diff options
author | Sven Gothel <[email protected]> | 2001-02-23 05:08:10 +0000 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2001-02-23 05:08:10 +0000 |
commit | 82cd20ed209f12e22e2f5a92719b3be2bb92d8ed (patch) | |
tree | 6db7f6e46a2195c49bd20e4c6b42c9b206a920fb /gl4java | |
parent | 70be669b0db3713117982dbeeadbb91ed670e901 (diff) |
Version 2.6.0.0
Diffstat (limited to 'gl4java')
-rw-r--r-- | gl4java/GLContext.java.skel | 242 | ||||
-rw-r--r-- | gl4java/GLUFuncJauJNI.java | 10 | ||||
-rw-r--r-- | gl4java/GLUFuncJauJNInf.java | 1650 | ||||
-rw-r--r-- | gl4java/awt/GLAnimCanvas.java | 1489 | ||||
-rw-r--r-- | gl4java/awt/GLCanvas.java | 1877 | ||||
-rwxr-xr-x | gl4java/awt/GLImageCanvas.java | 811 | ||||
-rw-r--r-- | gl4java/swing/GLAnimJPanel.java | 92 | ||||
-rw-r--r-- | gl4java/swing/GLJPanel.java | 1798 |
8 files changed, 4156 insertions, 3813 deletions
diff --git a/gl4java/GLContext.java.skel b/gl4java/GLContext.java.skel index 56750cc..c011f94 100644 --- a/gl4java/GLContext.java.skel +++ b/gl4java/GLContext.java.skel @@ -319,60 +319,6 @@ public class GLContext extends Object protected boolean offScreenRenderer = false; /** - * Do we use doubleBuffer - of course ! - * This is the default visual property ... ! - * - * This is set via the constructor ! - * - * @see gl4java.GLContext#isDoubleBuffer - * @see gl4java.GLContext#GLContext - */ - protected boolean doubleBuffer = true; - - /** - * Visual pre-set for stencil-bit number, default: 0 - * - * @see gl4java.GLContext#GLContext - */ - protected int stencilBits = 0; - - /** - * Visual pre-set for accumulator-size number, default: 0 - * - * This value has a special behavior. - * For input - within the contructor, - * it is the value for each component ! - * - * The output value, after the constructor returns, - * it is the summary of all accumulation bits of all components ! - * - * @see gl4java.GLContext#GLContext - */ - protected int accumSize = 0; - - /** - * Do we use stereoView - not yet ;-) ! - * This is the default visual property ... ! - * - * This is set via the constructor ! - * - * @see gl4java.GLContext#isStereoView - * @see gl4java.GLContext#GLContext - */ - protected boolean stereoView = false; - - /** - * Do we use True-Color RGBA - of course ;-) ! - * This is the default visual property ... ! - * - * This is set via the constructor ! - * - * @see gl4java.GLContext#isRGBA - * @see gl4java.GLContext#GLContext - */ - protected boolean rgba = true; - - /** * We normally do not have to create an own Window ! * This is the default visual property ... ! * But some machines, like SGI's Irix, @@ -388,6 +334,15 @@ public class GLContext extends Object protected boolean createOwnWindow = false; /** + * The GLCapabilities .. + * + * This is set via the constructor ! + * + * @see gl4java.GLContext#GLContext + */ + protected GLCapabilities glCaps = null; + + /** * The resize flag, which indicates a resize for the next paint function ! * This flag will bes set in 'componentResized' * and will be cleared after resize (glViewport) in sDisplay !! @@ -475,56 +430,74 @@ public class GLContext extends Object * @see gl4java.GLContext#OsX11 * @see gl4java.GLContext#OsMac */ - public final int getNativeOSType() { return osType; } + public static int getNativeOSType() { return osType; } + + public static String getNativeOSName() { return osName; } /** * Query the visual property ... ! * * After a GLContext is created, this property can be queried ! * - * @see gl4java.GLContext#doubleBuffer + * @see gl4java.GLContext#glCaps * @see gl4java.GLContext#GLContext */ - public final boolean isDoubleBuffer() { return doubleBuffer; } + public final GLCapabilities getGLCapabilities() { return glCaps; } /** * Query the visual property ... ! * * After a GLContext is created, this property can be queried ! * - * @see gl4java.GLContext#stereoView + * @see gl4java.GLContext#glCaps * @see gl4java.GLContext#GLContext */ - public final int getStencilBitNumber() { return stencilBits; } + public final boolean isDoubleBuffer() { return glCaps.getDoubleBuffered(); } /** * Query the visual property ... ! * * After a GLContext is created, this property can be queried ! * + * @see gl4java.GLContext#glCaps * @see gl4java.GLContext#GLContext */ - public final int getAccumSize() { return accumSize; } + public final int getStencilBitNumber() { return glCaps.getStencilBits(); } /** * Query the visual property ... ! * * After a GLContext is created, this property can be queried ! * - * @see gl4java.GLContext#stereoView + * @see gl4java.GLContext#glCaps * @see gl4java.GLContext#GLContext */ - public final boolean isStereoView() { return stereoView; } + public final int getAccumSize() + { return glCaps.getAccumRedBits()+ + glCaps.getAccumGreenBits()+ + glCaps.getAccumBlueBits()+ + glCaps.getAccumAlphaBits(); + } /** * Query the visual property ... ! * * After a GLContext is created, this property can be queried ! * - * @see gl4java.GLContext#rgba + * @see gl4java.GLContext#glCaps * @see gl4java.GLContext#GLContext */ - public final boolean isRGBA() { return rgba; } + public final boolean isStereoView() { return glCaps.getStereo(); } + + /** + * Query the visual property ... ! + * + * After a GLContext is created, this property can be queried ! + * + * @see gl4java.GLContext#glCaps + * @see gl4java.GLContext#GLContext + */ + public final boolean isRGBA() { return glCaps.getTrueColor(); } /** * Query the visual property ... ! @@ -578,9 +551,10 @@ public class GLContext extends Object String gluLibName ) { - System.out.println("GLContext.loadNativeLibraries ..."); if(libsLoaded) return true; - System.out.println("GLContext.loadNativeLibraries will do it !"); + + if(gljClassDebug) + System.out.println("GLContext.loadNativeLibraries will do it !"); String libNames[] = null; @@ -790,6 +764,7 @@ public class GLContext extends Object String gluName = defGLUFuncClass; boolean info=false; boolean exitImmediatly=false; + boolean noFactory=false; int i = 0; boolean ok=true; @@ -803,6 +778,7 @@ public class GLContext extends Object System.out.println(" -gluclass <glu-class> \t choose a custom the gl4java-glu-class java GLUFunc implementation (default: GLUFuncJauJNI)"); System.out.println(" -info \t creates a GLContext and prints all avaiable information of GL/GLU and GL4Java"); System.out.println(" -infotxt \t like -info, but exits straight after -info !"); + System.out.println(" -noFactory \t creates a GLContext without the new GLDrawableFactory API"); System.exit(0); } @@ -823,6 +799,8 @@ public class GLContext extends Object } else if(args[i].equals("-infotxt")) { info=true; exitImmediatly=true; + } else if(args[i].equals("-noFactory")) { + noFactory=true; } else { System.out.println("illegal arg "+i+": "+args[i]); ok=false; @@ -860,7 +838,21 @@ public class GLContext extends Object Frame f = new Frame("GL4Java Info"); f.setSize(10, 10); - Canvas cvs = new Canvas(); + Canvas cvs = null; + GLCapabilities glCaps = new GLCapabilities(); + gl4java.drawable.GLDrawableFactory df = + gl4java.drawable.GLDrawableFactory.getFactory(); + + if(noFactory || + !(df instanceof gl4java.drawable.SunJDK13GLDrawableFactory) + ) + { + cvs = new Canvas(); + } else { + gl4java.drawable.SunJDK13GLDrawableFactory sdf = + (gl4java.drawable.SunJDK13GLDrawableFactory)df; + cvs = new Canvas(sdf.getGraphicsConfiguration(glCaps)); + } cvs.setVisible(true); cvs.setSize(50,50); f.add("Center", cvs); @@ -869,7 +861,7 @@ public class GLContext extends Object // f.pack(); f.setVisible(true); - GLContext glj = new GLContext(cvs, gl, glu); + GLContext glj = new GLContext( cvs, gl, glu, glCaps, null); Frame fInfo = glj.gljShowVersions(); @@ -891,6 +883,8 @@ public class GLContext extends Object } } + public static int getJVMVersionMajor() { return jvmVersionMajor; } + public static int getJVMVersionMinor() { return jvmVersionMinor; } public static String getJVMVendor() { return jvmVendor; } public static boolean isNetscapeJVM() { return isNetscapeJvm; } public static boolean isMicrosoftJVM() { return isMicrosoftJvm; } @@ -923,23 +917,17 @@ public class GLContext extends Object * @param glf the users selected GLUFunc implementation * @param _createOwnWindow the flag for the visual property * @param _offScreenRenderer the flag for the visual property - * @param _doubleBuffer the flag for the visual property - * @param _stereoView the flag for the visual property - * @param _rgba the flag for the visual property - * @param _stencilBits the flag for the visual property - * @param _accumSize the flag for the visual property - * @param _sharedGLContext the shared GLContext * @param _offScrnSize the fixed offscreen pixmap size + * @param _glCaps the GLCapabilities + * @param _sharedGLContext the shared GLContext * */ protected GLContext( Component comp, GLFunc glf, GLUFunc gluf, - boolean _createOwnWindow, boolean _offScreenRenderer, - boolean _doubleBuffer, boolean _stereoView, - boolean _rgba, - int _stencilBits, - int _accumSize, - GLContext _sharedGLContext, - Dimension _offScrnSize + boolean _createOwnWindow, + boolean _offScreenRenderer, + Dimension _offScrnSize, + GLCapabilities _glCaps, + GLContext _sharedGLContext ) { super( ); @@ -949,13 +937,10 @@ public class GLContext extends Object glu = gluf ; createOwnWindow = _createOwnWindow; offScreenRenderer = _offScreenRenderer; - doubleBuffer=_doubleBuffer; - stereoView=_stereoView; - rgba=_rgba; - stencilBits=_stencilBits; - accumSize=_accumSize; offScrnSize= _offScrnSize; + glCaps = _glCaps; + this.sharedGLContext = _sharedGLContext; if(sharedGLContext != null) sharedGLContextNative = @@ -1009,6 +994,77 @@ public class GLContext extends Object System.out.println("GLContext GLContext() failed"); } } + /** + * + * Constructor + * + * This privat constructor is for all possible + * compinations and is called from the customized + * constructors. + * + * First the GLContext is fetched from the Component itself ! + * To do so, the Component is set visible if it is not ! + * + * If a GLContext is fetched, it is current ! + * + * @param comp the users component for the gl-context + * @param glf the users selected GLFunc implementation + * @param glf the users selected GLUFunc implementation + * @param _createOwnWindow the flag for the visual property + * @param _offScreenRenderer the flag for the visual property + * @param _doubleBuffer the flag for the visual property + * @param _stereoView the flag for the visual property + * @param _rgba the flag for the visual property + * @param _stencilBits the flag for the visual property + * @param _accumSize the flag for the visual property + * @param _sharedGLContext the shared GLContext + * @param _offScrnSize the fixed offscreen pixmap size + * + */ + protected GLContext( Component comp, GLFunc glf, GLUFunc gluf, + boolean _createOwnWindow, boolean _offScreenRenderer, + boolean _doubleBuffer, boolean _stereoView, + boolean _rgba, + int _stencilBits, + int _accumSize, + GLContext _sharedGLContext, + Dimension _offScrnSize + ) + { + this( comp, glf, gluf, _createOwnWindow, + _offScreenRenderer, _offScrnSize, + new GLCapabilities(_doubleBuffer, _stereoView, + _rgba, _stencilBits, + _accumSize, _accumSize, + _accumSize, _accumSize), + _sharedGLContext); + } + + /** + * + * Constructor + * + * First the GLContext is fetched from the Component itself ! + * To do so, the Component is set visible if it is not ! + * + * If a GLContext is fetched, it is current ! + * + * @param comp the users component for the gl-context + * @param glf the users selected GLFunc implementation + * @param glf the users selected GLUFunc implementation + * @param _glCaps the GLCapabilities + * @param _sharedGLContext the shared GLContext + * + */ + public GLContext( Component comp, GLFunc glf, GLUFunc gluf, + GLCapabilities _glCaps, + GLContext _sharedGLContext + ) + { + this( comp, glf, gluf, false, + false, null, _glCaps, + _sharedGLContext); + } /** * @@ -1719,6 +1775,12 @@ public class GLContext extends Object { if( libsLoaded==false ) return ; + if(glCaps==null) + { + System.out.println("Internal error: glCaps not initialized !!"); + throw new GL4JavaInitException (); + } + if(pData==0 && !offScreenRenderer && !useJAWT()) { System.out.println("could not open a GL widget -- Win CONTEXT"); @@ -2252,7 +2314,7 @@ public class GLContext extends Object return gljSwapNative( displayHandle, windowHandle, glContext, - doubleBuffer); + glCaps.getDoubleBuffered()); } private static final native boolean gljSwapNative( long disp, @@ -2396,6 +2458,10 @@ public class GLContext extends Object if(libsLoaded==false || gl==null || glu==null || !gljIsInit()) return null; + String jvmstr = "Java Virtual Machine: Version "+ getJVMVersionMajor()+ + "." + getJVMVersionMinor() +", Vendor: "+ + getJVMVendor() + "\n" ; + String info1= "GL4Java - LGPL-Version" + "\n" + "-------------------------------------------------\n" + "-------------------------------------------------\n" + @@ -2420,6 +2486,8 @@ public class GLContext extends Object " Version: "+glu.getNativeVersion() + "\n" + " Vendor : "+glu.getNativeVendor() + "\n" + "-------------------------------------------------\n" + + "\n"+ + jvmstr + "\n" ; String glVen = gl.glGetString(GLFunc.GL_VENDOR); diff --git a/gl4java/GLUFuncJauJNI.java b/gl4java/GLUFuncJauJNI.java index 5ba2f08..d0a29ea 100644 --- a/gl4java/GLUFuncJauJNI.java +++ b/gl4java/GLUFuncJauJNI.java @@ -32,7 +32,7 @@ public final String getClassVendor ( ) { return "Jausoft - Sven Goethel Software Development"; } public final String getClassVersion ( ) -{ return "2.4.1.0"; } +{ return "2.5.2.0"; } /** @@ -819,7 +819,7 @@ public final native long gluNewTess( ); ) ; /* C2J Parser Version 1.5 Beta: Java program parsed successfully. */ - - -} - +
+
+}
+
diff --git a/gl4java/GLUFuncJauJNInf.java b/gl4java/GLUFuncJauJNInf.java index f509fe4..046e6df 100644 --- a/gl4java/GLUFuncJauJNInf.java +++ b/gl4java/GLUFuncJauJNInf.java @@ -1,825 +1,825 @@ -/* WARNING ! WARNING *** THIS FILE IS GENERATED BY C2J !!! - - DO NOT MAKE ANY CHANGES *** MAKE CHANGES IN THE SKELETON FILES !!! -*/ - - -/** - * @(#) GLUFuncJauJNInf.java - */ - - -package gl4java; - -/** - * The default implementation class for GLU native function mapping - * - * @version 2.00, 21. April 1999 - * @author Sven Goethel - */ -public class GLUFuncJauJNInf - implements GLUFunc -{ - - -public native String gluErrorString ( int errorCode ) ; -public native String gluGetString ( int name ) ; - -public native String getNativeVendor ( ) ; -public native String getNativeVersion ( ) ; - -public String getClassVendor ( ) -{ return "Jausoft - Sven Goethel Software Development"; } - -public String getClassVersion ( ) -{ return "2.4.1.0"; } - - -/** - * The Callback registry function. - * To achieve the signature (internal argument signature) - * you can use the "javap -s <classname>" toolkit of the JDK ! - * - * @param qobj the quadratic id, fetch with gluNewQuadric - * @param which the id for the callback type - * @param methodClassInstance the class instance, - * which implements the callback-method - * @param methodName the name of the callback-method - * @param signature the signature of the callback-method. - * - * @see GLUFunc#gluNewQuadric - */ -public native void gluQuadricCallback( - long qobj, int which, - Object methodClassInstance, - String methodName, - String signature - ); - -/** - * The Callback registry function. - * To achieve the signature (internal argument signature) - * you can use the "javap -s <classname>" toolkit of the JDK ! - * - * @param nobj the nurbs id, fetch with gluNewNurbsRenderer - * @param which the id for the callback type - * @param methodClassInstance the class instance, - * which implements the callback-method - * @param methodName the name of the callback-method - * @param signature the signature of the callback-method. - * - * @see GLUFunc#gluNewNurbsRenderer - */ -public native void gluNurbsCallback( - long nobj, int which, - Object methodClassInstance, - String methodName, - String signature - ); - - -/** - * The Callback registry function. - * To achieve the signature (internal argument signature) - * you can use the "javap -s <classname>" toolkit of the JDK ! - * - * @param tobj the tesselation id, fetch with gluNewTess - * @param which the id for the callback type - * @param methodClassInstance the class instance, - * which implements the callback-method - * @param methodName the name of the callback-method - * @param signature the signature of the callback-method. - * @param voidArrayLen1 the optional length of the 1st array - * in the callback-methods argument-list - * @param voidArrayLen2 the optional length of the 2nd array - * in the callback-methods argument-list - * @param voidArrayLen3 the optional length of the 3rd array - * in the callback-methods argument-list - * @param voidArrayLen4 the optional length of the 4th array - * in the callback-methods argument-list - * @param voidArrayLen5 the optional length of the 5th array - * in the callback-methods argument-list - * - * @see GLUFunc#gluNewTess - */ -public native void gluTessCallback( - long tobj, int which, - Object methodClassInstance, - String methodName, - String signature, - int voidArrayLen1, - int voidArrayLen2, - int voidArrayLen3, - int voidArrayLen4, - int voidArrayLen5 - ); - -/** - * The Callback de-registry function. - * - * @param qobj the quadratic id, for which all callback-methods - * should be de-registered - */ -public native void gluDeleteQuadric( long qobj ); - -/** - * The Callback de-registry function. - * - * @param nobj the nurbs id, for which all callback-methods - * should be de-registered - */ -public native void gluDeleteNurbsRenderer( long nobj ); - -/** - * The Callback de-registry function. - * - * @param tobj the tesselation id, for which all callback-methods - * should be de-registered - */ -public native void gluDeleteTess( long tobj ); - -public