Package org.lwjgl.test.applet

Source Code of org.lwjgl.test.applet.GearsApplet

package org.lwjgl.test.applet;

import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.LWJGLUtil;
import org.lwjgl.Sys;
import org.lwjgl.opengl.Display;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.GLContext;

import static org.lwjgl.opengl.ARBTransposeMatrix.*;
import static org.lwjgl.opengl.GL11.*;

public class GearsApplet extends Applet {

  /** The Canvas where the LWJGL Display is added */
  Canvas display_parent;

  /** Thread which runs the main game loop */
  Thread gameThread;

  /** is the game loop running */
  boolean running;

  /** variables used to rotate the view */
  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;

  boolean keyDown;

  private int prevMouseX, prevMouseY;
  private boolean mouseButtonDown;


  /**
   * Once the Canvas is created its add notify method will call this method to
   * start the LWJGL Display and game loop in another thread.
   */
  public void startLWJGL() {
    gameThread = new Thread() {
      public void run() {
        running = true;
        try {
          Display.setParent(display_parent);
          //Display.setVSyncEnabled(true);
          Display.create();
          initGL();
        } catch (LWJGLException e) {
          e.printStackTrace();
        }
        gameLoop();
      }
    };
    gameThread.start();
  }


  /**
   * Tell game loop to stop running, after which the LWJGL Display will be destoryed.
   * The main thread will wait for the Display.destroy() to complete
   */
  private void stopLWJGL() {
    running = false;
    try {
      gameThread.join();
    } catch (InterruptedException e) {
      e.printStackTrace();
    }
  }

  public void start() {

  }

  public void stop() {

  }

  /**
   * Applet Destroy method will remove the canvas, before canvas is destroyed it will notify
   * stopLWJGL() to stop main game loop and to destroy the Display
   */
  public void destroy() {
    remove(display_parent);
    super.destroy();
    System.out.println("Clear up");
  }

  /**
   * initialise applet by adding a canvas to it, this canvas will start the LWJGL Display and game loop
   * in another thread. It will also stop the game loop and destroy the display on canvas removal when
   * applet is destroyed.
   */
  public void init() {
    setLayout(new BorderLayout());
    try {
      display_parent = new Canvas() {
        public void addNotify() {
          super.addNotify();
          startLWJGL();
        }
        public void removeNotify() {
          stopLWJGL();
          super.removeNotify();
        }
      };
      display_parent.setSize(getWidth(),getHeight());
      add(display_parent);
      display_parent.setFocusable(true);
      display_parent.requestFocus();
      display_parent.setIgnoreRepaint(true);
      //setResizable(true);
      setVisible(true);
    } catch (Exception e) {
      System.err.println(e);
      throw new RuntimeException("Unable to create display");
    }
  }

  public void gameLoop() {
    long startTime = System.currentTimeMillis() + 5000;
    long fps = 0;

    while(running) {
      angle += 2.0f;

      // draw the gears
      drawLoop();

      Display.update();

      if (startTime > System.currentTimeMillis()) {
        fps++;
      } else {
        long timeUsed = 5000 + (startTime - System.currentTimeMillis());
        startTime = System.currentTimeMillis() + 5000;
        System.out.println(fps + " frames 2 in " + timeUsed / 1000f + " seconds = "
            + (fps / (timeUsed / 1000f)));
        fps = 0;
      }

      if (Mouse.isButtonDown(0)) {
        if (!mouseButtonDown) {
          prevMouseX = Mouse.getX();
          prevMouseY= Mouse.getY();
        }
        mouseButtonDown = true;
      }
      else {
        mouseButtonDown = false;
      }

      if (mouseButtonDown) {
        int x = Mouse.getX();
          int y = Mouse.getY();

        float thetaY = 360.0f * ( (float)(x-prevMouseX)/(float)display_parent.getWidth());
          float thetaX = 360.0f * ( (float)(prevMouseY-y)/(float)display_parent.getHeight());

          prevMouseX = x;
          prevMouseY = y;

          view_rotx += thetaX;
          view_roty += thetaY;
      }

      // F Key Pressed (i.e. released)
      if (keyDown && !Keyboard.isKeyDown(Keyboard.KEY_F)) {
        keyDown = false;

        try {
          if (Display.isFullscreen()) {
            Display.setFullscreen(false);
          }
          else {
            Display.setFullscreen(true);
          }
        } catch (LWJGLException e) {
          e.printStackTrace();
        }
      }
    }

    Display.destroy();
  }

  public void drawLoop() {
    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();
  }

  protected void initGL() {
    try {
      // 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("LWJGL: " + Sys.getVersion() + " / " + LWJGLUtil.getPlatformName());
      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) display_parent.getHeight() / (float) display_parent.getWidth();
      glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity();
      glTranslatef(0.0f, 0.0f, -40.0f);
    } catch (Exception e) {
      System.err.println(e);
      running = false;
    }
  }

  /**
   * 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();
  }
}
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