Package org.lwjgl.test.opengl.awt

Source Code of org.lwjgl.test.opengl.awt.AWTGearsCanvas

/*
* 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
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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() {
  }
}
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