native long gluNewQuadric( ); -public native long gluNewNurbsRenderer( ); -public native long gluNewTess( ); - -/** - * C2J Parser Version 1.5 Beta - * Jausoft - Sven Goethel Software Development - * Reading from file: glu-proto-auto.orig.h . . . - * Destination-Class: gl4java_GLUFuncJauJNInf ! - */ - -/** - * Original Function-Prototype : - * <pre> - extern void gluLookAt ( GLdouble eyex , GLdouble eyey , GLdouble eyez , GLdouble centerx , GLdouble centery , GLdouble centerz , GLdouble upx , GLdouble upy , GLdouble upz ) ; - * </pre> - */ - public native void gluLookAt ( - double eyex, - double eyey, - double eyez, - double centerx, - double centery, - double centerz, - double upx, - double upy, - double upz - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluOrtho2D ( GLdouble left , GLdouble right , GLdouble bottom , GLdouble top ) ; - * </pre> - */ - public native void gluOrtho2D ( - double left, - double right, - double bottom, - double top - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluPerspective ( GLdouble fovy , GLdouble aspect , GLdouble zNear , GLdouble zFar ) ; - * </pre> - */ - public native void gluPerspective ( - double fovy, - double aspect, - double zNear, - double zFar - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluPickMatrix ( GLdouble x , GLdouble y , GLdouble width , GLdouble height , GLint * viewport ) ; - * </pre> - */ - public native void gluPickMatrix ( - double x, - double y, - double width, - double height, - int[] viewport - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern GLint gluProject ( GLdouble objx , GLdouble objy , GLdouble objz , const GLdouble modelMatrix [ 16 ] , const GLdouble projMatrix [ 16 ] , const GLint viewport [ 4 ] , GLdouble * winx , GLdouble * winy , GLdouble * winz ) ; - * </pre> - */ - public native int gluProject ( - double objx, - double objy, - double objz, - double[] modelMatrix, - double[] projMatrix, - int[] viewport, - double[] winx, - double[] winy, - double[] winz - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern GLint gluUnProject ( GLdouble winx , GLdouble winy , GLdouble winz , const GLdouble modelMatrix [ 16 ] , const GLdouble projMatrix [ 16 ] , const GLint viewport [ 4 ] , GLdouble * objx , GLdouble * objy , GLdouble * objz ) ; - * </pre> - */ - public native int gluUnProject ( - double winx, - double winy, - double winz, - double[] modelMatrix, - double[] projMatrix, - int[] viewport, - double[] objx, - double[] objy, - double[] objz - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern GLint gluScaleImage ( GLenum format , GLsizei widthin , GLsizei heightin , GLenum typein , const char * datain , GLsizei widthout , GLsizei heightout , GLenum typeout , char * dataout ) ; - * </pre> - */ - public native int gluScaleImage ( - int format, - int widthin, - int heightin, - int typein, - byte[] datain, - int widthout, - int heightout, - int typeout, - byte[] dataout - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern GLint gluBuild1DMipmaps ( GLenum target , GLint components , GLint width , GLenum format , GLenum type , const void * data ) ; - * </pre> - */ - public native int gluBuild1DMipmaps ( - int target, - int components, - int width, - int format, - int type, - byte[] data - ) ; - public native int gluBuild1DMipmaps ( - int target, - int components, - int width, - int format, - int type, - short[] data - ) ; - public native int gluBuild1DMipmaps ( - int target, - int components, - int width, - int format, - int type, - int[] data - ) ; - public native int gluBuild1DMipmaps ( - int target, - int components, - int width, - int format, - int type, - float[] data - ) ; - public native int gluBuild1DMipmaps ( - int target, - int components, - int width, - int format, - int type, - double[] data - ) ; - public native int gluBuild1DMipmaps ( - int target, - int components, - int width, - int format, - int type, - boolean[] data - ) ; - public native int gluBuild1DMipmaps ( - int target, - int components, - int width, - int format, - int type, - long[] data - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern GLint gluBuild2DMipmaps ( GLenum target , GLint components , GLint width , GLint height , GLenum format , GLenum type , const void * data ) ; - * </pre> - */ - public native int gluBuild2DMipmaps ( - int target, - int components, - int width, - int height, - int format, - int type, - byte[] data - ) ; - public native int gluBuild2DMipmaps ( - int target, - int components, - int width, - int height, - int format, - int type, - short[] data - ) ; - public native int gluBuild2DMipmaps ( - int target, - int components, - int width, - int height, - int format, - int type, - int[] data - ) ; - public native int gluBuild2DMipmaps ( - int target, - int components, - int width, - int height, - int format, - int type, - float[] data - ) ; - public native int gluBuild2DMipmaps ( - int target, - int components, - int width, - int height, - int format, - int type, - double[] data - ) ; - public native int gluBuild2DMipmaps ( - int target, - int components, - int width, - int height, - int format, - int type, - boolean[] data - ) ; - public native int gluBuild2DMipmaps ( - int target, - int components, - int width, - int height, - int format, - int type, - long[] data - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluQuadricDrawStyle ( GLUquadricObj * quadObject , GLenum drawStyle ) ; - * </pre> - */ - public native void gluQuadricDrawStyle ( - long quadObject, - int drawStyle - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluQuadricOrientation ( GLUquadricObj * quadObject , GLenum orientation ) ; - * </pre> - */ - public native void gluQuadricOrientation ( - long quadObject, - int orientation - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluQuadricNormals ( GLUquadricObj * quadObject , GLenum normals ) ; - * </pre> - */ - public native void gluQuadricNormals ( - long quadObject, - int normals - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluQuadricTexture ( GLUquadricObj * quadObject , GLboolean textureCoords ) ; - * </pre> - */ - public native void gluQuadricTexture ( - long quadObject, - boolean textureCoords - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluCylinder ( GLUquadricObj * qobj , GLdouble baseRadius , GLdouble topRadius , GLdouble height , GLint slices , GLint stacks ) ; - * </pre> - */ - public native void gluCylinder ( - long qobj, - double baseRadius, - double topRadius, - double height, - int slices, - int stacks - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluSphere ( GLUquadricObj * qobj , GLdouble radius , GLint slices , GLint stacks ) ; - * </pre> - */ - public native void gluSphere ( - long qobj, - double radius, - int slices, - int stacks - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluDisk ( GLUquadricObj * qobj , GLdouble innerRadius , GLdouble outerRadius , GLint slices , GLint loops ) ; - * </pre> - */ - public native void gluDisk ( - long qobj, - double innerRadius, - double outerRadius, - int slices, - int loops - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluPartialDisk ( GLUquadricObj * qobj , GLdouble innerRadius , GLdouble outerRadius , GLint slices , GLint loops , GLdouble startAngle , GLdouble sweepAngle ) ; - * </pre> - */ - public native void gluPartialDisk ( - long qobj, - double innerRadius, - double outerRadius, - int slices, - int loops, - double startAngle, - double sweepAngle - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluLoadSamplingMatrices ( GLUnurbsObj * nobj , const GLfloat modelMatrix [ 16 ] , const GLfloat projMatrix [ 16 ] , const GLint viewport [ 4 ] ) ; - * </pre> - */ - public native void gluLoadSamplingMatrices ( - long nobj, - float[] modelMatrix, - float[] projMatrix, - int[] viewport - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluNurbsProperty ( GLUnurbsObj * nobj , GLenum property , GLfloat value ) ; - * </pre> - */ - public native void gluNurbsProperty ( - long nobj, - int property, - float value - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluGetNurbsProperty ( GLUnurbsObj * nobj , GLenum property , GLfloat * value ) ; - * </pre> - */ - public native void gluGetNurbsProperty ( - long nobj, - int property, - float[] value - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluBeginCurve ( GLUnurbsObj * nobj ) ; - * </pre> - */ - public native void gluBeginCurve ( - long nobj - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluEndCurve ( GLUnurbsObj * nobj ) ; - * </pre> - */ - public native void gluEndCurve ( - long nobj - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluNurbsCurve ( GLUnurbsObj * nobj , GLint nknots , GLfloat * knot , GLint stride , GLfloat * ctlarray , GLint order , GLenum type ) ; - * </pre> - */ - public native void gluNurbsCurve ( - long nobj, - int nknots, - float[] knot, - int stride, - float[] ctlarray, - int order, - int type - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluBeginSurface ( GLUnurbsObj * nobj ) ; - * </pre> - */ - public native void gluBeginSurface ( - long nobj - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluEndSurface ( GLUnurbsObj * nobj ) ; - * </pre> - */ - public native void gluEndSurface ( - long nobj - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluNurbsSurface ( GLUnurbsObj * nobj , GLint sknot_count , GLfloat * sknot , GLint tknot_count , GLfloat * tknot , GLint s_stride , GLint t_stride , GLfloat * ctlarray , GLint sorder , GLint torder , GLenum type ) ; - * </pre> - */ - public native void gluNurbsSurface ( - long nobj, - int sknot_count, - float[] sknot, - int tknot_count, - float[] tknot, - int s_stride, - int t_stride, - float[] ctlarray, - int sorder, - int torder, - int type - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluBeginTrim ( GLUnurbsObj * nobj ) ; - * </pre> - */ - public native void gluBeginTrim ( - long nobj - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluEndTrim ( GLUnurbsObj * nobj ) ; - * </pre> - */ - public native void gluEndTrim ( - long nobj - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluPwlCurve ( GLUnurbsObj * nobj , GLint count , GLfloat * array , GLint stride , GLenum type ) ; - * </pre> - */ - public native void gluPwlCurve ( - long nobj, - int count, - float[] array, - int stride, - int type - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluTessBeginPolygon ( GLUtesselator * tobj , void * polygon_data ) ; - * </pre> - */ - public native void gluTessBeginPolygon ( - long tobj, - byte[] polygon_data - ) ; - public native void gluTessBeginPolygon ( - long tobj, - short[] polygon_data - ) ; - public native void gluTessBeginPolygon ( - long tobj, - int[] polygon_data - ) ; - public native void gluTessBeginPolygon ( - long tobj, - float[] polygon_data - ) ; - public native void gluTessBeginPolygon ( - long tobj, - double[] polygon_data - ) ; - public native void gluTessBeginPolygon ( - long tobj, - boolean[] polygon_data - ) ; - public native void gluTessBeginPolygon ( - long tobj, - long[] polygon_data - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluTessBeginContour ( GLUtesselator * tobj ) ; - * </pre> - */ - public native void gluTessBeginContour ( - long tobj - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluTessVertex ( GLUtesselator * tobj , GLdouble coords [ 3 ] , void * vertex_data ) ; - * </pre> - */ - public native void gluTessVertex ( - long tobj, - double[] coords, - byte[] vertex_data - ) ; - public native void gluTessVertex ( - long tobj, - double[] coords, - short[] vertex_data - ) ; - public native void gluTessVertex ( - long tobj, - double[] coords, - int[] vertex_data - ) ; - public native void gluTessVertex ( - long tobj, - double[] coords, - float[] vertex_data - ) ; - public native void gluTessVertex ( - long tobj, - double[] coords, - double[] vertex_data - ) ; - public native void gluTessVertex ( - long tobj, - double[] coords, - boolean[] vertex_data - ) ; - public native void gluTessVertex ( - long tobj, - double[] coords, - long[] vertex_data - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluTessEndContour ( GLUtesselator * tobj ) ; - * </pre> - */ - public native void gluTessEndContour ( - long tobj - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluTessEndPolygon ( GLUtesselator * tobj ) ; - * </pre> - */ - public native void gluTessEndPolygon ( - long tobj - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluTessProperty ( GLUtesselator * tobj , GLenum which , GLdouble value ) ; - * </pre> - */ - public native void gluTessProperty ( - long tobj, - int which, - double value - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluTessNormal ( GLUtesselator * tobj , GLdouble x , GLdouble y , GLdouble z ) ; - * </pre> - */ - public native void gluTessNormal ( - long tobj, - double x, - double y, - double z - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluGetTessProperty ( GLUtesselator * tobj , GLenum which , GLdouble * value ) ; - * </pre> - */ - public native void gluGetTessProperty ( - long tobj, - int which, - double[] value - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluBeginPolygon ( GLUtesselator * tobj ) ; - * </pre> - */ - public native void gluBeginPolygon ( - long tobj - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluNextContour ( GLUtesselator * tobj , GLenum type ) ; - * </pre> - */ - public native void gluNextContour ( - long tobj, - int type - ) ; - -/** - * Original Function-Prototype : - * <pre> - extern void gluEndPolygon ( GLUtesselator * tobj ) ; - * </pre> - */ - public native void gluEndPolygon ( - long tobj - ) ; - -/* C2J Parser Version 1.5 Beta: Java program parsed successfully. */ - - -} - +/* WARNING ! WARNING *** THIS FILE IS GENERATED BY C2J !!!
+
+ DO NOT MAKE ANY CHANGES *** MAKE CHANGES IN THE SKELETON FILES !!!
+*/
+
+
+/**
+ * @(#) GLUFuncJauJNInf.java
+ */
+
+
+package gl4java;
+
+/**
+ * The default implementation class for GLU native function mapping
+ *
+ * @version 2.00, 21. April 1999
+ * @author Sven Goethel
+ */
+public class GLUFuncJauJNInf
+ implements GLUFunc
+{
+
+
+public native String gluErrorString ( int errorCode ) ;
+public native String gluGetString ( int name ) ;
+
+public native String getNativeVendor ( ) ;
+public native String getNativeVersion ( ) ;
+
+public String getClassVendor ( )
+{ return "Jausoft - Sven Goethel Software Development"; }
+
+public String getClassVersion ( )
+{ return "2.5.2.0"; }
+
+
+/**
+ * The Callback registry function.
+ * To achieve the signature (internal argument signature)
+ * you can use the "javap -s <classname>" toolkit of the JDK !
+ *
+ * @param qobj the quadratic id, fetch with gluNewQuadric
+ * @param which the id for the callback type
+ * @param methodClassInstance the class instance,
+ * which implements the callback-method
+ * @param methodName the name of the callback-method
+ * @param signature the signature of the callback-method.
+ *
+ * @see GLUFunc#gluNewQuadric
+ */
+public native void gluQuadricCallback(
+ long qobj, int which,
+ Object methodClassInstance,
+ String methodName,
+ String signature
+ );
+
+/**
+ * The Callback registry function.
+ * To achieve the signature (internal argument signature)
+ * you can use the "javap -s <classname>" toolkit of the JDK !
+ *
+ * @param nobj the nurbs id, fetch with gluNewNurbsRenderer
+ * @param which the id for the callback type
+ * @param methodClassInstance the class instance,
+ * which implements the callback-method
+ * @param methodName the name of the callback-method
+ * @param signature the signature of the callback-method.
+ *
+ * @see GLUFunc#gluNewNurbsRenderer
+ */
+public native void gluNurbsCallback(
+ long nobj, int which,
+ Object methodClassInstance,
+ String methodName,
+ String signature
+ );
+
+
+/**
+ * The Callback registry function.
+ * To achieve the signature (internal argument signature)
+ * you can use the "javap -s <classname>" toolkit of the JDK !
+ *
+ * @param tobj the tesselation id, fetch with gluNewTess
+ * @param which the id for the callback type
+ * @param methodClassInstance the class instance,
+ * which implements the callback-method
+ * @param methodName the name of the callback-method
+ * @param signature the signature of the callback-method.
+ * @param voidArrayLen1 the optional length of the 1st array
+ * in the callback-methods argument-list
+ * @param voidArrayLen2 the optional length of the 2nd array
+ * in the callback-methods argument-list
+ * @param voidArrayLen3 the optional length of the 3rd array
+ * in the callback-methods argument-list
+ * @param voidArrayLen4 the optional length of the 4th array
+ * in the callback-methods argument-list
+ * @param voidArrayLen5 the optional length of the 5th array
+ * in the callback-methods argument-list
+ *
+ * @see GLUFunc#gluNewTess
+ */
+public native void gluTessCallback(
+ long tobj, int which,
+ Object methodClassInstance,
+ String methodName,
+ String signature,
+ int voidArrayLen1,
+ int voidArrayLen2,
+ int voidArrayLen3,
+ int voidArrayLen4,
+ int voidArrayLen5
+ );
+
+/**
+ * The Callback de-registry function.
+ *
+ * @param qobj the quadratic id, for which all callback-methods
+ * should be de-registered
+ */
+public native void gluDeleteQuadric( long qobj );
+
+/**
+ * The Callback de-registry function.
+ *
+ * @param nobj the nurbs id, for which all callback-methods
+ * should be de-registered
+ */
+public native void gluDeleteNurbsRenderer( long nobj );
+
+/**
+ * The Callback de-registry function.
+ *
+ * @param tobj the tesselation id, for which all callback-methods
+ * should be de-registered
+ */
+public native void gluDeleteTess( long tobj );
+
+public native long gluNewQuadric( );
+public native long gluNewNurbsRenderer( );
+public native long gluNewTess( );
+
+/**
+ * C2J Parser Version 1.5 Beta
+ * Jausoft - Sven Goethel Software Development
+ * Reading from file: glu-proto-auto.orig.h . . .
+ * Destination-Class: gl4java_GLUFuncJauJNInf !
