) throws SlickException {
g.scale(2,2);
g.fillRect(0, 0, 800, 600, back, 0, 0);
g.resetTransform();
g.drawImage(image,100,100);
image.draw(100,200,80,200);
font.drawString(100,200,"Text Drawn before the callable");
SlickCallable callable = new SlickCallable() {
protected void performGLOperations() throws SlickException {
renderGL();
}
};
callable.call();
homer.draw(450,250,80,200);
font.drawString(150,300,"Text Drawn after the callable");
}
/**
* Render the GL scene, this isn't efficient and if you know
* OpenGL I'm assuming you can see why. If not, you probably
* don't want to use this feature anyway
*/
public void renderGL() {
FloatBuffer pos = BufferUtils.createFloatBuffer(4);
pos.put(new float[] { 5.0f, 5.0f, 10.0f, 0.0f}).flip();
FloatBuffer red = BufferUtils.createFloatBuffer(4);
red.put(new float[] { 0.8f, 0.1f, 0.0f, 1.0f}).flip();
GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, pos);
GL11.glEnable(GL11.GL_LIGHT0);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
float h = (float) 600 / (float) 800;
GL11.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glLoadIdentity();
GL11.glTranslatef(0.0f, 0.0f, -40.0f);
GL11.glRotatef(rot,0,1,1);
GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, red);
gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
}
/**
* Render a single gear
*
* @param inner_radius The inner radius of the gear
* @param outer_radius The outer radius of the gear
* @param width The width/depth of the gear
* @param teeth The number of teeth
* @param tooth_depth The depth of each 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;
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glNormal3f(0.0f, 0.0f, 1.0f);
/* draw front face */
GL11.glBegin(GL11.GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
if (i < teeth) {
GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da),
width * 0.5f);
}
}
GL11.glEnd();
/* draw front sides of teeth */
GL11.glBegin(GL11.GL_QUADS);
for (i = 0; i < teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
GL11.glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f);
GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f);
}
GL11.glEnd();
/* draw back face */
GL11.glNormal3f(0.0f, 0.0f, -1.0f);
GL11.glBegin(GL11.GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
}
GL11.glEnd();
/* draw back sides of teeth */
GL11.glBegin(GL11.GL_QUADS);
for (i = 0; i < teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
}
GL11.glEnd();
GL11.glNormal3f(0.0f, 0.0f, 1.0f);
/* draw outward faces of teeth */
GL11.glBegin(GL11.GL_QUAD_STRIP);
for (i = 0; i < teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
GL11.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;
GL11.glNormal3f(v, -u, 0.0f);
GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f);
GL11.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);
GL11.glNormal3f(v, -u, 0.0f);
GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f);
GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
}
GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f);
GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f);
GL11.glEnd();
GL11.glShadeModel(GL11.GL_SMOOTH);
/* draw inside radius cylinder */
GL11.glBegin(GL11.GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0f * (float) Math.PI / teeth;
GL11.glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f);
GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
}
GL11.glEnd();
}
/**
* @see org.newdawn.slick.BasicGame#update(org.newdawn.slick.GameContainer, int)
*/
public void update(GameContainer container, int delta) {
rot += delta * 0.1f;
}
/**
* Entry point to our test
*
* @param argv The arguments to pass into the test
*/
public static void main(String[] argv) {
try {
AppGameContainer container = new AppGameContainer(new SlickCallableTest());
container.setDisplayMode(800,600,false);
container.start();
} catch (SlickException e) {
e.printStackTrace();
}
}
}