/* * 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. */ /* * 3-D gear wheels. Originally by Brian Paul */ package org.lwjgl.test.opengles; import org.lwjgl.BufferUtils; import org.lwjgl.LWJGLException; import org.lwjgl.Sys; import org.lwjgl.input.Keyboard; import org.lwjgl.input.Mouse; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.opengles.*; import org.lwjgl.test.opengles.util.Geometry; import org.lwjgl.test.opengles.util.ImmediateModeBuffer; import org.lwjgl.test.opengles.util.Shader; import org.lwjgl.test.opengles.util.ShaderProgram; import org.lwjgl.util.vector.Matrix4f; import org.lwjgl.util.vector.Vector3f; import java.lang.reflect.Field; import java.nio.FloatBuffer; import java.util.StringTokenizer; import static org.lwjgl.opengles.GLES20.*; import static org.lwjgl.test.opengles.util.GLLight.*; import static org.lwjgl.test.opengles.util.GLMatrix.*; import static org.lwjgl.test.opengles.util.Geometry.*; /** * <p> * This is the OpenGL "standard" Gears demo, originally by Brian Paul * </p> * * @author Brian Matzon <brian@matzon.dk> * @version $Revision: 3276 $ * $Id: Gears.java 3276 2010-02-21 21:18:17Z matzon $ */ public class Gears { private boolean run = true; private float view_rotx = 20.0f; private float view_roty = 30.0f; private float view_rotz = 0.0f; private Gear gear1; private Gear gear2; private Gear gear3; private float angle = 0.0f; private Shader vsh; private Shader fsh; private ShaderProgram program; private int LIGHT_POS; private int MVP; private int NM; private int GEAR_COLOR; private int vPosition; private int vNormal; private final Matrix4f p = new Matrix4f(); private final Matrix4f mv = new Matrix4f(); private final Matrix4f mvp = new Matrix4f(); private final FloatBuffer m4fBuffer = BufferUtils.createFloatBuffer(4 * 4); private final FloatBuffer m3fBuffer = BufferUtils.createFloatBuffer(3 * 3); public static void main(String[] args) { new Gears().execute(); System.exit(0); } /** * */ private void execute() { try { init(); } catch (LWJGLException e) { e.printStackTrace(); System.out.println("Failed to initialize Gears."); return; } System.out.println("\nGL RENDERER: " + glGetString(GL_RENDERER)); System.out.println("GL VENDOR: " + glGetString(GL_VENDOR)); System.out.println("GL VERSION: " + glGetString(GL_VERSION)); System.out.println("GL_SHADING_LANGUAGE_VERSION: " + glGetString(GL_SHADING_LANGUAGE_VERSION)); System.out.println("GL_EXTENSIONS = " + glGetString(GL_EXTENSIONS)); ContextCapabilities caps = GLContext.getCapabilities(); System.out.println(); // Check extension support Field[] field = ContextCapabilities.class.getFields(); for ( Field f : field ) { if ( f.getName().startsWith("GL_") ) { try { System.out.println(f.getName() + " - " + f.getBoolean(caps)); } catch (IllegalAccessException e) { e.printStackTrace(); } } } System.out.println(); // Check for extensions that LWJGL does not support final String extensions = glGetString(GL_EXTENSIONS); final StringTokenizer tokenizer = new StringTokenizer(extensions); while ( tokenizer.hasMoreTokens() ) { final String ext = tokenizer.nextToken(); try { if ( !caps.getClass().getField(ext).getBoolean(caps) ) System.out.println("-- Extension exposed but functions are missing: " + ext); } catch (NoSuchFieldException e) { System.out.println("-- No LWJGL support for extension: " + ext); } catch (Exception e) { e.printStackTrace(); } } loop(); destroy(); } /** * */ private void destroy() { program.destroy(); fsh.destroy(); vsh.destroy(); gear3.destroy(); gear2.destroy(); gear1.destroy(); Display.destroy(); } /** * */ private void loop() { long lastFrameTime = Sys.getTime(); long startTime = System.currentTimeMillis() + 5000; long fps = 0; while ( run ) { if ( !Display.isVisible() ) Thread.yield(); else { // This is the current frame time. long frameStart = Sys.getTime(); // How many seconds passed since last frame. final float frameTime = (float)((frameStart - lastFrameTime) / (double)Sys.getTimerResolution()); lastFrameTime = frameStart; angle += frameTime * 120.0f; handleInput(); //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_COVERAGE_BUFFER_BIT_NV); 