+ */
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluLookAt ( GLdouble eyex , GLdouble eyey , GLdouble eyez , GLdouble centerx , GLdouble centery , GLdouble centerz , GLdouble upx , GLdouble upy , GLdouble upz ) ;
+ * </pre>
+ */
+ public native void gluLookAt (
+ double eyex,
+ double eyey,
+ double eyez,
+ double centerx,
+ double centery,
+ double centerz,
+ double upx,
+ double upy,
+ double upz
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluOrtho2D ( GLdouble left , GLdouble right , GLdouble bottom , GLdouble top ) ;
+ * </pre>
+ */
+ public native void gluOrtho2D (
+ double left,
+ double right,
+ double bottom,
+ double top
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluPerspective ( GLdouble fovy , GLdouble aspect , GLdouble zNear , GLdouble zFar ) ;
+ * </pre>
+ */
+ public native void gluPerspective (
+ double fovy,
+ double aspect,
+ double zNear,
+ double zFar
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluPickMatrix ( GLdouble x , GLdouble y , GLdouble width , GLdouble height , GLint * viewport ) ;
+ * </pre>
+ */
+ public native void gluPickMatrix (
+ double x,
+ double y,
+ double width,
+ double height,
+ int[] viewport
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern GLint gluProject ( GLdouble objx , GLdouble objy , GLdouble objz , const GLdouble modelMatrix [ 16 ] , const GLdouble projMatrix [ 16 ] , const GLint viewport [ 4 ] , GLdouble * winx , GLdouble * winy , GLdouble * winz ) ;
+ * </pre>
+ */
+ public native int gluProject (
+ double objx,
+ double objy,
+ double objz,
+ double[] modelMatrix,
+ double[] projMatrix,
+ int[] viewport,
+ double[] winx,
+ double[] winy,
+ double[] winz
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern GLint gluUnProject ( GLdouble winx , GLdouble winy , GLdouble winz , const GLdouble modelMatrix [ 16 ] , const GLdouble projMatrix [ 16 ] , const GLint viewport [ 4 ] , GLdouble * objx , GLdouble * objy , GLdouble * objz ) ;
+ * </pre>
+ */
+ public native int gluUnProject (
+ double winx,
+ double winy,
+ double winz,
+ double[] modelMatrix,
+ double[] projMatrix,
+ int[] viewport,
+ double[] objx,
+ double[] objy,
+ double[] objz
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern GLint gluScaleImage ( GLenum format , GLsizei widthin , GLsizei heightin , GLenum typein , const char * datain , GLsizei widthout , GLsizei heightout , GLenum typeout , char * dataout ) ;
+ * </pre>
+ */
+ public native int gluScaleImage (
+ int format,
+ int widthin,
+ int heightin,
+ int typein,
+ byte[] datain,
+ int widthout,
+ int heightout,
+ int typeout,
+ byte[] dataout
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern GLint gluBuild1DMipmaps ( GLenum target , GLint components , GLint width , GLenum format , GLenum type , const void * data ) ;
+ * </pre>
+ */
+ public native int gluBuild1DMipmaps (
+ int target,
+ int components,
+ int width,
+ int format,
+ int type,
+ byte[] data
+ ) ;
+ public native int gluBuild1DMipmaps (
+ int target,
+ int components,
+ int width,
+ int format,
+ int type,
+ short[] data
+ ) ;
+ public native int gluBuild1DMipmaps (
+ int target,
+ int components,
+ int width,
+ int format,
+ int type,
+ int[] data
+ ) ;
+ public native int gluBuild1DMipmaps (
+ int target,
+ int components,
+ int width,
+ int format,
+ int type,
+ float[] data
+ ) ;
+ public native int gluBuild1DMipmaps (
+ int target,
+ int components,
+ int width,
+ int format,
+ int type,
+ double[] data
+ ) ;
+ public native int gluBuild1DMipmaps (
+ int target,
+ int components,
+ int width,
+ int format,
+ int type,
+ boolean[] data
+ ) ;
+ public native int gluBuild1DMipmaps (
+ int target,
+ int components,
+ int width,
+ int format,
+ int type,
+ long[] data
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern GLint gluBuild2DMipmaps ( GLenum target , GLint components , GLint width , GLint height , GLenum format , GLenum type , const void * data ) ;
+ * </pre>
+ */
+ public native int gluBuild2DMipmaps (
+ int target,
+ int components,
+ int width,
+ int height,
+ int format,
+ int type,
+ byte[] data
+ ) ;
+ public native int gluBuild2DMipmaps (
+ int target,
+ int components,
+ int width,
+ int height,
+ int format,
+ int type,
+ short[] data
+ ) ;
+ public native int gluBuild2DMipmaps (
+ int target,
+ int components,
+ int width,
+ int height,
+ int format,
+ int type,
+ int[] data
+ ) ;
+ public native int gluBuild2DMipmaps (
+ int target,
+ int components,
+ int width,
+ int height,
+ int format,
+ int type,
+ float[] data
+ ) ;
+ public native int gluBuild2DMipmaps (
+ int target,
+ int components,
+ int width,
+ int height,
+ int format,
+ int type,
+ double[] data
+ ) ;
+ public native int gluBuild2DMipmaps (
+ int target,
+ int components,
+ int width,
+ int height,
+ int format,
+ int type,
+ boolean[] data
+ ) ;
+ public native int gluBuild2DMipmaps (
+ int target,
+ int components,
+ int width,
+ int height,
+ int format,
+ int type,
+ long[] data
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluQuadricDrawStyle ( GLUquadricObj * quadObject , GLenum drawStyle ) ;
+ * </pre>
+ */
+ public native void gluQuadricDrawStyle (
+ long quadObject,
+ int drawStyle
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluQuadricOrientation ( GLUquadricObj * quadObject , GLenum orientation ) ;
+ * </pre>
+ */
+ public native void gluQuadricOrientation (
+ long quadObject,
+ int orientation
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluQuadricNormals ( GLUquadricObj * quadObject , GLenum normals ) ;
+ * </pre>
+ */
+ public native void gluQuadricNormals (
+ long quadObject,
+ int normals
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluQuadricTexture ( GLUquadricObj * quadObject , GLboolean textureCoords ) ;
+ * </pre>
+ */
+ public native void gluQuadricTexture (
+ long quadObject,
+ boolean textureCoords
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluCylinder ( GLUquadricObj * qobj , GLdouble baseRadius , GLdouble topRadius , GLdouble height , GLint slices , GLint stacks ) ;
+ * </pre>
+ */
+ public native void gluCylinder (
+ long qobj,
+ double baseRadius,
+ double topRadius,
+ double height,
+ int slices,
+ int stacks
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluSphere ( GLUquadricObj * qobj , GLdouble radius , GLint slices , GLint stacks ) ;
+ * </pre>
+ */
+ public native void gluSphere (
+ long qobj,
+ double radius,
+ int slices,
+ int stacks
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluDisk ( GLUquadricObj * qobj , GLdouble innerRadius , GLdouble outerRadius , GLint slices , GLint loops ) ;
+ * </pre>
+ */
+ public native void gluDisk (
+ long qobj,
+ double innerRadius,
+ double outerRadius,
+ int slices,
+ int loops
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluPartialDisk ( GLUquadricObj * qobj , GLdouble innerRadius , GLdouble outerRadius , GLint slices , GLint loops , GLdouble startAngle , GLdouble sweepAngle ) ;
+ * </pre>
+ */
+ public native void gluPartialDisk (
+ long qobj,
+ double innerRadius,
+ double outerRadius,
+ int slices,
+ int loops,
+ double startAngle,
+ double sweepAngle
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluLoadSamplingMatrices ( GLUnurbsObj * nobj , const GLfloat modelMatrix [ 16 ] , const GLfloat projMatrix [ 16 ] , const GLint viewport [ 4 ] ) ;
+ * </pre>
+ */
+ public native void gluLoadSamplingMatrices (
+ long nobj,
+ float[] modelMatrix,
+ float[] projMatrix,
+ int[] viewport
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluNurbsProperty ( GLUnurbsObj * nobj , GLenum property , GLfloat value ) ;
+ * </pre>
+ */
+ public native void gluNurbsProperty (
+ long nobj,
+ int property,
+ float value
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluGetNurbsProperty ( GLUnurbsObj * nobj , GLenum property , GLfloat * value ) ;
+ * </pre>
+ */
+ public native void gluGetNurbsProperty (
+ long nobj,
+ int property,
+ float[] value
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluBeginCurve ( GLUnurbsObj * nobj ) ;
+ * </pre>
+ */
+ public native void gluBeginCurve (
+ long nobj
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluEndCurve ( GLUnurbsObj * nobj ) ;
+ * </pre>
+ */
+ public native void gluEndCurve (
+ long nobj
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluNurbsCurve ( GLUnurbsObj * nobj , GLint nknots , GLfloat * knot , GLint stride , GLfloat * ctlarray , GLint order , GLenum type ) ;
+ * </pre>
+ */
+ public native void gluNurbsCurve (
+ long nobj,
+ int nknots,
+ float[] knot,
+ int stride,
+ float[] ctlarray,
+ int order,
+ int type
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluBeginSurface ( GLUnurbsObj * nobj ) ;
+ * </pre>
+ */
+ public native void gluBeginSurface (
+ long nobj
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluEndSurface ( GLUnurbsObj * nobj ) ;
+ * </pre>
+ */
+ public native void gluEndSurface (
+ long nobj
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluNurbsSurface ( GLUnurbsObj * nobj , GLint sknot_count , GLfloat * sknot , GLint tknot_count , GLfloat * tknot , GLint s_stride , GLint t_stride , GLfloat * ctlarray , GLint sorder , GLint torder , GLenum type ) ;
+ * </pre>
+ */
+ public native void gluNurbsSurface (
+ long nobj,
+ int sknot_count,
+ float[] sknot,
+ int tknot_count,
+ float[] tknot,
+ int s_stride,
+ int t_stride,
+ float[] ctlarray,
+ int sorder,
+ int torder,
+ int type
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluBeginTrim ( GLUnurbsObj * nobj ) ;
+ * </pre>
+ */
+ public native void gluBeginTrim (
+ long nobj
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluEndTrim ( GLUnurbsObj * nobj ) ;
+ * </pre>
+ */
+ public native void gluEndTrim (
+ long nobj
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluPwlCurve ( GLUnurbsObj * nobj , GLint count , GLfloat * array , GLint stride , GLenum type ) ;
+ * </pre>
+ */
+ public native void gluPwlCurve (
+ long nobj,
+ int count,
+ float[] array,
+ int stride,
+ int type
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluTessBeginPolygon ( GLUtesselator * tobj , void * polygon_data ) ;
+ * </pre>
+ */
+ public native void gluTessBeginPolygon (
+ long tobj,
+ byte[] polygon_data
+ ) ;
+ public native void gluTessBeginPolygon (
+ long tobj,
+ short[] polygon_data
+ ) ;
+ public native void gluTessBeginPolygon (
+ long tobj,
+ int[] polygon_data
+ ) ;
+ public native void gluTessBeginPolygon (
+ long tobj,
+ float[] polygon_data
+ ) ;
+ public native void gluTessBeginPolygon (
+ long tobj,
+ double[] polygon_data
+ ) ;
+ public native void gluTessBeginPolygon (
+ long tobj,
+ boolean[] polygon_data
+ ) ;
+ public native void gluTessBeginPolygon (
+ long tobj,
+ long[] polygon_data
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluTessBeginContour ( GLUtesselator * tobj ) ;
+ * </pre>
+ */
+ public native void gluTessBeginContour (
+ long tobj
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluTessVertex ( GLUtesselator * tobj , GLdouble coords [ 3 ] , void * vertex_data ) ;
+ * </pre>
+ */
+ public native void gluTessVertex (
+ long tobj,
+ double[] coords,
+ byte[] vertex_data
+ ) ;
+ public native void gluTessVertex (
+ long tobj,
+ double[] coords,
+ short[] vertex_data
+ ) ;
+ public native void gluTessVertex (
+ long tobj,
+ double[] coords,
+ int[] vertex_data
+ ) ;
+ public native void gluTessVertex (
+ long tobj,
+ double[] coords,
+ float[] vertex_data
+ ) ;
+ public native void gluTessVertex (
+ long tobj,
+ double[] coords,
+ double[] vertex_data
+ ) ;
+ public native void gluTessVertex (
+ long tobj,
+ double[] coords,
+ boolean[] vertex_data
+ ) ;
+ public native void gluTessVertex (
+ long tobj,
+ double[] coords,
+ long[] vertex_data
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluTessEndContour ( GLUtesselator * tobj ) ;
+ * </pre>
+ */
+ public native void gluTessEndContour (
+ long tobj
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluTessEndPolygon ( GLUtesselator * tobj ) ;
+ * </pre>
+ */
+ public native void gluTessEndPolygon (
+ long tobj
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluTessProperty ( GLUtesselator * tobj , GLenum which , GLdouble value ) ;
+ * </pre>
+ */
+ public native void gluTessProperty (
+ long tobj,
+ int which,
+ double value
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluTessNormal ( GLUtesselator * tobj , GLdouble x , GLdouble y , GLdouble z ) ;
+ * </pre>
+ */
+ public native void gluTessNormal (
+ long tobj,
+ double x,
+ double y,
+ double z
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluGetTessProperty ( GLUtesselator * tobj , GLenum which , GLdouble * value ) ;
+ * </pre>
+ */
+ public native void gluGetTessProperty (
+ long tobj,
+ int which,
+ double[] value
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluBeginPolygon ( GLUtesselator * tobj ) ;
+ * </pre>
+ */
+ public native void gluBeginPolygon (
+ long tobj
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluNextContour ( GLUtesselator * tobj , GLenum type ) ;
+ * </pre>
+ */
+ public native void gluNextContour (
+ long tobj,
+ int type
+ ) ;
+
+/**
+ * Original Function-Prototype :
+ * <pre>
+ extern void gluEndPolygon ( GLUtesselator * tobj ) ;
+ * </pre>
+ */
+ public native void gluEndPolygon (
+ long tobj
+ ) ;
+
+/* C2J Parser Version 1.5 Beta: Java program parsed successfully. */
+
+
+}
+
diff --git a/gl4java/awt/GLAnimCanvas.java b/gl4java/awt/GLAnimCanvas.java index 499b328..50aa78d 100644 --- a/gl4java/awt/GLAnimCanvas.java +++ b/gl4java/awt/GLAnimCanvas.java @@ -1,745 +1,744 @@ -/** - * @(#) GLAnimCanvas.java - */ - -package gl4java.awt; - -import gl4java.GLContext; - -import java.awt.*; -import java.awt.event.*; -import java.lang.Math; - - -/** - * This is meant as an base class writing - * Animations. A clean usage of multi-threading compatible - * with JAVA2 is implemented here ! - * - * <p> - * - * If you are interessting in further Documentation and/or - * the history of GL4Java follow the following link. - * - * <pre> - <a href="../../GL4Java.html">The GL4Java Documentation</a> - * </pre> - * <p> - * - * This code uses repaint() to fire a sDisplay call by the AWT-Event thread ! - * and sleep to suspend for a given Frames per secounds value as default !! - * - * To switch this behavior for a better performance, and responsiveness - * so that sDisplay is called by the animation thread itself - * call: - * - * <pre> - <a href="GLAnimCanvas.html#setUseRepaint(boolean)">setUseRepaint(false)</a> - * </pre> - * <p> - * - * This code sleep's for a given Frames per secounds after each frame - * as default !! - * - * To switch this behavior for a better performance, - * so that much frames are rendered as the machine can do ! - * call: - * - * <pre> - <a href="GLAnimCanvas.html#setUseFpsSleep(boolean)">setUseFpsSleep(false)</a> - * </pre> - * <p> - * But be sure, that the other threads may not have enough time or i - * may not get the cpu power ... - * - * The following settings for setUseRepaint and setUseFpsSleep looks fine: - * - * <pre> - <p> - A JVM with operating system threads has: <b>native-threads</b> - <p> - A JVM where all JVM threads runs in one operating-system-thread - has: <b>green-threads</b> - - <a name="table"> - <table border> - <tr> - <th><th>green-threads<th>native-threads - <tr> - <td align=center><a href="GLAnimCanvas.html#setUseRepaint(boolean)"><code>setUseRepaint</code></a> - <td align=center><code>true</code> - <td align=center><code> true & false </code> - <tr> - <td align=center><a href="GLAnimCanvas.html#setUseFpsSleep(boolean)"><code>setUseFpsSleep</code></a> - <td align=center><code>true</code> - <td align=center><code> true & false </code> - - </table> - </a> - * </pre> - * - * If you play with setUseRepaint or setUseFpsSleep, - * be shure to have a Java VM with native-thread support, - * because a GL-Context can be shared by many threads, - * but one thread can have just one GL-Context ! - * - * <p> - * - * Since GL4Java 2.5.2 and using a JVM >= 1.3 - * the multithreading support is stable ! - * - * <p> - * - * (comments welcome) - * - * <p> - * To use real fps settings, the following functions provides you to do so: - * <pre> - <a href="GLAnimCanvas.html#setAnimateFps(double)">setAnimateFps</a> - <a href="GLAnimCanvas.html#getMaxFps()">getMaxFps</a> - * </pre> - * Like the first animation run, this class renders a view frames (default 10) - * to subtract the render time from the sleep time ! - * <p> - * You should overwrite the following methods for your needs: - * <pre> - <a href="GLCanvas.html#init()">preInit - initialisation before creating GLContext</a> - <a href="GLAnimCanvas.html#init()">init - 1st initialisation</a> - <a href="GLCanvas.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a> - <a href="GLAnimCanvas.html#display()">display - render one frame</a> - <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize)</a> - <a href="GLAnimCanvas.html#ReInit()">ReInit - ReInitialisation after stop for setSuspended(false)</a> - * </pre> - * - * @see gl4java.awt.GLCanvas - * @version 2.0, 21. April 1999 - * @author Sven Goethel - * - */ -public class GLAnimCanvas extends GLCanvas - implements Runnable -{ - /** - * To support frames per scounds, - * instead of killing the machine :-) - * - * A little GUI is supported ! - * - * @see gl4java.awt.GLAnimCanvas#run - */ - protected double FramesPerSec=20; - protected long mSecPerFrame=0; - - protected static int globalThreadNumber=0; - - public static int getGlobalThreadNumber() - { - return globalThreadNumber; - } - - /** - * the delays .. - */ - protected long dFpsMilli = 0; - - /** - * The thread for referencing Thread (Animation) - * - * @see gl4java.awt.GLAnimCanvas#stop - * @see gl4java.awt.GLAnimCanvas#start - * @see gl4java.awt.GLAnimCanvas#run - */ - protected Thread killme = null; - - /** - * Instead of using suspend (JAVA2) - * - * @see gl4java.awt.GLAnimCanvas#run - */ - protected boolean threadSuspended = false; - - static { - if(GLContext.loadNativeLibraries(null, null, null)==false) - System.out.println("GLAnimCanvas could not load def. native libs."); - } - - /** - * - * Constructor - * - * @see gl4java.awt.GLCanvas#GLCanvas - * - */ - public GLAnimCanvas( int width, int height, - String gl_Name, - String glu_Name - ) - { - super( width, height, gl_Name, glu_Name ); - setAnimateFps(FramesPerSec); - } - - /** - * - * Constructor - * - * Uses the default GLFunc and GLUFunc implementation ! - * - * @see gl4java.awt.GLCanvas#GLCanvas - * - */ - public GLAnimCanvas( int width, int height ) - { - super( width, height); - setAnimateFps(FramesPerSec); - } - - /** - * init should be overwritten by you, - * to enter your initialisation code - * - */ - public void init() - { - /* here we should add and initialize our JAVA components */ - - /* ... and furthet OpenGL init's - like you want to */ - - glj.gljCheckGL(); - - ReInit(); - - /* and start our working thread ... */ - start(); - } - - /** - * - * This is the rendering-method called by sDisplay - * (and sDisplay is called by paint, or by the thread directly !). - * The derived-class (Your Subclass) will redefine this, - * to draw it's own animation ! - * - * <p> - * - * You MUST encapsulate your OpenGL call's within: - * <pre> - - glj.gljMakeCurrent() - YOUR OpenGL commands here ! - - glj.gljFree() - * </pre> - * <p> - * - * You should set shallWeRender here, - * to signalize the animation-loop 'run' to supsend - * <p> - * To restart the thread, just call setSuspended(false) - * - * @see gl4java.awt.GLAnimCanvas#shallWeRender - * @see gl4java.awt.GLAnimCanvas#run - * @see gl4java.awt.GLAnimCanvas#setSuspended - * @see gl4java.awt.GLCanvas#sDisplay - * @see gl4java.awt.GLCanvas#paint - */ - public void display() - { - int i; - - /* Standard GL4Java Init */ - if( cvsIsInit()==false ) - { - if(glj.gljClassDebug) - System.out.println("GLAnimCanvas not initialized yet ..."); - return; - } - - if( glj.gljMakeCurrent() == false ) - { - if(glj.gljClassDebug) - System.out.println("GLAnimCanvas problem in gljMakeCurrent() method"); - return; - } - - // ... just render it - - /* For your animation dutys ;-) */ - glj.gljSwap(); - glj.gljCheckGL(); - glj.gljFree(); - } - - /** - * ReInit should be overwritten by you, - * to enter your re-initialisation within setSuspended(false) - * - * @see gl4java.awt.GLAnimCanvas#setSuspended - */ - public void ReInit() - { - } - - protected boolean useRepaint = true; - - protected boolean useFpsSleep = true; - - /** - * The normal behavior is to use 'repaint' - * within the AWT-Event Thread to render. - * <p> - * If you have serious reasons, e.g. measuring performance, - * you can change it while invoke this function with 'false'. - * In this case, the thread itself calls the sDisplay method ! - * - * On fast good multi-threading machines (native-thread-JVM), - * this should increase the performance and the responsiveness ! - * <p> - * - * @param b if true, uses repaint (default), otherwise directly sDisplay - * @see gl4java.awt.GLCanvas#sDisplay - * @see gl4java.awt.GLAnimCanvas#setUseFpsSleep - */ - public void setUseRepaint(boolean b) - { - useRepaint = b; - } - - /** - * The normal behavior is to use FpsSleep - * - * But you can overwrite this behavior and - * drop the Frame Per Secound sleeps - - * so that much frames are rendered as the machine can do ! - * <p> - * - * @param b if true, uses Fps sleeping, else not ! - * @see gl4java.awt.GLCanvas#sDisplay - * @see gl4java.awt.GLAnimCanvas#setUseRepaint - */ - public void setUseFpsSleep(boolean b) - { - useFpsSleep = b; - } - - public boolean getUseRepaint() - { - return useRepaint; - } - - public boolean getUseFpsSleep() - { - return useFpsSleep; - } - - /** - * HERE WE DO HAVE OUR RUNNING THREAD ! - * WE NEED STUFF LIKE THAT FOR ANIMATION ;-) - */ - public void start() - { - if(killme == null) - { - killme = new Thread(this); - killme.start(); - - resetFpsCounter(); - } - } - - public synchronized void stop() - { - killme = null; - threadSuspended=false; - - notifyAll(); - } - - /** - * You should call this before releasing/dispose this Window ! - * Also you can overwrite this class, - * to dispose your own elements, e.g. a Frame etc. - - * but be shure that you call - * cvsDispose implementation call this one ! - * - * This function calls gljDestroy of GLContext ! - * - * @see gl4java.GLContext#gljDestroy - * @see gl4java.awt.GLCanvas#cvsDispose - * @see gl4java.awt.GLCanvas#doCleanup - */ - public void cvsDispose() - { - stop(); - super.cvsDispose(); - } - - /** - * Should be set in display, - * whether to render or not while the animation loop - * <p> - * If shallWeRender is false, - * this thread will suspend ! - * - * @see gl4java.awt.GLAnimCanvas#display - * @see gl4java.awt.GLAnimCanvas#run - */ - protected boolean shallWeRender = true; - protected boolean isRunning = false; - - private long _fDelay = 0; - private long _fDelay_Frames = 10; - private boolean _fDelaySync=true; - private boolean _fDelayRun=false; - - /** - * The running loop for animations - * which initiates the call of display - * - * @see gl4java.awt.GLAnimCanvas#shallWeRender - * @see gl4java.awt.GLAnimCanvas#display - */ - public void run() - { - Thread thisThread = Thread.currentThread(); - - isRunning = true; - - synchronized (this) { - globalThreadNumber++; - } - - while (killme==thisThread) - { - if(cvsIsInit()) - { - /* DRAW THE TINGS .. */ - if (shallWeRender) - { - if(useRepaint) - repaint(); - else - sDisplay(); - } else { - synchronized (this) { - threadSuspended=true; - } - } - - if(fps_isCounting) - fps_frames++; - - } - - try { - if(useFpsSleep) - { - if(useRepaint) - { - if(mSecPerFrame<_f_dur) - dFpsMilli=_f_dur; - else - dFpsMilli=mSecPerFrame; - } - else - { - dFpsMilli= mSecPerFrame - _f_dur; - if (dFpsMilli<=0) - dFpsMilli= 1; - } - - Thread.currentThread().sleep(dFpsMilli, 0 ); - } else { - Thread.yield(); - } - - if (threadSuspended) { - stopFpsCounter(); - synchronized (this) { - while (threadSuspended) - wait(); - } - } - } catch (InterruptedException e) - {} - } - - if(glj!