Package org.lwjgl.test.opengles

Source Code of org.lwjgl.test.opengles.Gears$Gear

/*
* 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();
    }

  }

}
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