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); gear1.render(); glPopMatrix(); glPushMatrix(); glTranslatef(3.1f, -2.0f, 0.0f); glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f); gear2.render(); glPopMatrix(); glPushMatrix(); glTranslatef(-3.1f, 4.2f, 0.0f); glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f); gear3.render(); glPopMatrix(); glPopMatrix(); try { Display.update(); //Display.sync(60); } catch (PowerManagementEventException e) { e.printStackTrace(); } 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; } if ( Display.isCloseRequested() ) break; } } } private void handleInput() { if ( Keyboard.getNumKeyboardEvents() != 0 ) { while ( Keyboard.next() ) { if ( Keyboard.getEventKeyState() ) continue; final int key = Keyboard.getEventKey(); switch ( key ) { case Keyboard.KEY_ESCAPE: run = false; break; } } } while ( Mouse.next() ) ; } /** * */ private void init() throws LWJGLException { final int WIDTH = 640; final int HEIGHT = 480; Display.setLocation((Display.getDisplayMode().getWidth() - WIDTH) / 2, (Display.getDisplayMode().getHeight() - HEIGHT) / 2); try { Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT)); } catch (PowerManagementEventException e) { e.printStackTrace(); } Display.setTitle("Gears"); Display.create(new PixelFormat()); //glCoverageMaskNV(true); // setup ogl glViewport(0, 0, WIDTH, HEIGHT); glFrontFace(GL_CCW); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); final Vector3f lp = new Vector3f(5.0f, 5.0f, 10.0f); lp.normalise(); glLight(GL_LIGHT0, GL_POSITION, lp.getX(), lp.getY(), lp.getZ(), 0.0f); /* make the gears */ gear1 = new Gear(gear(1.0f, 4.0f, 1.0f, 20, 0.7f), new float[] { 0.8f, 0.1f, 0.0f, 1.0f }); gear2 = new Gear(gear(0.5f, 2.0f, 2.0f, 10, 0.7f), new float[] { 0.0f, 0.8f, 0.2f, 1.0f }); gear3 = new Gear(gear(1.3f, 2.0f, 0.5f, 10, 0.7f), new float[] { 0.2f, 0.2f, 1.0f, 1.0f }); glMatrixMode(GL_PROJECTION); glLoadIdentity(); final 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); vsh = new Shader(GL_VERTEX_SHADER, "uniform highp vec4 LIGHT_POS;\n" + "uniform highp mat4 MODEL_VIEW_PROJECTION_MATRIX;\n" + "uniform mediump mat3 NORMAL_MATRIX;\n" + "uniform lowp vec3 GEAR_COLOR;\n" + "attribute highp vec3 vPosition;\n" + "attribute mediump vec3 vNormal;\n" + "varying lowp vec3 color;\n" + "void main(void) {\n" + "\tgl_Position = MODEL_VIEW_PROJECTION_MATRIX * vec4(vPosition, 1.0);\n" + "\tvec3 normal = NORMAL_MATRIX * vNormal;\n" + "\tcolor = max(dot(normal, vec3(LIGHT_POS)), 0.0) * GEAR_COLOR + vec3(0.05);\n" + "}"); fsh = new Shader(GL_FRAGMENT_SHADER, "varying lowp vec3 color;\n" + "void main(void) {\n" + "\tgl_FragColor = vec4(color, 1.0);\n" + "}"); program = new ShaderProgram(vsh, fsh); program.enable(); LIGHT_POS = program.getUniformLocation("LIGHT_POS"); MVP = program.getUniformLocation("MODEL_VIEW_PROJECTION_MATRIX"); NM = program.getUniformLocation("NORMAL_MATRIX"); GEAR_COLOR = program.getUniformLocation("GEAR_COLOR"); vPosition = program.getAttributeLocation("vPosition"); vNormal = program.getAttributeLocation("vNormal"); glEnableVertexAttribArray(vNormal); glEnableVertexAttribArray(vPosition); } /** * 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 static Geometry 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; final Geometry gear = new Geometry(); final ImmediateModeBuffer imb = new ImmediateModeBuffer(1024); int lastDrawIndex = 0; //glShadeModel(GL_FLAT); // draw front face lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, teeth * 4 + 2); for ( i = 0; i <= teeth; i++ ) { angle = i * 2.0f * (float)Math.PI / teeth; imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5f); imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5f); if ( i < teeth ) { imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5f); imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r1 * cos(angle + 3.0f * da), r1 * sin(angle + 3.0f * da), width * 0.5f); } } // draw front sides of teeth for ( i = 0; i < teeth; i++ ) { lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, 4); angle = i * 2.0f * (float)Math.PI / teeth; imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5f); imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5f); imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r1 * cos(angle + 3.0f * da), r1 * sin(angle + 3.0f * da), width * 0.5f); imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r2 * cos(angle + 2.0f * da), r2 * sin(angle + 2.0f * da), width * 0.5f); } // draw back face lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, (teeth + 1) * 4); for ( i = 0; i <= teeth; i++ ) { angle = i * 2.0f * (float)Math.PI / teeth; imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5f); imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5f); imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5f); imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5f); } // draw back sides of teeth for ( i = 0; i < teeth; i++ ) { lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, 4); angle = i * 2.0f * (float)Math.PI / teeth; imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5f); imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5f); imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5f); imb.glNormal3f(0.0f, 0.0f, 1.0f); imb.glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5f); } // draw outward faces of teeth // OpenGL ES 2.0 note: This needs to be converted to a triangle // list with face normals to get the flat look of the original. lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, teeth * 8 + 2); for ( i = 0; i < teeth; i++ ) { angle = i * 2.0f * (float)Math.PI / teeth; imb.glNormal3f(cos(angle), sin(angle), 0.0f); imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5f); imb.glNormal3f(cos(angle), sin(angle), 0.0f); imb.glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5f); u = r2 * cos(angle + da) - r1 * cos(angle); v = r2 * sin(angle + da) - r1 * sin(angle); len = (float)Math.sqrt(u * u + v * v); u /= len; v /= len; imb.glNormal3f(v, -u, 0.0f); imb.glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5f); imb.glNormal3f(v, -u, 0.0f); imb.glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5f); imb.glNormal3f(cos(angle), sin(angle), 0.0f); imb.glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5f); imb.glNormal3f(cos(angle), sin(angle), 0.0f); imb.glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5f); u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da); v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da); imb.glNormal3f(v, -u, 0.0f); imb.glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5f); imb.glNormal3f(v, -u, 0.0f); imb.glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5f); } imb.glNormal3f(cos(0), sin(0), 0.0f); imb.glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5f); imb.glNormal3f(cos(0), sin(0), 0.0f); imb.glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5f); //glShadeModel(GL_SMOOTH); // draw inside radius cylinder lastDrawIndex += gear.addDrawCommand(GL_TRIANGLE_STRIP, lastDrawIndex, (teeth + 1) * 2); for ( i = 0; i <= teeth; i++ ) { angle = i * 2.0f * (float)Math.PI / teeth; imb.glNormal3f(-cos(angle), -sin(angle), 0.0f); imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5f); imb.glNormal3f(-cos(angle), -sin(angle), 0.0f); imb.glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5f); } gear.update(imb.getBuffer()); return gear; } private class Gear { private final Geometry geom; private final float[] color; Gear(final Geometry geom, final float[] color) { this.geom = geom; this.color = color; } void render() { // Set gear color glUniform3f(GEAR_COLOR, color[0], color[1], color[2]); // Set Light position setUniform4f(LIGHT_POS, GL_LIGHT0, GL_POSITION); // Get Projection and Modelview matrices glMatrixMode(GL_PROJECTION); glGetMatrix(p); glMatrixMode(GL_MODELVIEW); glGetMatrix(mv); // Set MVP uniform Matrix4f.mul(p, mv, mvp); mvp.store(m4fBuffer); m4fBuffer.flip(); glUniformMatrix4(MVP, false, m4fBuffer); // Set normal matrix (upper-left 3x3 of the inverse transpose MV matrix) mv.invert(); mv.transpose(); mv.store3f(m3fBuffer); m3fBuffer.flip(); glUniformMatrix3(NM, false, m3fBuffer); geom.bind(); final int stride = (3 + 3) * 4; glVertexAttribPointer(vNormal, 3, GL_FLOAT, false, stride, 0); glVertexAttribPointer(vPosition, 3, GL_FLOAT, false, stride, 3 * 4); geom.draw(); } void destroy() { geom.destroy(); } } }