=null) - glj.gljFree(); // just to be sure .. - - synchronized (this) { - globalThreadNumber--; - } - - isRunning = false; - } - - /** - * Here we can (re)start or suspend animation ... - * - * If the thread should be (re)started and is not alive -> killed, - * or never be started, it will be started ! - * - * @param suspend if true the thread will be suspended, - * if false, the thread will be (re)started - * - * @see gl4java.awt.GLAnimCanvas#isAlive - * @see gl4java.awt.GLAnimCanvas#start - */ - public void setSuspended(boolean suspend) - { - setSuspended(suspend, false); - } - - /** - * Here we can (re)start or suspend animation ... - * - * If the thread should be (re)started and is not alive -> killed, - * or never be started, it will be started ! - * - * @param suspend if true the thread will be suspended, - * if false, the thread will be (re)started - * - * @param reInit if true the ReInit will be called additionally, - * where the user can set additional initialisations - * - * @see gl4java.awt.GLAnimCanvas#isAlive - * @see gl4java.awt.GLAnimCanvas#start - */ - public synchronized void setSuspended(boolean suspend, boolean reInit) - { - if(suspend) { - shallWeRender=false; - } else if(isAlive()==false) { - start(); - } else { - // the thread is alive, but suspended and should be - // re-started - shallWeRender=true; - resetFpsCounter(); - - if(reInit) - ReInit(); - - threadSuspended=false; - notifyAll(); - } - } - - /** - * is the thread alive, means is started and not died ? - * - * @see gl4java.awt.GLAnimCanvas#run - * @see gl4java.awt.GLAnimCanvas#setSuspended - * @see gl4java.awt.GLAnimCanvas#start - * @see gl4java.awt.GLAnimCanvas#stop - */ - public boolean isAlive() - { - if(killme==null) return false; - return killme.isAlive(); - } - - /** - * is the thread suspended, means is started but waiting, - * or not alive (ok :-| - but it is practical) - * - * @see gl4java.awt.GLAnimCanvas#run - * @see gl4java.awt.GLAnimCanvas#setSuspended - * @see gl4java.awt.GLAnimCanvas#start - * @see gl4java.awt.GLAnimCanvas#stop - */ - public boolean isSuspended() - { - if(killme==null) return true; - return threadSuspended; - } - - private double fps=0; // frame-per-sec - private long fps_duration =0; // milli-secs - private long fps_start=0; // milli-secs - private long fps_frames =0; // number of frames - private boolean fps_isCounting =true; // shall i count - private boolean verboseFps =false; // shall i be verbose - - /** - * resets the Fps Counter - * <p> - * this function is called automatically by - * start and setSuspended - * - * @see gl4java.awt.GLAnimCanvas#start - * @see gl4java.awt.GLAnimCanvas#setSuspended - * @see gl4java.awt.GLAnimCanvas#resetFpsCounter - * @see gl4java.awt.GLAnimCanvas#stopFpsCounter - * @see gl4java.awt.GLAnimCanvas#getFps - * @see gl4java.awt.GLAnimCanvas#getFpsDuration - * @see gl4java.awt.GLAnimCanvas#getFpsFrames - * @see gl4java.awt.GLAnimCanvas#setVerboseFps - */ - public void resetFpsCounter() - { - fps=0; // frame-per-sec - fps_duration =0; // milli-secs - fps_frames =0; // number of frames - fps_isCounting =true; // shall i count - fps_start=System.currentTimeMillis(); - } - - /** - * stops the Fps Counter and sets all values - * fot the getFps* methods - * <p> - * this function is called automatically by - * run, if the thread is suspended via shallWeRender - * <p> - * All data's are print out on System.out - * if verboseFps is set ! - * - * @see gl4java.awt.GLAnimCanvas#run - * @see gl4java.awt.GLAnimCanvas#shallWeRender - * @see gl4java.awt.GLAnimCanvas#resetFpsCounter - * @see gl4java.awt.GLAnimCanvas#stopFpsCounter - * @see gl4java.awt.GLAnimCanvas#getFps - * @see gl4java.awt.GLAnimCanvas#getFpsDuration - * @see gl4java.awt.GLAnimCanvas#getFpsFrames - * @see gl4java.awt.GLAnimCanvas#setVerboseFps - */ - public void stopFpsCounter() - { - if(fps_isCounting==true) - { - long fps_end=System.currentTimeMillis(); - fps_duration = fps_end-fps_start; - double timed= ((double)fps_duration)/1000.0; - if(timed==0) timed=1.0; - fps = ((double)fps_frames)/timed ; - fps_isCounting=false; - } - if(verboseFps) - { - System.out.println("\nfps = "+String.valueOf(fps)); - System.out.println("time = "+String.valueOf(fps_duration)+" ms"); - System.out.println("frames = "+String.valueOf(fps_frames)); - if(fps_frames==0) fps_frames=1; - System.out.println("time/f = "+String.valueOf(fps_duration/fps_frames)+" ms"); - } - } - - /** - * sets if the Fps data shall be printed to System.out - * while stopFpsCounter is called ! - * <p> - * verboseFps is set to true by default ! - * - * @see gl4java.awt.GLAnimCanvas#run - * @see gl4java.awt.GLAnimCanvas#shallWeRender - * @see gl4java.awt.GLAnimCanvas#resetFpsCounter - * @see gl4java.awt.GLAnimCanvas#stopFpsCounter - * @see gl4java.awt.GLAnimCanvas#getFps - * @see gl4java.awt.GLAnimCanvas#getFpsDuration - * @see gl4java.awt.GLAnimCanvas#getFpsFrames - * @see gl4java.awt.GLAnimCanvas#setVerboseFps - */ - public void setVerboseFps(boolean v) - { - verboseFps=v; - } - - /** - * returns the calculated frames per secounds - * <p> - * this data is avaiable after calling stopFpsCounter - * - * @see gl4java.awt.GLAnimCanvas#resetFpsCounter - * @see gl4java.awt.GLAnimCanvas#stopFpsCounter - * @see gl4java.awt.GLAnimCanvas#getFps - * @see gl4java.awt.GLAnimCanvas#getFpsDuration - * @see gl4java.awt.GLAnimCanvas#getFpsFrames - * @see gl4java.awt.GLAnimCanvas#setVerboseFps - */ - public double getFps() - { - return fps; - } - - /** - * returns the calculated duration in millisecs - * <p> - * this data is avaiable after calling stopFpsCounter - * - * @see gl4java.awt.GLAnimCanvas#resetFpsCounter - * @see gl4java.awt.GLAnimCanvas#stopFpsCounter - * @see gl4java.awt.GLAnimCanvas#getFps - * @see gl4java.awt.GLAnimCanvas#getFpsDuration - * @see gl4java.awt.GLAnimCanvas#getFpsFrames - * @see gl4java.awt.GLAnimCanvas#setVerboseFps - */ - public long getFpsDuration() - { - return fps_duration; - } - - /** - * returns the calculated frames number - * <p> - * this data is avaiable after calling stopFpsCounter - * - * @see gl4java.awt.GLAnimCanvas#resetFpsCounter - * @see gl4java.awt.GLAnimCanvas#stopFpsCounter - * @see gl4java.awt.GLAnimCanvas#getFps - * @see gl4java.awt.GLAnimCanvas#getFpsDuration - * @see gl4java.awt.GLAnimCanvas#getFpsFrames - * @see gl4java.awt.GLAnimCanvas#setVerboseFps - */ - public long getFpsFrames() - { - return fps_frames; - } - - /** - * Just set the FramePerSecounds for Animation - * - * @deprecated Now the frames per seconds are allways - * calculated, no pre-sync needed. - * @see #setAnimateFps(double) - */ - public void setAnimateFps(double fps, int synFrames) - { - setAnimateFps(fps); - } - - /** - * Just set the FramePerSecounds for Animation - * - * @see gl4java.awt.GLAnimCanvas#getMaxFps - */ - public void setAnimateFps(double fps) - { - FramesPerSec=fps; - mSecPerFrame = (long) ( (1.0/FramesPerSec) * 1000.0 ) ; - if(verboseFps) - { - System.out.println("\nset fps := "+ - String.valueOf(fps)+ - " -> "+String.valueOf(mSecPerFrame)+ - " [ms/frame]" - ); - } - resetFpsCounter(); - } - - /** - * Just get the maximum number of Frames per secounds, - * which is calculated with the time, one frame needs to render ! - * - * this value is avaiable after the thread is started - * and the first frames are rendered ! - * - * @see gl4java.awt.GLAnimCanvas#setAnimateFps - */ - public double getMaxFps() - { - return (1.0/(double)_f_dur)*1000.0; - } - -} - +/**
+ * @(#) GLAnimCanvas.java
+ */
+
+package gl4java.awt;
+
+import gl4java.*;
+
+import java.awt.*;
+import java.awt.event.*;
+import java.lang.Math;
+
+
+/**
+ * This is meant as an base class writing
+ * Animations. A clean usage of multi-threading compatible
+ * with JAVA2 is implemented here !
+ *
+ * <p>
+ *
+ * If you are interessting in further Documentation and/or
+ * the history of GL4Java follow the following link.
+ *
+ * <pre>
+ <a href="../../GL4Java.html">The GL4Java Documentation</a>
+ * </pre>
+ *
+ * <p>
+ * There are two ways of using a GLAnimCanvas: the {@link
+ * gl4java.GLEventListener} model or the subclassing model. Earlier
+ * versions of OpenGL for Java only supported the subclassing model.
+ * The default implementations of {@link gl4java.awt.GLCanvas#init},
+ * {@link gl4java.awt.GLCanvas#display},
+ * {@link gl4java.awt.GLCanvas#reshape} and
+ # {@link gl4java.awt.GLCanvas#doCleanup}
+ * now send events to GLEventListeners; they can
+ * still be overridden as before to support the subclassing model.
+ *
+ * <p>
+ * If using the subclassing model, you should override the following
+ * methods for your needs:
+ * <pre>
+ <a href="GLCanvas.html#init()">preInit - initialisation before creating GLContext</a>
+ <a href="GLAnimCanvas.html#init()">init - 1st initialisation</a>
+ <a href="GLCanvas.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a>
+ <a href="GLAnimCanvas.html#display()">display - render one frame</a>
+ <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize)</a>
+ <a href="GLAnimCanvas.html#ReInit()">ReInit - ReInitialisation after stop for setSuspended(false)</a>
+ * </pre>
+ *
+ * <p>
+ *
+ * This code uses repaint() to fire a sDisplay call by the AWT-Event thread !
+ * and sleep to suspend for a given Frames per secounds value as default !!
+ *
+ * To switch this behavior for a better performance, and responsiveness
+ * so that sDisplay is called by the animation thread itself
+ * call:
+ *
+ * <pre>
+ <a href="GLAnimCanvas.html#setUseRepaint(boolean)">setUseRepaint(false)</a>
+ * </pre>
+ * <p>
+ *
+ * This code sleep's for a given Frames per secounds after each frame
+ * as default !!
+ *
+ * To switch this behavior for a better performance,
+ * so that much frames are rendered as the machine can do !
+ * call:
+ *
+ * <pre>
+ <a href="GLAnimCanvas.html#setUseFpsSleep(boolean)">setUseFpsSleep(false)</a>
+ * </pre>
+ * <p>
+ * But be sure, that the other threads may not have enough time or i
+ * may not get the cpu power ...
+ *
+ * The following settings for setUseRepaint and setUseFpsSleep looks fine:
+ *
+ * <pre>
+ <p>
+ A JVM with operating system threads has: <b>native-threads</b>
+ <p>
+ A JVM where all JVM threads runs in one operating-system-thread
+ has: <b>green-threads</b>
+
+ <a name="table">
+ <table border>
+ <tr>
+ <th><th>green-threads<th>native-threads
+ <tr>
+ <td align=center><a href="GLAnimCanvas.html#setUseRepaint(boolean)"><code>setUseRepaint</code></a>
+ <td align=center><code>true</code>
+ <td align=center><code> true & false </code>
+ <tr>
+ <td align=center><a href="GLAnimCanvas.html#setUseFpsSleep(boolean)"><code>setUseFpsSleep</code></a>
+ <td align=center><code>true</code>
+ <td align=center><code> true & false </code>
+
+ </table>
+ </a>
+ * </pre>
+ *
+ * If you play with setUseRepaint or setUseFpsSleep,
+ * be shure to have a Java VM with native-thread support,
+ * because a GL-Context can be shared by many threads,
+ * but one thread can have just one GL-Context !
+ *
+ * <p>
+ *
+ * Since GL4Java 2.5.2 and using a JVM >= 1.3
+ * the multithreading support is stable !
+ *
+ * <p>
+ *
+ * (comments welcome)
+ *
+ * <p>
+ * To use real fps settings, the following functions provides you to do so:
+ * <pre>
+ <a href="GLAnimCanvas.html#setAnimateFps(double)">setAnimateFps</a>
+ <a href="GLAnimCanvas.html#getMaxFps()">getMaxFps</a>
+ * </pre>
+ * Like the first animation run, this class renders a view frames (default 10)
+ * to subtract the render time from the sleep time !
+ *
+ * @see gl4java.awt.GLCanvas
+ * @version 2.0, 21. April 1999
+ * @author Sven Goethel
+ *
+ */
+public class GLAnimCanvas extends GLCanvas
+ implements Runnable
+{
+ /**
+ * To support frames per scounds,
+ * instead of killing the machine :-)
+ *
+ * A little GUI is supported !
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ */
+ protected double FramesPerSec=20;
+ protected long mSecPerFrame=0;
+
+ protected static int globalThreadNumber=0;
+
+ public static int getGlobalThreadNumber()
+ {
+ return globalThreadNumber;
+ }
+
+ /**
+ * the delays ..
+ */
+ protected long dFpsMilli = 0;
+
+ /**
+ * The thread for referencing Thread (Animation)
+ *
+ * @see gl4java.awt.GLAnimCanvas#stop
+ * @see gl4java.awt.GLAnimCanvas#start
+ * @see gl4java.awt.GLAnimCanvas#run
+ */
+ protected Thread killme = null;
+
+ /**
+ * Instead of using suspend (JAVA2)
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ */
+ protected boolean threadSuspended = false;
+
+ static {
+ if(GLContext.loadNativeLibraries(null, null, null)==false)
+ System.out.println("GLAnimCanvas could not load def. native libs.");
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ *
+ */
+ public GLAnimCanvas( int width, int height,
+ String gl_Name,
+ String glu_Name
+ )
+ {
+ super( width, height, gl_Name, glu_Name );
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ *
+ */
+ public GLAnimCanvas( int width, int height )
+ {
+ super( width, height);
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ *
+ */
+ public GLAnimCanvas( GLCapabilities capabilities,
+ int width, int height,
+ String gl_Name,
+ String glu_Name
+ )
+ {
+ super( capabilities, width, height, gl_Name, glu_Name );
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ *
+ */
+ public GLAnimCanvas( GLCapabilities capabilities,
+ int width, int height )
+ {
+ super( capabilities, width, height);
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ */
+ public GLAnimCanvas( GraphicsConfiguration config,
+ GLCapabilities capabilities,
+ int width, int height,
+ String gl_Name,
+ String glu_Name
+ )
+ {
+ super( config, capabilities,
+ width, height, gl_Name, glu_Name );
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ */
+ public GLAnimCanvas( GraphicsConfiguration config,
+ GLCapabilities capabilities,
+ int width, int height )
+ {
+ super( config, capabilities,
+ width, height);
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ * ReInit should be overwritten by you,
+ * to enter your re-initialisation within setSuspended(false)
+ *
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ */
+ public void ReInit()
+ {
+ }
+
+ protected boolean useRepaint = true;
+
+ protected boolean useFpsSleep = true;
+
+ /**
+ * The normal behavior is to use 'repaint'
+ * within the AWT-Event Thread to render.
+ * <p>
+ * If you have serious reasons, e.g. measuring performance,
+ * you can change it while invoke this function with 'false'.
+ * In this case, the thread itself calls the sDisplay method !
+ *
+ * On fast good multi-threading machines (native-thread-JVM),
+ * this should increase the performance and the responsiveness !
+ * <p>
+ *
+ * @param b if true, uses repaint (default), otherwise directly sDisplay
+ * @see gl4java.awt.GLCanvas#sDisplay
+ * @see gl4java.awt.GLAnimCanvas#setUseFpsSleep
+ */
+ public void setUseRepaint(boolean b)
+ {
+ useRepaint = b;
+ }
+
+ /**
+ * The normal behavior is to use FpsSleep
+ *
+ * But you can overwrite this behavior and
+ * drop the Frame Per Secound sleeps -
+ * so that much frames are rendered as the machine can do !
+ * <p>
+ *
+ * @param b if true, uses Fps sleeping, else not !
+ * @see gl4java.awt.GLCanvas#sDisplay
+ * @see gl4java.awt.GLAnimCanvas#setUseRepaint
+ */
+ public void setUseFpsSleep(boolean b)
+ {
+ useFpsSleep = b;
+ }
+
+ public boolean getUseRepaint()
+ {
+ return useRepaint;
+ }
+
+ public boolean getUseFpsSleep()
+ {
+ return useFpsSleep;
+ }
+
+ /**
+ * HERE WE DO HAVE OUR RUNNING THREAD !
+ * WE NEED STUFF LIKE THAT FOR ANIMATION ;-)
+ */
+ public void start()
+ {
+ if(killme == null)
+ {
+ killme = new Thread(this);
+ killme.start();
+
+ resetFpsCounter();
+ }
+ }
+
+ public synchronized void stop()
+ {
+ killme = null;
+ threadSuspended=false;
+
+ notifyAll();
+ }
+
+ /**
+ * You should call this before releasing/dispose this Window !
+ * Also you can overwrite this class,
+ * to dispose your own elements, e.g. a Frame etc. -
+ * but be shure that you call
+ * cvsDispose implementation call this one !
+ *
+ * This function calls gljDestroy of GLContext !
+ *
+ * @see gl4java.GLContext#gljDestroy
+ * @see gl4java.awt.GLCanvas#cvsDispose
+ * @see gl4java.awt.GLCanvas#doCleanup
+ */
+ public void cvsDispose()
+ {
+ stop();
+ super.cvsDispose();
+ }
+
+ protected boolean shallWeRender = true;
+ protected boolean isRunning = false;
+
+ private long _fDelay = 0;
+ private long _fDelay_Frames = 10;
+ private boolean _fDelaySync=true;
+ private boolean _fDelayRun=false;
+
+ /**
+ * The running loop for animations
+ * which initiates the call of display
+ *
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLCanvas#display
+ */
+ public void run()
+ {
+ Thread thisThread = Thread.currentThread();
+
+ isRunning = true;
+
+ synchronized (this) {
+ globalThreadNumber++;
+ }
+
+ while (killme==thisThread)
+ {
+ if(cvsIsInit())
+ {
+ /* DRAW THE TINGS .. */
+ if (shallWeRender)
+ {
+ if(useRepaint)
+ repaint();
+ else
+ sDisplay();
+ } else {
+ synchronized (this) {
+ threadSuspended=true;
+ }
+ }
+
+ if(fps_isCounting)
+ fps_frames++;
+
+ }
+
+ try {
+ if(useFpsSleep)
+ {
+ if(useRepaint)
+ {
+ if(mSecPerFrame<_f_dur)
+ dFpsMilli=_f_dur;
+ else
+ dFpsMilli=mSecPerFrame;
+ }
+ else
+ {
+ dFpsMilli= mSecPerFrame - _f_dur;
+ if (dFpsMilli<=0)
+ dFpsMilli= 1;
+ }
+
+ Thread.currentThread().sleep(dFpsMilli, 0 );
+ } else {
+ Thread.yield();
+ }
+
+ if (threadSuspended) {
+ stopFpsCounter();
+ synchronized (this) {
+ while (threadSuspended)
+ wait();
+ }
+ }
+ } catch (InterruptedException e)
+ {}
+ }
+
+ if(glj!=null)
+ glj.gljFree(); // just to be sure ..
+
+ synchronized (this) {
+ globalThreadNumber--;
+ }
+
+ isRunning = false;
+ }
+
+ /**
+ * Here we can (re)start or suspend animation ...
+ *
+ * If the thread should be (re)started and is not alive -> killed,
+ * or never be started, it will be started !
+ *
+ * @param suspend if true the thread will be suspended,
+ * if false, the thread will be (re)started
+ *
+ * @see gl4java.awt.GLAnimCanvas#isAlive
+ * @see gl4java.awt.GLAnimCanvas#start
+ */
+ public void setSuspended(boolean suspend)
+ {
+ setSuspended(suspend, false);
+ }
+
+ /**
+ * Here we can (re)start or suspend animation ...
+ *
+ * If the thread should be (re)started and is not alive -> killed,
+ * or never be started, it will be started !
+ *
+ * @param suspend if true the thread will be suspended,
+ * if false, the thread will be (re)started
+ *
+ * @param reInit if true the ReInit will be called additionally,
+ * where the user can set additional initialisations
+ *
+ * @see gl4java.awt.GLAnimCanvas#isAlive
+ * @see gl4java.awt.GLAnimCanvas#start
+ * @see gl4java.awt.GLAnimCanvas#run
+ */
+ public synchronized void setSuspended(boolean suspend, boolean reInit)
+ {
+ if(suspend) {
+ shallWeRender=false;
+ } else if(isAlive()==false) {
+ start();
+ } else {
+ // the thread is alive, but suspended and should be
+ // re-started
+ shallWeRender=true;
+ resetFpsCounter();
+
+ if(reInit)
+ ReInit();
+
+ threadSuspended=false;
+ notifyAll();
+ }
+ }
+
+ /**
+ * is the thread alive, means is started and not died ?
