/* * 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. */ package org.lwjgl.test.opengl.awt; import java.nio.FloatBuffer; import org.lwjgl.BufferUtils; import org.lwjgl.LWJGLException; import org.lwjgl.opengl.AWTGLCanvas; import org.lwjgl.opengl.GLContext; import org.lwjgl.test.applet.Test; import static org.lwjgl.opengl.ARBTransposeMatrix.*; import static org.lwjgl.opengl.GL11.*; /** * <p> * AWT version of the gears demo * <p> * @version $Revision$ * @author Brian Matzon <brian@matzon.dk> * $Id$ */ public class AWTGearsCanvas extends AWTGLCanvas implements Test { 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; long startTime; long fps; int current_width; int current_height; /** * C'tor */ public AWTGearsCanvas() throws LWJGLException { super(); } public void paintGL() { if(startTime == 0) { setup(); startTime = System.currentTimeMillis() + 5000; } try { angle += 2.0f; if (getWidth() != current_width || getHeight() != current_height) { current_width = getWidth(); current_height = getHeight(); glViewport(0, 0, current_width, current_height); } 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(); swapBuffers(); repaint(); } catch (LWJGLException e) { throw new RuntimeException(e); } 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; } } private void setup() { // 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("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) 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); } /** * 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(); } /* * @see org.lwjgl.test.applet.Test#start() */ public void start() { } /* * @see org.lwjgl.test.applet.Test#stop() */ public void stop() { } }