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLAnimCanvas#start
+ * @see gl4java.awt.GLAnimCanvas#stop
+ */
+ public boolean isAlive()
+ {
+ if(killme==null) return false;
+ return killme.isAlive();
+ }
+
+ /**
+ * is the thread suspended, means is started but waiting,
+ * or not alive (ok :-| - but it is practical)
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLAnimCanvas#start
+ * @see gl4java.awt.GLAnimCanvas#stop
+ */
+ public boolean isSuspended()
+ {
+ if(killme==null) return true;
+ return threadSuspended;
+ }
+
+ private double fps=0; // frame-per-sec
+ private long fps_duration =0; // milli-secs
+ private long fps_start=0; // milli-secs
+ private long fps_frames =0; // number of frames
+ private boolean fps_isCounting =true; // shall i count
+ private boolean verboseFps =false; // shall i be verbose
+
+ /**
+ * resets the Fps Counter
+ * <p>
+ * this function is called automatically by
+ * start and after setSuspended suspends the
+ * animation thread !
+ *
+ * @see gl4java.awt.GLAnimCanvas#start
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ */
+ public void resetFpsCounter()
+ {
+ fps=0; // frame-per-sec
+ fps_duration =0; // milli-secs
+ fps_frames =0; // number of frames
+ fps_isCounting =true; // shall i count
+ fps_start=System.currentTimeMillis();
+ }
+
+ /**
+ * stops the Fps Counter and sets all values
+ * fot the getFps* methods
+ * <p>
+ * this function is called automatically by
+ * run, if the thread is suspended via setSuspended(true)
+ * <p>
+ * All data's are print out on System.out
+ * if verboseFps is set !
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ */
+ public void stopFpsCounter()
+ {
+ if(fps_isCounting==true)
+ {
+ long fps_end=System.currentTimeMillis();
+ fps_duration = fps_end-fps_start;
+ double timed= ((double)fps_duration)/1000.0;
+ if(timed==0) timed=1.0;
+ fps = ((double)fps_frames)/timed ;
+ fps_isCounting=false;
+ }
+ if(verboseFps)
+ {
+ System.out.println("\nfps = "+String.valueOf(fps));
+ System.out.println("time = "+String.valueOf(fps_duration)+" ms");
+ System.out.println("frames = "+String.valueOf(fps_frames));
+ if(fps_frames==0) fps_frames=1;
+ System.out.println("time/f = "+String.valueOf(fps_duration/fps_frames)+" ms");
+ }
+ }
+
+ /**
+ * sets if the Fps data shall be printed to System.out
+ * while stopFpsCounter is called !
+ * <p>
+ * verboseFps is set to true by default !
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ */
+ public void setVerboseFps(boolean v)
+ {
+ verboseFps=v;
+ }
+
+ /**
+ * returns the calculated frames per secounds
+ * <p>
+ * this data is avaiable after calling stopFpsCounter
+ *
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ */
+ public double getFps()
+ {
+ return fps;
+ }
+
+ /**
+ * returns the calculated duration in millisecs
+ * <p>
+ * this data is avaiable after calling stopFpsCounter
+ *
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ */
+ public long getFpsDuration()
+ {
+ return fps_duration;
+ }
+
+ /**
+ * returns the calculated frames number
+ * <p>
+ * this data is avaiable after calling stopFpsCounter
+ *
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ */
+ public long getFpsFrames()
+ {
+ return fps_frames;
+ }
+
+ /**
+ * Just set the FramePerSecounds for Animation
+ *
+ * @deprecated Now the frames per seconds are allways
+ * calculated, no pre-sync needed.
+ * @see #setAnimateFps(double)
+ */
+ public void setAnimateFps(double fps, int synFrames)
+ {
+ setAnimateFps(fps);
+ }
+
+ /**
+ * Just set the FramePerSecounds for Animation
+ *
+ * @see gl4java.awt.GLAnimCanvas#getMaxFps
+ */
+ public void setAnimateFps(double fps)
+ {
+ FramesPerSec=fps;
+ mSecPerFrame = (long) ( (1.0/FramesPerSec) * 1000.0 ) ;
+ if(verboseFps)
+ {
+ System.out.println("\nset fps := "+
+ String.valueOf(fps)+
+ " -> "+String.valueOf(mSecPerFrame)+
+ " [ms/frame]"
+ );
+ }
+ resetFpsCounter();
+ }
+
+ /**
+ * Just get the maximum number of Frames per secounds,
+ * which is calculated with the time, one frame needs to render !
+ *
+ * this value is avaiable after the thread is started
+ * and the first frames are rendered !
+ *
+ * @see gl4java.awt.GLAnimCanvas#setAnimateFps
+ */
+ public double getMaxFps()
+ {
+ return (1.0/(double)_f_dur)*1000.0;
+ }
+
+}
+
diff --git a/gl4java/awt/GLCanvas.java b/gl4java/awt/GLCanvas.java index da4cbfa..f997bdd 100644 --- a/gl4java/awt/GLCanvas.java +++ b/gl4java/awt/GLCanvas.java @@ -1,814 +1,1063 @@ -/** - * @(#) GLCanvas.java - */ - - -package gl4java.awt; - -import gl4java.*; - -import java.awt.*; -import java.awt.event.*; - -/** - * This is meant as an base class writing - * easy render functions. A clean usage of multi-threading compatible - * with JAVA2 is implemented in GLAnimCanvas ! - * - * <p> - * - * If you are interessting in further Documentation and/or - * the history of GL4Java follow the following link. - * - * <pre> - <a href="../../GL4Java.html">The GL4Java Documentation</a> - * </pre> - * <p> - * - * You should overwrite the following methods for your needs: - * <pre> - <a href="GLCanvas.html#init()">preInit - initialisation before creating GLContext</a> - <a href="GLCanvas.html#init()">init - 1st initialisation after creating GLContext</a> - <a href="GLCanvas.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a> - <a href="GLCanvas.html#display()">display - render your frame</a> - <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize), gljResize() is allready invoked !</a> - * </pre> - * - * To check if you can use the GLContext and GL and GLU methods, - * use the function - * <pre> - <a href="GLCanvas.html#cvsIsInit()">cvsIsInit</a> - * </pre> - * <p> - * IF you remove/release a GLCanvas, - * e.g. you want to close/dispose it�s Window (which contains this GLCanvas), - * you HAVE TO call: - * - * <pre> - <a href="GLCanvas.html#cvsDispose()">cvsDispose</a> - * </pre> - * You should call this before releasing/dispose this Window ! - * Also you can overwrite this class, - * to dispose your own elements, e.g. a Frame etc. - - * but be shure that you call - * cvsDispose implementation call this one ! - * - * <p> - * We do override the following Canvas methods. - * - * <pre> - <a href="GLCanvas.html#update(java.awt.Graphics)">update</a> - <a href="GLCanvas.html#paint(java.awt.Graphics)">paint</a> - * </pre> - * <p> - * - * @see gl4java.awt.GLAnimCanvas - * @version 2.0, 21. April 1999 - * @author Sven Goethel - * - */ -public class GLCanvas extends Canvas - implements GLEnum, GLUEnum, - ComponentListener, WindowListener, MouseListener -{ - protected GLContext glj = null; - public GLFunc gl = null; - public GLUFunc glu = null; - - protected Dimension size = null; - protected boolean mustResize = false; - - protected boolean needCvsDispose = false; - - /** - * Visual pre-set for doubleBuffer, default: true - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.awt.GLCanvas#preInit - * @see gl4java.awt.GLCanvas#paint - */ - protected boolean doubleBuffer = true; - - /** - * Visual pre-set for stencil-bit number, default: 0 - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.awt.GLCanvas#preInit - * @see gl4java.awt.GLCanvas#paint - */ - protected int stencilBits = 0; - - /** - * Visual pre-set for accumulator buffer size, default: 0 - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * This value has a special behavior. - * For input - within the contructor, - * it is the value for each component ! - * - * The output value, after the constructor returns, - * it is the summary of all accumulation bits of all components ! - * - * @see gl4java.awt.GLCanvas#preInit - * @see gl4java.awt.GLCanvas#paint - */ - protected int accumSize = 0; - - /** - * Visual pre-set for stereoView, default: false - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.awt.GLCanvas#preInit - * @see gl4java.awt.GLCanvas#paint - */ - protected boolean stereoView = false; - - /** - * Visual pre-set for RGBA usage, default: true - of course ;-) - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.awt.GLCanvas#preInit - * @see gl4java.awt.GLCanvas#paint - */ - protected boolean rgba = true; - - /** - * Visual pre-set for RGBA usage, default: true - of course ;-) - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.awt.GLCanvas#preInit - * @see gl4java.awt.GLCanvas#paint - */ - protected boolean createOwnWindow = false; - - /** - * The context with wich display lists and textures will be shared. - * - * @see gl4java.awt.GLCanvas#preInit - * @see gl4java.awt.GLCanvas#paint - */ - protected GLContext sharedGLContext; - - static { - if(GLContext.loadNativeLibraries(null, null, null)==false) - System.out.println("GLCanvas could not load def. native libs."); - } - - /** - * - * Constructor - * - * @param width the canvas initial-prefered width - * @param height the canvas initial-prefered height - * - * @param gl_Name The name of the GLFunc implementation - * If gl_Name==null, the default class will be used ! - * - * @param glu_Name The name of the GLUFunc implementation - * If gl_LibName==null, the default class will be used ! - * - */ - public GLCanvas( int width, int height, - String gl_Name, - String glu_Name - ) - { - super( ); - - if( (gl=GLContext.createGLFunc(gl_Name)) ==null) - { - System.out.println("GLFunc implementation "+gl_Name+" not created"); - } - if( (glu=GLContext.createGLUFunc(glu_Name)) ==null) - { - System.out.println("GLUFunc implementation "+glu_Name+" not created"); - } - - size = new Dimension(width, height); - - setSize(size); - - } - - /** - * - * Constructor - * - * Uses the default GLFunc and GLUFunc implementation ! - * - * @param width the canvas initial-prefered width - * @param height the canvas initial-prefered height - * - */ - public GLCanvas( int width, int height ) - { - this(width, height, null, null); - } - - /* GLCanvas AWT classes */ - - public Dimension getPreferredSize() { - return getMinimumSize(); - } - - public Dimension getMinimumSize() { - return size; - } - - /** - * Used to return the created GLContext - */ - public final GLContext getGLContext() { return glj; } - - /** - * - * Overridden update - * This one only call's the paint method, without clearing - * the background - thats hopefully done by OpenGL ;-) - * - * @param g the Graphics Context - * @return void - * - * @see gl4java.awt.GLCanvas#paint - */ - public void update(Graphics g) - { - /* let's let OpenGL clear the background ... */ - paint(g); - } - - /** - * Safe the toplevel window - */ - protected Window topLevelWindow = null; - - /** - * - * This function returns the found TopLevelWindow, - * which contains this Canvas .. - * - * @return void - * - * @see gl4java.awt.GLCanvas#paint - */ - public final Window getTopLevelWindow() - { return topLevelWindow; } - - /** - * this function overrides the Canvas paint method ! - * - * For the first paint, - * the user function preInit is called, a GLContext is created - * and the user function init is called ! - * - * Also, if a GL Context exist, GLCanvas's sDisplay-method will be called - * to do OpenGL-rendering. - * - * The sDisplay method itself calls the display-method ! - * sDisplay is needed to be thread-safe, to manage - * the resize functionality and to safe the time per frame. - * - * To define your rendering, you should overwrite the display-method - * in your derivation. - * - * @see gl4java.GLContext#GLContext - * @see gl4java.awt.GLCanvas#cvsIsInit - * @see gl4java.awt.GLCanvas#sDisplay - * @see gl4java.awt.GLCanvas#display - * @see gl4java.awt.GLCanvas#preInit - * @see gl4java.awt.GLCanvas#init - */ - public synchronized final void paint( Graphics g ) - { - if(glj == null || ( !glj.gljIsInit() && isGLEnabled() ) ) - { - if(GLContext.gljClassDebug) - System.out.println("GLCanvas create GLContext (recreate="+ - (glj != null) +")"); - preInit(); - - if(glj!=null) glj=null; - - glj = new GLContext ( this, gl, glu, - createOwnWindow, - doubleBuffer, stereoView, - rgba, stencilBits, accumSize, - sharedGLContext ); - - if(glj!=null) - { - createOwnWindow = glj.isOwnWindowCreated(); - doubleBuffer = glj.isDoubleBuffer(); - stencilBits = glj.getStencilBitNumber(); - accumSize = glj.getAccumSize(); - stereoView = glj.isStereoView(); - rgba = glj.isRGBA(); - } - - init(); - - // fetch the top-level window , - // to add us as the windowListener - // - Container _c = getParent(); - Container c = null; - - while(_c!=null) - { - c = _c; - _c = _c.getParent(); - } - - if(c instanceof Window) { - topLevelWindow = (Window)c; - topLevelWindow.addComponentListener(this); - } else { - topLevelWindow = null; - System.out.println("toplevel is not a Window: "+c); - } - - if(topLevelWindow!=null) - { - topLevelWindow.addWindowListener(this); - } else { - System.out.println("no parent found for "+getName()); - System.out.flush(); - } - - /* to be able for RESIZE event's */ - addComponentListener(this); - addMouseListener(this); - } - - sDisplay(); - } - - /** - * - * This is your pre-init method. - * preInit is called just BEFORE the GL-Context is created. - * You should override preInit, to initialize your visual-stuff, - * like the protected vars: doubleBuffer and stereoView - * - * @return void - * - * @see gl4java.awt.GLCanvas#paint - * @see gl4java.awt.GLCanvas#doubleBuffer - * @see gl4java.awt.GLCanvas#stereoView - * @see gl4java.awt.GLCanvas#rgba - * @see gl4java.awt.GLCanvas#stencilBits - * @see gl4java.awt.GLCanvas#accumSize - */ - public void preInit() - { - } - - /** - * - * This is your init method. - * init is called right after the GL-Context is initialized. - * You should override init, to initialize your stuff needed - * by OpenGL an Java ! - * - * @return void - * - * @see gl4java.awt.GLCanvas#paint - */ - public void init() - { - } - - /** - * This method is used to clean up any OpenGL stuff (delete textures - * or whatever) prior to actually deleting the OpenGL context. - * You should override this with your own version, if you need to do - * any cleanup work at this phase. - * This functions is called within cvsDispose - * - * @return void - * - * @see gl4java.awt.GLCanvas#cvsDispose - */ - public void doCleanup() - { - } - - /** - * This function returns, if everything is init: the GLContext, - * the and the users init function - * This value is set in the paint method! - * - * @return boolean - * - * @see gl4java.awt.GLCanvas#paint - * @see gl4java.awt.GLCanvas#init - */ - public boolean cvsIsInit() - { - if(glj!=null) - return glj.gljIsInit(); - return false; - } - - /** - * This function enables, disables the GL-Context ! - * If false is given, the openGL renderer/context is - * disabled and disconected (gljFree is called, if initialized) ! - * - * If disabled, all GL Functions are disabled but the - * Destroy & Free are not ! - * - * @return boolean - * - * @see gl4java.awt.GLCanvas#cvsDispose - * @see gl4java.GLContext#setEnable - * @see gl4java.GLContext#gljMakeCurrent - * @see gl4java.GLContext#gljDestroy - * @see gl4java.GLContext#gljFree - */ - public void setGLEnabled(boolean b) - { - if(glj!=null) - glj.setEnabled(b); - } - - /** - * This function enables, disables the GL-Context ! - * If false is given, the openGL renderer/context is - * disabled and disconected (gljFree is called, if initialized) ! - * - * If disabled, all GL Functions are disabled but the - * Destroy & Free are not ! - * - * The Visible-Flag of this AWT Component is also set to the given value ! - * The setVisible(boolean) method of Component is called ! - * - * @return boolean - * - * @see gl4java.awt.GLCanvas#cvsDispose - * @see gl4java.GLContext#setEnable - * @see gl4java.GLContext#gljMakeCurrent - * @see gl4java.GLContext#gljDestroy - * @see gl4java.GLContext#gljFree - */ - public void setVisible(boolean b) - { - if(glj!=null) - glj.setEnabled(b); - super.setVisible(b); - } - - /** - * This function queries, if the GL-Context is enabled ! - * - * @return boolean - * - * @see gl4java.GLContext#isEnabled - * @see gl4java.GLContext#gljMakeCurrent - */ - public boolean isGLEnabled() - { - if(glj!=null) - return glj.isEnabled(); - return false; - } - - protected long _f_dur = 0; - - /** - * - * This is the thread save rendering-method called by paint. - * The actual thread will be set to highes priority befor calling - * 'display'. After 'display' the priority will be reset ! - * - * 'gljFree' will be NOT called after 'display'. - * - * We tested the above to use multi-threading and - * for the demonstration 'glDemos' it works ;-)) ! - * - * BE SURE, if you want to call 'display' by yourself - * (e.g. in the run method for animation) - * YOU HAVE TO CALL sDisplay -- OR YOU MUST KNOW WHAT YOU ARE DOING THEN ! - * - * @return void - * - * @see gl4java.awt.GLCanvas#paint - * @see gl4java.awt.GLCanvas#display - */ - public synchronized final void sDisplay() - { - boolean ok = true; - - long _s = System.currentTimeMillis(); - - if(!cvsIsInit()) - { - return; - } - - if( mustResize ) - { - if( glj.gljMakeCurrent() == true ) - { - size = getSize(); - glj.gljResize( size.width, size.height ) ; - reshape(size.width, size.height); - mustResize = false; - invalidate(); - repaint(100); - glj.gljFree(); - } - } - if(ok) - { - display(); - } - - _f_dur = System.currentTimeMillis()-_s; - } - - /** - * - * This is the rendering-method called by sDisplay - * (and sDisplay is called by paint !). - * The derived-class (Your Subclass) will redefine this, to draw it's own... - * - * <p> - * - * You MUST encapsulate your OpenGL call's within: - * <pre> - - glj.gljMakeCurrent() - YOUR OpenGL commands here ! - - glj.gljFree() - * </pre> - * - * BE SURE, if you want to call 'display' by yourself - * (e.g. in the run method for animation) - * YOU HAVE TO CALL sDisplay ! - * - * 'sDisplay' manages a semaphore to avoid reentrance of - * the display function !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! - * - * @return void - * - * @see gl4java.awt.GLCanvas#sDisplay - * @see gl4java.awt.GLCanvas#paint - * @see gl4java.GLContext#gljMakeCurrent - * @see gl4java.GLContext#gljSwap - */ - public void display() - { - } - - /** - * - * This is the reshape-method called by paint. - * The derived-class (Your Subclass) will redefine this, - * to manage your individual reshape ... - * - * This �reshape� method will be invoked after the first paint command - * after GLCanvas.componentResize is called AND only if �gljUse� was - * succesfull (so a call of gljUse is redundant). - * �reshape� is not an overloading of java.awt.Component.reshape, - * �reshape� is more like �glut�-reshape. - * - * GLCanvas.reshape allready has a simple default implementation, - * which calls �gljResize� and �glViewport� - so you may be can - * left this one as it is (no need to overload). - * The needed call to �gljResize� is done by hte invoker paint ! - * - * @param width the new width - * @param height the new height - * @return void - * - * @see gl4java.awt.GLCanvas#paint - * @see gl4java.awt.GLCanvas#sDisplay - */ - public void reshape( int width, int height ) - { - gl.glViewport(0,0, width, height); - } - - /** - * - * �componentResized� is the componentListeners event handler. - * - * This method sets the variable �mustResize� to true, - * so the upcoming �paint� method-call will invoke �reshape� ! - * - * This little look-alike complicating thing is done, - * to avoid an Exception by using the glContext from more than - * one concurrent thread�s ! - * - * You cannot override this implementation, it is final - * - override �reshape' instead ! - * - * @param e the element, which is resized - * @return void - * - * @see gl4java.awt.GLCanvas#paint - * @see gl4java.awt.GLCanvas#reshape - */ - public void componentResized(ComponentEvent e) - { - if(glj!=null && glj.gljIsInit() && e.getComponent()==this ) - { - mustResize = true; - repaint(); - } - } - - public void componentMoved(ComponentEvent e) - { - if(glj!=null && glj.gljIsInit()) - { - repaint(100); - } - } - - public void componentShown(ComponentEvent e) - { - } - - public void componentHidden(ComponentEvent e) - { } - - public void mouseClicked(MouseEvent e) - { - if(glj!=null && glj.gljIsInit()) - { - repaint(); - } - } - - public void mouseEntered(MouseEvent e) - { } - public void mouseExited(MouseEvent e) - {} - public void mousePressed(MouseEvent e) - { - } - public void mouseReleased(MouseEvent e) - { - } - - public void windowOpened(WindowEvent e) - { - } - - /** - * - * �windowClosing� is the windowListeners event handler - * for the topLevelWindow of this Canvas ! - * - * This methods free�s AND destroy�s - * the GL Context with �glj.gljDestroy� ! - * - * @return void - * - */ - public void windowClosing(WindowEvent e) - { - if(e.getComponent().equals(topLevelWindow)) - { - cvsDispose(); - } - } - - /** - * - * �windowClosed� is the windowListeners event handler. - * - * @return void - * - */ - public void windowClosed(WindowEvent e) - { - if (needCvsDispose) cvsDispose(); - } - - public void windowIconified(WindowEvent e) - { - } - - public void windowDeiconified(WindowEvent e) - { - } - - public void windowActivated(WindowEvent e) - { - if(glj!=null && glj.gljIsInit()) - { - repaint(100); - } - } - - public void windowDeactivated(WindowEvent e) - { - } - - /** - * You should call this before releasing/dispose this Window ! - * Also you can overwrite this class, - * to dispose your own elements, e.g. a Frame etc. - - * but be shure that you call - * cvsDispose implementation call this one ! - * - * This function calls gljDestroy of GLContext ! - * The Visibility is set to false ! - * The Enabled is set to false either ! - * - * To bring this component back to live, - * you need call setVisible(true) ! - * - * @see gl4java.GLContext#gljDestroy - * @see gl4java.awt.GLCanvas#doCleanup - */ - public void cvsDispose() - { - if(GLContext.gljClassDebug) - System.out.println("GLCanvas cvsDispose (doit="+ - ( (glj != null) && glj.gljIsInit() ) +")"); - - removeComponentListener(this); - removeMouseListener(this); - - if (glj != null) - { - if (glj.gljIsInit()) - { - /* Sometimes the Microsoft VM calls the - Applet.stop() method but doesn't have - permissions to do J/Direct calls, so - this whole block of code will throw a - security exception. If this happens, - however, windowClosing() will still - call us again later and we will have - another opportunity to shut down the - context, so it all works out fine. */ - try - { - setVisible(false); - doCleanup(); - - glj.gljDestroy(); - needCvsDispose = false; - } - catch (Exception ex) - { - needCvsDispose = true; - } - } - } - - // Setting glj to null will simply cause paint() to re-initialize. - // We don't want that to happen, so we will leave glj non-null. - } - - /** - * does nothing than: - * - * @see gl4java.awt.GLCanvas#cvsDispose - */ - protected void finalize() - throws Throwable - { - if(GLContext.gljClassDebug) - System.out.println("GLCanvas finalize .."); - - cvsDispose(); - super.finalize(); - } - - /** - * does nothing than: - * - * @see gl4java.awt.GLCanvas#cvsDispose - * - * @deprecated Use cvsDispose instead, well finalize is also implemented - */ - public void destroy() - { - if(GLContext.gljClassDebug) - System.out.println("GLCanvas destroy .."); - - cvsDispose(); - } - - /** - * get methods - */ - public final int cvsGetWidth() { - return getSize().width; - } - public final int cvsGetHeight() { - return getSize().height; - } -} - +/**
+ * @(#) GLCanvas.java
+ */
+
+
+package gl4java.awt;
+
+import gl4java.*;
+import gl4java.drawable.*;
+import gl4java.drawable.utils.*;
+
+import java.awt.*;
+import java.awt.event.*;
+import java.util.EventListener;
+
+/**
+ * This is meant as an base class writing
+ * easy render functions. A clean usage of multi-threading compatible
+ * with JAVA2 is implemented in GLAnimCanvas !
+ *
+ * <p>
+ *
+ * If you are interessting in further Documentation and/or
+ * the history of GL4Java follow the following link.
+ *
+ * <pre>
+ <a href="../../GL4Java.html">The GL4Java Documentation</a>
+ * </pre>
+ * <p>
+ *
+ * There are two ways of using a GLCanvas: the {@link
+ * gl4java.drawable.GLEventListener} model or the subclassing model. Earlier
+ * versions of OpenGL for Java only supported the subclassing model.
+ * The default implementations of {@link #init}, {@link #display},
+ * {@link #reshape} and {@link #doCleanup}
+ * now send events to GLEventListeners; they can
+ * still be overridden as before to support the subclassing model.
+ *
+ * <p>
+ * If using the subclassing model, you should override the following
+ * methods for your needs:
+ * <pre>
+ <a href="GLCanvas.html#init()">preInit - initialisation before creating GLContext</a>
+ <a href="GLCanvas.html#init()">init - 1st initialisation after creating GLContext</a>
+ <a href="GLCanvas.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a>
+ <a href="GLCanvas.html#display()">display - render your frame</a>
+ <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize), gljResize() is allready invoked !</a>
+ * </pre>
+ *
+ * To check if you can use the GLContext and GL and GLU methods,
+ * use the function
+ * <pre>
+ <a href="GLCanvas.html#cvsIsInit()">cvsIsInit</a>
+ * </pre>
+ * <p>
+ * IF you remove/release a GLCanvas,
+ * e.g. you want to close/dispose it�s Window (which contains this GLCanvas),
+ * you HAVE TO call:
+ *
+ * <pre>
+ <a href="GLCanvas.html#cvsDispose()">cvsDispose</a>
+ * </pre>
+ * You should call this before releasing/dispose this Window !
+ * Also you can overwrite this class,
+ * to dispose your own elements, e.g. a Frame etc. -
+ * but be shure that you call
+ * cvsDispose implementation call this one !
+ *
+ * <p>
+ * We do override the following Canvas methods.
+ *
+ * <pre>
+ <a href="GLCanvas.html#update(java.awt.Graphics)">update</a>
+ <a href="GLCanvas.html#paint(java.awt.Graphics)">paint</a>
+ * </pre>
+ * <p>
+ *
+ * @see gl4java.awt.GLAnimCanvas
+ * @version 2.0, 21. April 1999
+ * @author Sven Goethel
+ * */
+public class GLCanvas extends Canvas
+ implements GLEnum, GLUEnum,
+ ComponentListener, WindowListener, MouseListener,
+ GLDrawable
+{
+ protected GLContext glj = null;
+ public GLFunc gl = null;
+ public GLUFunc glu = null;
+
+ protected Dimension size = null;
+ protected boolean mustResize = false;
+
+ protected boolean needCvsDispose = false;
+
+ /**
+ * Visual pre-set for doubleBuffer, default: true
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected boolean doubleBuffer = true;
+
+ /**
+ * Visual pre-set for stencil-bit number, default: 0
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected int stencilBits = 0;
+
+ /**
+ * Visual pre-set for accumulator buffer size, default: 0
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * This value has a special behavior.
+ * For input - within the contructor,
+ * it is the value for each component !
+ *
+ * The output value, after the constructor returns,
+ * it is the summary of all accumulation bits of all components !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected int accumSize = 0;
+
+ /**
+ * Visual pre-set for stereoView, default: false
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected boolean stereoView = false;
+
+ /**
+ * Visual pre-set for RGBA usage, default: true - of course ;-)
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected boolean rgba = true;
+
+ protected GLCapabilities capabilities = null;
+
+ /**
+ * Visual pre-set for RGBA usage, default: true - of course ;-)
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected boolean createOwnWindow = false;
+
+ /**
+ * The context with wich display lists and textures will be shared.
+ *
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ protected GLContext sharedGLContext;
+
+ // The list of GLEventListeners
+ private GLEventListenerList listeners = new GLEventListenerList();
+
+ static {
+ if(GLContext.loadNativeLibraries(null, null, null)==false)
+ System.out.println("GLCanvas could not load def. native libs.");
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @param width the canvas initial-prefered width
+ * @param height the canvas initial-prefered height
+ *
+ * @param gl_Name The name of the GLFunc implementation
+ * If gl_Name==null, the default class will be used !
+ *
+ * @param glu_Name The name of the GLUFunc implementation
+ * If gl_LibName==null, the default class will be used !
+ *
+ */
+ public GLCanvas( GLCapabilities capabilities,
+ int width, int height,
+ String gl_Name,
+ String glu_Name
+ )
+ {
+ super( );
+
+ this.capabilities=capabilities;
+
+ if( (gl=GLContext.createGLFunc(gl_Name)) ==null)
+ {
+ System.out.println("GLFunc implementation "+gl_Name+" not created");
+ }
+ if( (glu=GLContext.createGLUFunc(glu_Name)) ==null)
+ {
+ System.out.println("GLUFunc implementation "+glu_Name+" not created");
+ }
+
+ size = new Dimension(width, height);
+
+ setSize(size);
+
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @param width the canvas initial-prefered width
+ * @param height the canvas initial-prefered height
+ *
+ * @param gl_Name The name of the GLFunc implementation
+ * If gl_Name==null, the default class will be used !
+ *
+ * @param glu_Name The name of the GLUFunc implementation
+ * If gl_LibName==null, the default class will be used !
+ *
+ */
+ public GLCanvas( GLCapabilities capabilities,
+ int width, int height
+ )
+ {
+ this(capabilities, width, height, null, null);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @param width the canvas initial-prefered width
+ * @param height the canvas initial-prefered height
+ *
+ * @param gl_Name The name of the GLFunc implementation
+ * If gl_Name==null, the default class will be used !
+ *
+ * @param glu_Name The name of the GLUFunc implementation
+ * If gl_LibName==null, the default class will be used !
+ *
+ */
+ public GLCanvas( int width, int height,
+ String gl_Name,
+ String glu_Name
+ )
+ {
+ this(null, width, height, gl_Name, glu_Name);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @param width the canvas initial-prefered width
+ * @param height the canvas initial-prefered height
+ *
+ */
+ public GLCanvas( int width, int height )
+ {
+ this(width, height, null, null);
+ }
+
+ /**
+ *
+ * Constructor (JDK 1.2 or later)
+ *
+ * @param config the GraphicsConfiguration for this canvas (>= JDK 1.2)
+ *
+ * @param width the canvas initial-prefered width
+ * @param height the canvas initial-prefered height
+ *
+ * @param gl_Name The name of the GLFunc implementation
+ * If gl_Name==null, the default class will be used !
+ *
+ * @param glu_Name The name of the GLUFunc implementation
+ * If gl_LibName==null, the default class will be used !
+ *
+ */
+ public GLCanvas( GraphicsConfiguration config,
+ GLCapabilities capabilities,
+ int width, int height,
+ String gl_Name,
+ String glu_Name
+ )
+ {
+ super( config );
+
+ this.capabilities=capabilities;
+
+ if( (gl=GLContext.createGLFunc(gl_Name)) ==null)
+ {
+ System.out.println("GLFunc implementation "+gl_Name+" not created");
+ }
+ if( (glu=GLContext.createGLUFunc(glu_Name)) ==null)
+ {
+ System.out.println("GLUFunc implementation "+glu_Name+" not created");
+ }
+
+ size = new Dimension(width, height);
+
+ setSize(size);
+
+ }
+
+ /**
+ *
+ * Constructor (JDK 1.2 or later)
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @param config the GraphicsConfiguration for this canvas (>= JDK 1.2)
+ *
+ * @param width the canvas initial-prefered width
+ * @param height the canvas initial-prefered height
+ *
+ */
+ public GLCanvas( GraphicsConfiguration config,
+ GLCapabilities capabilities,
+ int width, int height )
+ {
+ this(config, capabilities, width, height, null, null);
+ }
+
+ /* GLCanvas AWT classes */
+
+ public Dimension getPreferredSize() {
+ return getMinimumSize();
+ }
+
+ public Dimension getMinimumSize() {
+ return size;
+ }
+
+ /**
+ * Used to return the created GLContext
+ */
+ public final GLContext getGLContext() { return glj; }
+
+ /**
+ *
+ * Overridden update
+ * This one only call's the paint method, without clearing
+ * the background - thats hopefully done by OpenGL ;-)
+ *
+ * @param g the Graphics Context
+ * @return void
+ *
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ public void update(Graphics g)
+ {
+ /* let's let OpenGL clear the background ... */
+ paint(g);
+ }
+
+ /**
+ * Safe the toplevel window
+ */
+ protected Window topLevelWindow = null;
+
+ /**
+ *
+ * This function returns the found TopLevelWindow,
+ * which contains this Canvas ..
+ *
+ * @return void
+ *
+ * @see gl4java.awt.GLCanvas#paint
+ */
+ public final Window getTopLevelWindow()
+ { return topLevelWindow; }
+
+ /**
+ * this function overrides the Canvas paint method !
+ *
+ * For the first paint,
+ * the user function preInit is called, a GLContext is created
+ * and the user function init is called !
+ *
+ * Also, if a GL Context exist, GLCanvas's sDisplay-method will be called
+ * to do OpenGL-rendering.
+ *
+ * The sDisplay method itself calls the display-method !
+ * sDisplay is needed to be thread-safe, to manage
+ * the resize functionality and to safe the time per frame.
+ *
+ * To define your rendering, you should overwrite the display-method
+ * in your derivation.
+ *
+ * @see gl4java.GLContext#GLContext
+ * @see gl4java.awt.GLCanvas#cvsIsInit
+ * @see gl4java.awt.GLCanvas#sDisplay
+ * @see gl4java.awt.GLCanvas#display
+ * @see gl4java.awt.GLCanvas#preInit
+ * @see gl4java.awt.GLCanvas#init
+ */
+ public synchronized final void paint( Graphics g )
+ {
+ if(glj == null || ( !glj.gljIsInit() && isGLEnabled() ) )
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLCanvas create GLContext (recreate="+
+ (glj != null) +")");
+ preInit();
+
+ if(glj!=null) glj=null;
+
+ if (capabilities != null )
+ {
+ glj = new GLContext ( this, gl, glu,
+ capabilities,
+ sharedGLContext );
+ } else {
+ glj = new GLContext ( this, gl, glu,
+ createOwnWindow,
+ doubleBuffer, stereoView,
+ rgba, stencilBits, accumSize,
+ sharedGLContext );
+ }
+
+ if(glj!=null)
+ {
+ createOwnWindow = glj.isOwnWindowCreated();
+ doubleBuffer = glj.isDoubleBuffer();
+ stencilBits = glj.getStencilBitNumber();
+ accumSize = glj.getAccumSize();
+ stereoView = glj.isStereoView();
+ rgba = glj.isRGBA();
+ }
+
+ init();
+
+ // fetch the top-level window ,
+ // to add us as the windowListener
+ //
+ Container _c = getParent();
+ Container c = null;
+
+ while(_c!=null)
+ {
+ c = _c;
+ _c = _c.getParent();
+ }
+
+ if(c instanceof Window) {
+ topLevelWindow = (Window)c;
+ topLevelWindow.addComponentListener(this);
+ } else {
+ topLevelWindow = null;
+ System.out.println("toplevel is not a Window: "+c);
+ }
+
+ if(topLevelWindow!=null)
+ {
+ topLevelWindow.addWindowListener(this);
+ } else {
+ System.out.println("no parent found for "+getName());
+ System.out.flush();
+ }
+
+ /* to be able for RESIZE event's */
+ addComponentListener(this);
+ addMouseListener(this);
+
+ /* force a reshape, to be sure .. */
+ mustResize = true;
+ }
+
+ sDisplay();
+ }
+
+ /**
+ *
+ * This is your pre-init method.
+ * preInit is called just BEFORE the GL-Context is created.
+ * You should override preInit, to initialize your visual-stuff,
+ * like the protected vars: doubleBuffer and stereoView
+ *
+ * @return void
+ *
+ * @see gl4java.awt.GLCanvas#paint
+ * @see gl4java.awt.GLCanvas#doubleBuffer
+ * @see gl4java.awt.GLCanvas#stereoView
+ * @see gl4java.awt.GLCanvas#rgba
+ * @see gl4java.awt.GLCanvas#stencilBits
+ * @see gl4java.awt.GLCanvas#accumSize
+ */
+ public void preInit()
+ {
+ }
+
+ /**
+ *
+ * init is called right after the GL-Context is initialized.
+ * The default implementation calls init() on all of this
+ * component's GLEventListeners.
+ *
+ * <p>
+ * If using the subclassing model, you can override this to
+ * perform one-time OpenGL initializations such as setting up
+ * lights and display lists.
+ *
+ * @return void
+ *
+ * @see gl4java.awt.GLCanvas#paint
+ * @see gl4java.drawable.GLEventListener#init
+ */
+ public void init()
+ {
+ listeners.sendInitEvent(this);
+ }
+
+ /**
+ * This method is used to clean up any OpenGL stuff (delete textures
+ * or whatever) prior to actually deleting the OpenGL context.
+ * You should override this with your own version, if you need to do
+ * any cleanup work at this phase.
+ * This functions is called within cvsDispose
+ *
+ * @return void
+ *
+ * @see gl4java.awt.GLCanvas#cvsDispose
+ * @see gl4java.drawable.GLEventListener#cleanup
+ */
+ public void doCleanup()
+ {
+ listeners.sendCleanupEvent(this);
+ }
+
+ /**
+ * This function returns, if everything is init: the GLContext,
+ * the and the users init function
+ * This value is set in the paint method!
+ *
+ * @return boolean
+ *
+ * @see gl4java.awt.GLCanvas#paint
+ * @see gl4java.awt.GLCanvas#init
+ */
+ public boolean cvsIsInit()
+ {
+ if(glj!=null)
+ return glj.gljIsInit();
+ return false;
+ }
+
+ /**
+ * This function enables, disables the GL-Context !
+ * If false is given, the openGL renderer/context is
+ * disabled and disconected (gljFree is called, if initialized) !
+ *
+ * If disabled, all GL Functions are disabled but the
+ * Destroy & Free are not !
+ *
+ * @return boolean
+ *
+ * @see gl4java.awt.GLCanvas#cvsDispose
+ * @see gl4java.GLContext#setEnabled
+ * @see gl4java.GLContext#gljMakeCurrent
+ * @see gl4java.GLContext#gljDestroy
+ * @see gl4java.GLContext#gljFree
+ */
+ public void setGLEnabled(boolean b)
+ {
+ if(glj!=null)
+ glj.setEnabled(b);
+ }
+
+ /**
+ * This function enables, disables the GL-Context !
+ * If false is given, the openGL renderer/context is
+ * disabled and disconected (gljFree is called, if initialized) !
+ *
+ * If disabled, all GL Functions are disabled but the
+ * Destroy & Free are not !
+ *
+ * The Visible-Flag of this AWT Component is also set to the given value !
+ * The setVisible(boolean) method of Component is called !
+ *
+ * @return boolean
+ *
+ * @see gl4java.awt.GLCanvas#cvsDispose
+ * @see gl4java.GLContext#setEnabled
+ * @see gl4java.GLContext#gljMakeCurrent
+ * @see gl4java.GLContext#gljDestroy
+ * @see gl4java.GLContext#gljFree
+ */
+ public void setVisible(boolean b)
+ {
+ if(glj!=null)
+ glj.setEnabled(b);
+ super.setVisible(b);
+ }
+
+ /**
+ * This function queries, if the GL-Context is enabled !
+ *
+ * @return boolean
+ *
+ * @see gl4java.GLContext#isEnabled
+ * @see gl4java.GLContext#gljMakeCurrent
+ */
+ public boolean isGLEnabled()
+ {
+ if(glj!=null)
+ return glj.isEnabled();
+ return false;
+ }
+
+ protected long _f_dur = 0;
+
+ /**
+ *
+ * This is the thread save rendering-method called by paint.
+ * The actual thread will be set to highes priority befor calling
+ * 'display'. After 'display' the priority will be reset !
+ *
+ * 'gljFree' will be NOT called after 'display'.
+ *
+ * We tested the above to use multi-threading and
+ * for the demonstration 'glDemos' it works ;-)) !
+ *
+ * BE SURE, if you want to call 'display' by yourself
+ * (e.g. in the run method for animation)
+ * YOU HAVE TO CALL sDisplay -- OR YOU MUST KNOW WHAT YOU ARE DOING THEN !
+ *
+ * @return void
+ *
+ * @see gl4java.awt.GLCanvas#paint
+ * @see gl4java.awt.GLCanvas#display
+ */
+ public synchronized final void sDisplay()
+ {
+ boolean ok = true;
+
+ if(!cvsIsInit())
+ {
+ return;
+ }
+
+ if( mustResize )
+ {
+ if( glj.gljMakeCurrent() == true )
+ {
+ size = getSize();
+ glj.gljResize( size.width, size.height ) ;
+ reshape(size.width, size.height);
+ mustResize = false;
+ invalidate();
+ repaint(100);
+ glj.gljFree();
+ }
+ }
+
+ long _s = System.currentTimeMillis();
+
+ if(ok)
+ {
+ display();
+ }
+
+ _f_dur = System.currentTimeMillis()-_s;
+ }
+
+ /**
+ *
+ * This is the rendering-method called by sDisplay
+ * (and sDisplay is called by paint !).
+ *
+ * <p>
+ * The default implementation of display() sends
+ * preDisplay, display and postDisplay events to
+ * all {@link gl4java.GLEventListener}s associated with this
+ * GLCanvas in the above order.
+ *
+ * <p>
+ * <pre>
+ reset timer for frame duration (done by sDisplay)
+
+ for_all(gl4java.GLEventListener)
+ SEND preDisplay
+
+ if( gljMakeCurrent() )
+ {
+ for_all(gl4java.GLEventListener)
+ SEND display
+ gljFree()
+ gljSwap()
+
+ for_all(gl4java.GLEventListener)
+ SEND postDisplay
+ }
+
+ stop timer for frame duration (done by sDisplay)
+ * </pre>
+ *
+ * <p>
+ * If you use the subclassing model (as opposed to the
+ * GLEventListener model), your subclass will redefine this to
+ * perform its OpenGL drawing. In this case you MUST encapsulate
+ * your OpenGL calls within:
+ * <pre>
+ - glj.gljMakeCurrent()
+ YOUR OpenGL commands here !
+ - glj.gljFree()
+ * </pre>
+ *
+ * BE SURE, if you want to call 'display' by yourself
+ * (e.g. in the run method for animation)
+ * YOU HAVE TO CALL sDisplay !
+ *
+ * 'sDisplay' manages a semaphore to avoid reentrance of
+ * the display function !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
+ *
+ * @return void
+ *
+ * @see gl4java.awt.GLCanvas#sDisplay
+ * @see gl4java.awt.GLCanvas#paint
+ * @see gl4java.GLContext#gljMakeCurrent
+ * @see gl4java.GLContext#gljSwap
+ * @see gl4java.drawable.GLEventListener#preDisplay
+ * @see gl4java.drawable.GLEventListener#display
+ * @see gl4java.drawable.GLEventListener#postDisplay
+ */
+ public void display()
+ {
+ listeners.sendPreDisplayEvent(this);
+
+ if (glj.gljMakeCurrent()) {
+ listeners.sendDisplayEvent(this);
+
+ glj.gljSwap();
+ glj.gljCheckGL();
+ glj.gljFree();
+
+ listeners.sendPostDisplayEvent(this);
+ }
+
+ }
+
+ /**
+ *
+ * This �reshape� method will be invoked after the first paint command
+ * after GLCanvas.componentResize is called AND only if �gljMakeCurrent� was
+ * successful (so a call of gljMakeCurrent is redundant).
+ * �reshape� is not an overloading of java.awt.Component.reshape,
+ * �reshape� is more like �glut�-reshape.
+ *
+ * <p>
+ * GLCanvas.reshape already has a simple default implementation,
+ * which calls �gljResize� and �glViewport�. It also sends the
+ * reshape() event to all GLEventListeners. If using the
+ * GLEventListener model, it may not be necessary to do anything
+ * in your event listener's reshape() method; if using the
+ * subclassing model, it may not be necessary to override this.
+ *
+ * <p>
+ * The needed call to �gljResize� is done by the invoker paint !
+ *
+ * @param width the new width
+ * @param height the new height
+ * @return void
+ *
+ * @see gl4java.awt.GLCanvas#paint
+ * @see gl4java.awt.GLCanvas#sDisplay
+ * @see gl4java.drawable.GLEventListener#reshape
+ */
+ public void reshape( int width, int height )
+ {
+ gl.glViewport(0,0, width, height);
+ listeners.sendReshapeEvent(this, width, height);
+ }
+
+ /**
+ *
+ * �componentResized� is the componentListeners event handler.
+ *
+ * This method sets the variable �mustResize� to true,
+ * so the upcoming �paint� method-call will invoke �reshape� !
+ *
+ * This little look-alike complicating thing is done,
+ * to avoid an Exception by using the glContext from more than
+ * one concurrent thread�s !
+ *
+ * You cannot override this implementation, it is final
+ * - override �reshape' instead !
+ *
+ * @param e the element, which is resized
+ * @return void
+ *
+ * @see gl4java.awt.GLCanvas#paint
+ * @see gl4java.awt.GLCanvas#reshape
+ */
+ public void componentResized(ComponentEvent e)
+ {
+ if(glj!=null && glj.gljIsInit() && e.getComponent()==this )
+ {
+ mustResize = true;
+ repaint();
+ }
+ }
+
+ public void componentMoved(ComponentEvent e)
+ {
+ if(glj!=null && glj.gljIsInit())
+ {
+ repaint(100);
+ }
+ }
+
+ public void componentShown(ComponentEvent e)
+ {
+ }
+
+ public void componentHidden(ComponentEvent e)
+ { }
+
+ public void mouseClicked(MouseEvent e)
+ {
+ if(glj!=null && glj.gljIsInit())
+ {
+ repaint();
+ }
+ }
+
+ public void mouseEntered(MouseEvent e)
+ { }
+ public void mouseExited(MouseEvent e)
+ {}
+ public void mousePressed(MouseEvent e)
+ {
+ }
+ public void mouseReleased(MouseEvent e)
+ {
+ }
+
+ public void windowOpened(WindowEvent e)
+ {
+ }
+
+ /**
+ *
+ * �windowClosing� is the windowListeners event handler
+ * for the topLevelWindow of this Canvas !
+ *
+ * This methods free�s AND destroy�s
+ * the GL Context with �glj.gljDestroy� !
+ *
+ * @return void
+ *
+ */
+ public void windowClosing(WindowEvent e)
+ {
+ if(e.getComponent().equals(topLevelWindow))
+ {
+ cvsDispose();
+ }
+ }
+
+ /**
+ *
+ * �windowClosed� is the windowListeners event handler.
+ *
+ * @return void
+ *
+ */
+ public void windowClosed(WindowEvent e)
+ {
+ if (needCvsDispose) cvsDispose();
+ }
+
+ public void windowIconified(WindowEvent e)
+ {
+ }
+
+ public void windowDeiconified(WindowEvent e)
+ {
+ }
+
+ public void windowActivated(WindowEvent e)
+ {
+ if(glj!=null && glj.gljIsInit())
+ {
+ repaint(100);
+ }
+ }
+
+ public void windowDeactivated(WindowEvent e)
+ {
+ }
+
+ /**
+ * You should call this before releasing/dispose this Window !
+ * Also you can overwrite this class,
+ * to dispose your own elements, e.g. a Frame etc. -
+ * but be shure that you call
+ * cvsDispose implementation call this one !
+ *
+ * This function calls gljDestroy of GLContext !
+ * The Visibility is set to false !
+ * The Enabled is set to false either !
+ *
+ * To bring this component back to live,
+ * you need call setVisible(true) !
+ *
+ * @see gl4java.GLContext#gljDestroy
+ * @see gl4java.awt.GLCanvas#doCleanup
+ */
+ public void cvsDispose()
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLCanvas cvsDispose (doit="+
+ ( (glj != null) && glj.gljIsInit() ) +")");
+
+ removeComponentListener(this);
+ removeMouseListener(this);
+
+ if (glj != null)
+ {
+ if (glj.gljIsInit())
+ {
+ /* Sometimes the Microsoft VM calls the
+ Applet.stop() method but doesn't have
+ permissions to do J/Direct calls, so
+ this whole block of code will throw a
+ security exception. If this happens,
+ however, windowClosing() will still
+ call us again later and we will have
+ another opportunity to shut down the
+ context, so it all works out fine. */
+ try
+ {
+ setVisible(false);
+ doCleanup();
+
+ glj.gljDestroy();
+ needCvsDispose = false;
+ }
+ catch (Exception ex)
+ {
+ needCvsDispose = true;
+ }
+ }
+ }
+
+ // Setting glj to null will simply cause paint() to re-initialize.
+ // We don't want that to happen, so we will leave glj non-null.
+ }
+
+ /**
+ * does nothing than:
+ *
+ * @see gl4java.awt.GLCanvas#cvsDispose
+ */
+ protected void finalize()
+ throws Throwable
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLCanvas finalize ..");
+
+ cvsDispose();
+ super.finalize();
+ }
+
+ /**
+ * does nothing than:
+ *
+ * @see gl4java.awt.GLCanvas#cvsDispose
+ *
+ * @deprecated Use cvsDispose instead, well finalize is also implemented
+ */
+ public void destroy()
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLCanvas destroy ..");
+
+ cvsDispose();
+ }
+
+ /**
+ * get methods
+ */
+ public final int cvsGetWidth() {
+ return getSize().width;
+ }
+ public final int cvsGetHeight() {
+ return getSize().height;
+ }
+
+ //----------------------------------------------------------------------
+ // Implementation of GLDrawable
+ //
+
+ public void addGLEventListener(GLEventListener listener) {
+ listeners.add(listener);
+ }
+
+ public void removeGLEventListener(GLEventListener listener) {
+ listeners.remove(listener);
+ }
+
+ public EventListener[] getListeners(Class listenerType)
+ throws ClassCastException
+ {
+ EventListener[] evtlst=null;
+ Class _GLEventListener = null;
+
+ try {
+ _GLEventListener = Class.forName("gl4java.drawable.GLEventListener");
+ } catch (Exception ex) {
+ System.out.println(ex);
+ }
+
+ if (_GLEventListener!=null &&
+ listenerType.isAssignableFrom(_GLEventListener) )
+ evtlst = listeners.getListeners();
+
+ EventListener[] t_evtlst = super.getListeners(listenerType);
+
+ if(t_evtlst==null || t_evtlst.length==0)
+ return evtlst;
+
+ if(evtlst==null || evtlst.length==0)
+ return t_evtlst;
+
+ EventListener[] n_evtlst =
+ new EventListener[t_evtlst.length+evtlst.length];
+
+ try {
+ System.arraycopy(evtlst, 0, n_evtlst, 0, evtlst.length);
+ System.arraycopy(t_evtlst, 0, n_evtlst, evtlst.length, t_evtlst.length);
+ } catch (Exception ex)
+ { System.out.println(ex); }
+
+ evtlst = null;
+ t_evtlst = null;
+
+ return n_evtlst;
+ }
+
+ public GLFunc getGL() {
+ return gl;
+ }
+
+ public GLUFunc getGLU() {
+ return glu;
+ }
+}
diff --git a/gl4java/awt/GLImageCanvas.java b/gl4java/awt/GLImageCanvas.java index 113d589..0a87785 100755 --- a/gl4java/awt/GLImageCanvas.java +++ b/gl4java/awt/GLImageCanvas.java @@ -1,402 +1,409 @@ -/** - * @(#) GLImageCanvas.java - */ - - -package gl4java.awt; - -import gl4java.*; -import gl4java.utils.*; -import gl4java.utils.textures.*; - -import java.awt.*; -import java.net.*; - -/** - * This Class provides a simple universal - * Image/Texture OpenGL Canvas ! - * - * A special demo/application for this class can be found - * in "demos/MiscDemos/GLImageViewerCanvas.java" ! - * - * @see TextureLoader - * @author Sven Goethel - * - */ -public class GLImageCanvas extends GLCanvas -{ - int texName[] = {0}; - TextureLoader txtLoader = null; - boolean newText = false; - boolean keepAspect = true; - boolean zoomImg = true; - - TextureGrabber textGrab4Snapshot = null; - String textGrab4SnapshotFName = null; - URL textGrab4SnapshotURL = null; - String textGrab4SnapshotURI = null; - - public GLImageCanvas(int w, int h) - { - super(w, h); - } - - public void setKeepAspectRatio(boolean v) - { keepAspect=v; } - - public boolean getKeepAspectRatio() - { return keepAspect; } - - public void setZoomAble(boolean v) - { zoomImg = v; } - - public boolean getZoomAble() - { return zoomImg; } - - public TextureLoader getTextureLoader() - { return txtLoader; } - - public void setOriginalSize() - { - if(txtLoader!=null && txtLoader.isOk()) - { - internalSetSize( txtLoader.getImageWidth(), - txtLoader.getImageHeight() ); - } - } - - /** - * Creates a snapshot (save texture/image) of the current - * GL-Context ! - * - * The snapshot itself is created delayed, - * so no return value is avaiable. - * Because this is a non critical path, I hope its enough ! - * - * @param tg The TextureGrabber - * @param fname The filename - * @see TextureGrabber - */ - public void snapshot(TextureGrabber tg, String fname) - { - textGrab4Snapshot=tg; - textGrab4SnapshotFName=fname; - repaint(); - } - - /** - * Creates a snapshot (save texture/image) of the current - * GL-Context ! - * - * The snapshot itself is created delayed, - * so no return value is avaiable. - * Because this is a non critical path, I hope its enough ! - * - * @param tg The TextureGrabber - * @param base The base URL - * @param uri The additional uri for the base URL - * @see TextureGrabber - */ - public void snapshot(TextureGrabber tg, URL base, String uri) - { - textGrab4Snapshot=tg; - textGrab4SnapshotURL = base; - textGrab4SnapshotURI = uri; - repaint(); - } - - public Dimension getPreferredSize() { - return getMinimumSize(); - } - - public Dimension getMinimumSize() { - return getSize(); - } - - protected void internalSetSize(int w, int h) - { - setSize( w, h ); - invalidate(); - - Window holder = Tool.getWindow(this); - - if(holder!=null) - { - holder.invalidate(); - holder.pack(); - holder.repaint(); - } - } - - public void preInit() - { - // createOwnWindow = true; - } - - public void init() - { - gl.glEnable(GL_TEXTURE_2D); - - gl.glGenTextures(1,texName); - gl.glBindTexture(GL_TEXTURE_2D,texName[0]); - - gl.glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP); - gl.glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP); - gl.glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); - gl.glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); - gl.glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - - gl.glShadeModel (GL_SMOOTH); - - gl.glClearColor(0.2f, 0.2f, 0.2f, 1.0f); - - reshape(getSize().width, getSize().height); - } - - /** - * Loads an Image of the appropiate type, - * and renders and resizes the complete window ! - * - * @param fname The filename - * @param type The type of file, e.g. TextureLoader is used ! - * The following types are currently allowed: - * "png" for PngTextureLoader, - * "ppm" for PPMAsciiTextureLoader, - * "tga" for PPMAsciiTextureLoader, - * "any" for AWTTextureLoader ! - */ - public boolean loadTexture(String fname, String type) - { - return loadTexture(fname, null, null, type); - } - - /** - * Loads an Image of the appropiate type, - * and renders and resizes the complete window ! - * - * @param base The base URL - * @param uri The additional uri for the base URL - * @param type The type of file, e.g. TextureLoader is used ! - * The following types are currently allowed: - * "png" for PngTextureLoader, - * "ppm" for PPMAsciiTextureLoader, - * "tga" for PPMAsciiTextureLoader, - * "any" for AWTTextureLoader ! - */ - public boolean loadTexture(URL base, String uri, String type) - { - return loadTexture(null, base, uri, type); - } - - protected boolean loadTexture(String fname, - URL base, String uri, String type) - { - boolean ok = true; - - if( glj.gljMakeCurrent() == false ) - { - System.out.println("problem in use() method"); - return false; - } - - // texture laden - if(type.equals("png")) - txtLoader = new PngTextureLoader(gl, glu); - else if(type.equals("ppm")) - txtLoader = new PPMAsciiTextureLoader(gl, glu); - else if(type.equals("tga")) - txtLoader = new TGATextureLoader(gl, glu); - else if(type.equals("any")) - txtLoader = new AWTTextureLoader(this, gl, glu); - else { - System.out.println("Imagetype: "+type+" is currently not supported !"); - ok = false; - } - - if(ok) - { - try { - if(fname!=null) - txtLoader.readTexture(fname); - else - txtLoader.readTexture(base, uri); - } catch (Exception ex) { - ex.printStackTrace(); - } - } - - if(ok && txtLoader.isOk()) - { - gl.glEnable(GL_TEXTURE_2D); - - txtLoader.texImage2DNonScaled(true); - - gl.glDisable(GL_TEXTURE_2D); - System.out.println("texture succesfully loaded !"); - System.out.println("texture: "+txtLoader); - } - glj.gljCheckGL(); - glj.gljFree(); - if(ok) { - internalSetSize( txtLoader.getImageWidth(), - txtLoader.getImageHeight() ); - } - return ok; - } - - public void display() - { - int i; - - /* Standard GL4Java Init */ - if( glj.gljMakeCurrent() == false ) - { - System.out.println("problem in use() method"); - return; - } - - SetCamera(); - - // just render it - gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - DrawObj(false); - - if(textGrab4Snapshot!=null) - { - textGrab4Snapshot.grabPixels(GL_BACK, - 0, 0, cvsGetWidth(), cvsGetHeight()); - if(textGrab4SnapshotFName!=null) - textGrab4Snapshot.write2File(textGrab4SnapshotFName); - else - textGrab4Snapshot.write2File(textGrab4SnapshotURL, - textGrab4SnapshotURI); - textGrab4Snapshot =null; - textGrab4SnapshotFName=null; - textGrab4SnapshotURL =null; - textGrab4SnapshotURI =null; - } - - /* For your animation dutys ;-) */ - glj.gljSwap(); - glj.gljCheckGL(); - glj.gljFree(); - } - - /** - * to prevent a deadlock in recursive - * reshape .. internalSetSize .. pack .. resize -> reshape ! - */ - private int reshape_resize_sema = 1; - - public void reshape(int w, int h) - { - if(reshape_resize_sema>0 && - keepAspect && txtLoader!=null && txtLoader.isOk()) - { - reshape_resize_sema--; - - int rw=w; int rh=h; - if(zoomImg) - { - double iaspect = (double)txtLoader.getImageWidth()/ - (double)txtLoader.getImageHeight(); - if(rw<rh) - { - h = (int) ((rw / iaspect)+0.5); - } else { - w = (int) ((rh * iaspect)+0.5); - } - } else { - w = txtLoader.getImageWidth(); - h = txtLoader.getImageHeight(); - } - if(rw!=w || rh!=h) - { - internalSetSize( w, h ); - return ; /* the true resize is coming up ... */ - } - } - reshape_resize_sema=1; - gl.glViewport (0, 0, w, h); - SetCamera(); - } - - - protected void DrawObj(boolean blend) - { - gl.glPushMatrix(); - if(blend) - { - gl.glEnable(GL_BLEND); - gl.glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - } - - gl.glColor4f(1f,1f,1f,1f); - - if(txtLoader!=null && txtLoader.isOk()) - { - gl.glEnable(GL_TEXTURE_2D); - gl.glBegin(GL_QUADS); - - gl.glNormal3f(0f,0f,1f); - gl.glTexCoord2f(0f,0f); - gl.glVertex2f(0f, 0f); - - gl.glNormal3f(0f,0f,1f); - gl.glTexCoord2f(0f,1f); - gl.glVertex2f(0f, 1f); - - gl.glNormal3f(0f,0f,1f); - gl.glTexCoord2f(1f,1f); - gl.glVertex2f(1f, 1f); - - gl.glNormal3f(0f,0f,1f); - gl.glTexCoord2f(1f,0f); - gl.glVertex2f(1f, 0f); - - gl.glEnd(); - gl.glDisable(GL_TEXTURE_2D); - } - - if(blend) - gl.glDisable(GL_BLEND); - - gl.glPopMatrix(); - } - - protected void SetCamera() - { - float imgwidth = 1f; - float imgheight = 1f; - float txtdx=0f; - float txtdy=0f; - - if(txtLoader!=null && txtLoader.isOk()) - { - Dimension idim = new Dimension(txtLoader.getImageWidth(), - txtLoader.getImageHeight()); - Dimension tdim = new Dimension(txtLoader.getTextureWidth(), - txtLoader.getTextureHeight()); - - imgwidth = (float)idim.width/(float)tdim.width; - imgheight = (float)idim.height/(float)tdim.height; - - /* - System.out.println("image : "+idim); - System.out.println("text : "+tdim); - System.out.println("image/text : "+imgwidth+"/"+imgheight); - */ - } - - gl.glMatrixMode (GL_PROJECTION); - gl.glLoadIdentity (); - glu.gluOrtho2D(0, imgwidth, - 0, imgheight); - - gl.glMatrixMode (GL_MODELVIEW); - gl.glLoadIdentity (); - } - -} - +/**
+ * @(#) GLImageCanvas.java
+ */
+
+
+package gl4java.awt;
+
+import gl4java.*;
+import gl4java.utils.*;
+import gl4java.utils.textures.*;
+
+import java.awt.*;
+import java.net.*;
+
+/**
+ * This Class provides a simple universal
+ * Image/Texture OpenGL Canvas !
+ *
+ * A special demo/application for this class can be found
+ * in "demos/MiscDemos/GLImageViewerCanvas.java" !
+ *
+ * @see TextureLoader
+ * @author Sven Goethel
+ *
+ */
+public class GLImageCanvas extends GLCanvas
+{
+ int texName[] = {0};
+ TextureLoader txtLoader = null;
+ boolean newText = false;
+ boolean keepAspect = true;
+ boolean zoomImg = true;
+
+ TextureGrabber textGrab4Snapshot = null;
+ String textGrab4SnapshotFName = null;
+ URL textGrab4SnapshotURL = null;
+ String textGrab4SnapshotURI = null;
+
+ public GLImageCanvas(int w, int h)
+ {
+ super(w, h);
+ }
+
+ public GLImageCanvas( GraphicsConfiguration config,
+ GLCapabilities capabilities,
+ int w, int h)
+ {
+ super(config, capabilities, w, h);
+ }
+
+ public void setKeepAspectRatio(boolean v)
+ { keepAspect=v; }
+
+ public boolean getKeepAspectRatio()
+ { return keepAspect; }
+
+ public void setZoomAble(boolean v)
+ { zoomImg = v; }
+
+ public boolean getZoomAble()
+ { return zoomImg; }
+
+ public TextureLoader getTextureLoader()
+ { return txtLoader; }
+
+ public void setOriginalSize()
+ {
+ if(txtLoader!=null && txtLoader.isOk())
+ {
+ internalSetSize( txtLoader.getImageWidth(),
+ txtLoader.getImageHeight() );
+ }
+ }
+
+ /**
+ * Creates a snapshot (save texture/image) of the current
+ * GL-Context !
+ *
+ * The snapshot itself is created delayed,
+ * so no return value is avaiable.
+ * Because this is a non critical path, I hope its enough !
+ *
+ * @param tg The TextureGrabber
+ * @param fname The filename
+ * @see TextureGrabber
+ */
+ public void snapshot(TextureGrabber tg, String fname)
+ {
+ textGrab4Snapshot=tg;
+ textGrab4SnapshotFName=fname;
+ repaint();
+ }
+
+ /**
+ * Creates a snapshot (save texture/image) of the current
+ * GL-Context !
+ *
+ * The snapshot itself is created delayed,
+ * so no return value is avaiable.
+ * Because this is a non critical path, I hope its enough !
+ *
+ * @param tg The TextureGrabber
+ * @param base The base URL
+ * @param uri The additional uri for the base URL
+ * @see TextureGrabber
+ */
+ public void snapshot(TextureGrabber tg, URL base, String uri)
+ {
+ textGrab4Snapshot=tg;
+ textGrab4SnapshotURL = base;
+ textGrab4SnapshotURI = uri;
+ repaint();
+ }
+
+ public Dimension getPreferredSize() {
+ return getMinimumSize();
+ }
+
+ public Dimension getMinimumSize() {
+ return getSize();
+ }
+
+ protected void internalSetSize(int w, int h)
+ {
+ setSize( w, h );
+ invalidate();
+
+ Window holder = Tool.getWindow(this);
+
+ if(holder!=null)
+ {
+ holder.invalidate();
+ holder.pack();
+ holder.repaint();
+ }
+ }
+
+ public void preInit()
+ {
+ // createOwnWindow = true;
+ }
+
+ public void init()
+ {
+ gl.glEnable(GL_TEXTURE_2D);
+
+ gl.glGenTextures(1,texName);
+ gl.glBindTexture(GL_TEXTURE_2D,texName[0]);
+
+ gl.glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
+ gl.glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
+ gl.glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+ gl.glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ gl.glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ gl.glShadeModel (GL_SMOOTH);
+
+ gl.glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
+
+ reshape(getSize().width, getSize().height);
+ }
+
+ /**
+ * Loads an Image of the appropiate type,
+ * and renders and resizes the complete window !
+ *
+ * @param fname The filename
+ * @param type The type of file, e.g. TextureLoader is used !
+ * The following types are currently allowed:
+ * "png" for PngTextureLoader,
+ * "ppm" for PPMAsciiTextureLoader,
+ * "tga" for PPMAsciiTextureLoader,
+ * "any" for AWTTextureLoader !
+ */
+ public boolean loadTexture(String fname, String type)
+ {
+ return loadTexture(fname, null, null, type);
+ }
+
+ /**
+ * Loads an Image of the appropiate type,
+ * and renders and resizes the complete window !
+ *
+ * @param base The base URL
+ * @param uri The additional uri for the base URL
+ * @param type The type of file, e.g. TextureLoader is used !
+ * The following types are currently allowed:
+ * "png" for PngTextureLoader,
+ * "ppm" for PPMAsciiTextureLoader,
+ * "tga" for PPMAsciiTextureLoader,
+ * "any" for AWTTextureLoader !
+ */
+ public boolean loadTexture(URL base, String uri, String type)
+ {
+ return loadTexture(null, base, uri, type);
+ }
+
+ protected boolean loadTexture(String fname,
+ URL base, String uri, String type)
+ {
+ boolean ok = true;
+
+ if( glj.gljMakeCurrent() == false )
+ {
+ System.out.println("problem in use() method");
+ return false;
+ }
+
+ // texture laden
+ if(type.equals("png"))
+ txtLoader = new PngTextureLoader(gl, glu);
+ else if(type.equals("ppm"))
+ txtLoader = new PPMAsciiTextureLoader(gl, glu);
+ else if(type.equals("tga"))
+ txtLoader = new TGATextureLoader(gl, glu);
+ else if(type.equals("any"))
+ txtLoader = new AWTTextureLoader(this, gl, glu);
+ else {
+ System.out.println("Imagetype: "+type+" is currently not supported !");
+ ok = false;
+ }
+
+ if(ok)
+ {
+ try {
+ if(fname!=null)
+ txtLoader.readTexture(fname);
+ else
+ txtLoader.readTexture(base, uri);
+ } catch (Exception ex) {
+ ex.printStackTrace();
+ }
+ }
+
+ if(ok && txtLoader.isOk())
+ {
+ gl.glEnable(GL_TEXTURE_2D);
+
+ txtLoader.texImage2DNonScaled(true);
+
+ gl.glDisable(GL_TEXTURE_2D);
+ System.out.println("texture succesfully loaded !");
+ System.out.println("texture: "+txtLoader);
+ }
+ glj.gljCheckGL();
+ glj.gljFree();
+ if(ok) {
+ internalSetSize( txtLoader.getImageWidth(),
+ txtLoader.getImageHeight() );
+ }
+ return ok;
+ }
+
+ public void display()
+ {
+ int i;
+
+ /* Standard GL4Java Init */
+ if( glj.gljMakeCurrent() == false )
+ {
+ System.out.println("problem in use() method");
+ return;
+ }
+
+ SetCamera();
+
+ // just render it
+ gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ DrawObj(false);
+
+ if(textGrab4Snapshot!=null)
+ {
+ textGrab4Snapshot.grabPixels(GL_BACK,
+ 0, 0, cvsGetWidth(), cvsGetHeight());
+ if(textGrab4SnapshotFName!=null)
+ textGrab4Snapshot.write2File(textGrab4SnapshotFName);
+ else
+ textGrab4Snapshot.write2File(textGrab4SnapshotURL,
+ textGrab4SnapshotURI);
+ textGrab4Snapshot =null;
+ textGrab4SnapshotFName=null;
+ textGrab4SnapshotURL =null;
+ textGrab4SnapshotURI =null;
+ }
+
+ /* For your animation dutys ;-) */
+ glj.gljSwap();
+ glj.gljCheckGL();
+ glj.gljFree();
+ }
+
+ /**
+ * to prevent a deadlock in recursive
+ * reshape .. internalSetSize .. pack .. resize -> reshape !
+ */
+ private int reshape_resize_sema = 1;
+
+ public void reshape(int w, int h)
+ {
+ if(reshape_resize_sema>0 &&
+ keepAspect && txtLoader!=null && txtLoader.isOk())
+ {
+ reshape_resize_sema--;
+
+ int rw=w; int rh=h;
+ if(zoomImg)
+ {
+ double iaspect = (double)txtLoader.getImageWidth()/
+ (double)txtLoader.getImageHeight();
+ if(rw<rh)
+ {
+ h = (int) ((rw / iaspect)+0.5);
+ } else {
+ w = (int) ((rh * iaspect)+0.5);
+ }
+ } else {
+ w = txtLoader.getImageWidth();
+ h = txtLoader.getImageHeight();
+ }
+ if(rw!=w || rh!=h)
+ {
+ internalSetSize( w, h );
+ return ; /* the true resize is coming up ... */
+ }
+ }
+ reshape_resize_sema=1;
+ gl.glViewport (0, 0, w, h);
+ SetCamera();
+ }
+
+
+ protected void DrawObj(boolean blend)
+ {
+ gl.glPushMatrix();
+ if(blend)
+ {
+ gl.glEnable(GL_BLEND);
+ gl.glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ gl.glColor4f(1f,1f,1f,1f);
+
+ if(txtLoader!=null && txtLoader.isOk())
+ {
+ gl.glEnable(GL_TEXTURE_2D);
+ gl.glBegin(GL_QUADS);
+
+ gl.glNormal3f(0f,0f,1f);
+ gl.glTexCoord2f(0f,0f);
+ gl.glVertex2f(0f, 0f);
+
+ gl.glNormal3f(0f,0f,1f);
+ gl.glTexCoord2f(0f,1f);
+ gl.glVertex2f(0f, 1f);
+
+ gl.glNormal3f(0f,0f,1f);
+ gl.glTexCoord2f(1f,1f);
+ gl.glVertex2f(1f, 1f);
+
+ gl.glNormal3f(0f,0f,1f);
+ gl.glTexCoord2f(1f,0f);
+ gl.glVertex2f(1f, 0f);
+
+ gl.glEnd();
+ gl.glDisable(GL_TEXTURE_2D);
+ }
+
+ if(blend)
+ gl.glDisable(GL_BLEND);
+
+ gl.glPopMatrix();
+ }
+
+ protected void SetCamera()
+ {
+ float imgwidth = 1f;
+ float imgheight = 1f;
+ float txtdx=0f;
+ float txtdy=0f;
+
+ if(txtLoader!=null && txtLoader.isOk())
+ {
+ Dimension idim = new Dimension(txtLoader.getImageWidth(),
+ txtLoader.getImageHeight());
+ Dimension tdim = new Dimension(txtLoader.getTextureWidth(),
+ txtLoader.getTextureHeight());
+
+ imgwidth = (float)idim.width/(float)tdim.width;
+ imgheight = (float)idim.height/(float)tdim.height;
+
+ /*
+ System.out.println("image : "+idim);
+ System.out.println("text : "+tdim);
+ System.out.println("image/text : "+imgwidth+"/"+imgheight);
+ */
+ }
+
+ gl.glMatrixMode (GL_PROJECTION);
+ gl.glLoadIdentity ();
+ glu.gluOrtho2D(0, imgwidth,
+ 0, imgheight);
+
+ gl.glMatrixMode (GL_MODELVIEW);
+ gl.glLoadIdentity ();
+ }
+
+}
+
diff --git a/gl4java/swing/GLAnimJPanel.java b/gl4java/swing/GLAnimJPanel.java index a7af76a..bdbdd94 100644 --- a/gl4java/swing/GLAnimJPanel.java +++ b/gl4java/swing/GLAnimJPanel.java @@ -24,6 +24,25 @@ import java.lang.Math; * <pre> <a href="../../GL4Java.html">The GL4Java Documentation</a> * </pre> + * + * <p> + * There are two ways of using a GLAnimJPanel: the {@link + * gl4java.GLEventListener} model or the subclassing model. Earlier + * versions of the system only supported the subclassing model. The + * default implementations of {@link #init}, {@link #display}, + * {@link #reshape} and {@link #doCleanup} + * now send events to GLEventListeners; they can + * still be overridden as before to support the subclassing model. + * + * <p> + * If using the subclassing model, you should override the following + * methods for your needs: + * <pre> + <a href="GLAnimJPanel.html#init()">init - 1st initialisation</a> + <a href="GLAnimJPanel.html#display()">display - render one frame</a> + <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize)</a> + <a href="GLAnimJPanel.html#ReInit()">ReInit - ReInitialisation after stop for setSuspended(false)</a> + * </pre> * <p> * * This code uses repaint() to fire a sDisplay call by the AWT-Event thread ! @@ -93,14 +112,6 @@ import java.lang.Math; * </pre> * Like the first animation run, this class renders a view frames (default 10) * to subtract the render time from the sleep time ! - * <p> - * You should overwrite the following methods for your needs: - * <pre> - <a href="GLAnimJPanel.html#init()">init - 1st initialisation</a> - <a href="GLAnimJPanel.html#display()">display - render one frame</a> - <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize)</a> - <a href="GLAnimJPanel.html#ReInit()">ReInit - ReInitialisation after stop for setSuspended(false)</a> - * </pre> * * @see gl4java.awt.GLCanvas * @version 2.0, 21. April 1999 @@ -231,53 +242,6 @@ public class GLAnimJPanel extends GLJPanel setAnimateFps(FramesPerSec); } - /** - * init should be overwritten by you, - * to enter your initialisation code - * - */ - public void init() - { - /* here we should add and initialize our JAVA components */ - - /* ... and furthet OpenGL init's - like you want to */ - - glj.gljCheckGL(); - - ReInit(); - - /* and start our working thread ... */ - start(); - } - - /** - * - * This is the rendering-method called by sDisplay - * (and sDisplay is called by paint, or by the thread directly !). - * The derived-class (Your Subclass) will redefine this, - * to draw it's own animation ! - * - * <p> - * - * You should set shallWeRender here, - * to signalize the animation-loop 'run' to supsend - * <p> - * To restart the thread, just call setSuspended(false) - * - * @see gl4java.swing.GLAnimJPanel#shallWeRender - * @see gl4java.swing.GLAnimJPanel#run - * @see gl4java.swing.GLAnimJPanel#setSuspended - * @see gl4java.awt.GLAnimCanvas#sDisplay - * @see gl4java.awt.GLAnimCanvas#paint - */ - public void display() - { - int i; - - // ... just render it - - } - /** * ReInit should be overwritten by you, * to enter your re-initialisation within setSuspended(false) @@ -362,16 +326,6 @@ public class GLAnimJPanel extends GLJPanel notify(); } - /** - * Should be set in display, - * whether to render or not while the animation loop - * <p> - * If shallWeRender is false, - * this thread will suspend ! - * - * @see gl4java.swing.GLAnimJPanel#display - * @see gl4java.swing.GLAnimJPanel#run - */ protected boolean shallWeRender = true; private long _fDelay = 0; @@ -383,7 +337,7 @@ public class GLAnimJPanel extends GLJPanel * The running loop for animations * which initiates the call of display * - * @see gl4java.swing.GLAnimJPanel#shallWeRender + * @see gl4java.swing.GLAnimJPanel#setSuspended * @see gl4java.swing.GLAnimJPanel#display */ public void run() @@ -563,13 +517,13 @@ public class GLAnimJPanel extends GLJPanel * fot the getFps* methods * <p> * this function is called automatically by - * run, if the thread is suspended via shallWeRender + * run, if the thread is suspended via setSuspended * <p> * All data's are print out on System.out * if verboseFps is set ! * * @see gl4java.swing.GLAnimJPanel#run - * @see gl4java.swing.GLAnimJPanel#shallWeRender + * @see gl4java.swing.GLAnimJPanel#setSuspended * @see gl4java.swing.GLAnimJPanel#resetFpsCounter * @see gl4java.swing.GLAnimJPanel#stopFpsCounter * @see gl4java.swing.GLAnimJPanel#getFps @@ -605,7 +559,7 @@ public class GLAnimJPanel extends GLJPanel * verboseFps is set to true by default ! * * @see gl4java.swing.GLAnimJPanel#run - * @see gl4java.swing.GLAnimJPanel#shallWeRender + * @see gl4java.swing.GLAnimJPanel#setSuspended * @see gl4java.swing.GLAnimJPanel#resetFpsCounter * @see gl4java.swing.GLAnimJPanel#stopFpsCounter * @see gl4java.swing.GLAnimJPanel#getFps diff --git a/gl4java/swing/GLJPanel.java b/gl4java/swing/GLJPanel.java index 1e23110..31ee17f 100644 --- a/gl4java/swing/GLJPanel.java +++ b/gl4java/swing/GLJPanel.java @@ -1,866 +1,932 @@ -package gl4java.swing; - -import gl4java.*; - -import java.awt.*; -import java.awt.image.*; -import java.awt.event.*; -import javax.swing.*; - -/** - * This is meant as an base class writing - * easy render functions. A clean usage of multi-threading compatible - * with JAVA2 is implemented in GLAnimJPanel ! - * - * <p> - * - * If you are interessting in further Documentation and/or - * the history of GL4Java follow the following link. - * - * <pre> - <a href="../../GL4Java.html">The GL4Java Documentation</a> - * </pre> - * <p> - * - * You should overwrite the following methods for your needs: - * <pre> - <a href="GLJPanel.html#init()">preInit - initialisation before creating GLContext</a> - <a href="GLJPanel.html#init()">init - 1st initialisation after creating GLContext</a> - <a href="GLJPanel.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a> - <a href="GLJPanel.html#display()">display - render your frame</a> - <a href="GLJPanel.html#reshape(int, int)">reshape - to reshape (window resize), gljResize() is allready invoked !</a> - * </pre> - * - * To check if you can use the GLContext and GL and GLU methods, - * use the function - * <pre> - <a href="GLJPanel.html#cvsIsInit()">cvsIsInit</a> - * </pre> - * <p> - * IF you remove/release a GLJPanel, - * e.g. you want to close/dispose it�s Window (which contains this GLJPanel), - * you HAVE TO call: - * - * <pre> - <a href="GLJPanel.html#cvsDispose()">cvsDispose</a> - * </pre> - * You should call this before releasing/dispose this Window ! - * Also you can overwrite this class, - * to dispose your own elements, e.g. a Frame etc. - - * but be shure that you call - * cvsDispose implementation call this one ! - * - * <p> - * We do override the following Canvas methods. - * - * <pre> - <a href="GLJPanel.html#update(java.awt.Graphics)">update</a> - <a href="GLJPanel.html#paint(java.awt.Graphics)">paint</a> - * </pre> - * <p> - * - * @see gl4java.swing.GLAnimJPanel - * @see gl4java.awt.GLCanvas - * - * @version 2.0, 21. April 1999 - * @author Sven Goethel - * - */ -public class GLJPanel extends JPanel - implements GLEnum, GLUEnum, - ComponentListener, WindowListener, MouseListener -{ - protected GLContext glj = null; - public GLFunc gl = null; - public GLUFunc glu = null; - - protected boolean mustResize = false; - - protected boolean cvsInitialized=false; - - protected boolean needCvsDispose = false; - - /** - * Visual pre-set for stencil-bit number, default: 0 - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#paint - */ - protected int stencilBits = 0; - - /** - * Visual pre-set for accumulator buffer size, default: 0 - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#paint - */ - protected int accumSize = 0; - - /** - * Visual pre-set for stereoView, default: false - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#paint - */ - protected boolean stereoView = false; - - /** - * Visual pre-set for RGBA usage, default: true - of course ;-) - * This value is updated after a GLContext is created with the - * original updated value of GLContext ! - * - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#paint - */ - protected boolean rgba = true; - - /** - * The context with witch display lists and textures will be shared. - * - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#paint - */ - protected GLContext sharedGLContext; - - /** - * The data to hold the offscreen pixels on the java side ! - * - * @see gl4java.swing.GLJPanel#offImagePixels - * @see gl4java.swing.GLJPanel#paint - */ - protected BufferedImage offImage = null; - - /** - * The data to hold the offscreen pixels on the GL side ! - * - * @see gl4java.swing.GLJPanel#offImage - * @see gl4java.swing.GLJPanel#paint - */ - protected byte[] offImagePixels = null; - - /** - * The custom set offscreen Size - * - * If this is set to != null, - * the offscreen pixmap is used in this size, - * not in the components-size (-> faster if smaller) - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#setOffScreenSize - * @see gl4java.swing.GLJPanel#getOffScreenSize - */ - protected Dimension offScrnSize = null; - protected boolean customOffScrnSize=false; - protected boolean offScrnSizeChanged=false; - - static { - if(GLContext.loadNativeLibraries(null, null, null)==false) - System.out.println("GLJPanel could not load def. native libs."); - } - - /** - * - * Constructor - * - * @param gl_Name The name of the GLFunc implementation - * If gl_Name==null, the default class will be used ! - * - * @param glu_Name The name of the GLUFunc implementation - * If gl_LibName==null, the default class will be used ! - * - * @param layout the layout manager - * @param isDoubleBuffered the flag indicates, - * if double buffer should be used - * - */ - public GLJPanel( String gl_Name, - String glu_Name, - LayoutManager layout, boolean isDoubleBuffered - ) - { - super( layout, isDoubleBuffered ); - - if( (gl=GLContext.createGLFunc(gl_Name)) ==null) - { - System.out.println("GLFunc implementation "+gl_Name+" not created"); - } - if( (glu=GLContext.createGLUFunc(glu_Name)) ==null) - { - System.out.println("GLUFunc implementation "+glu_Name+" not created"); - } - - /* to be able for RESIZE event's */ - addComponentListener(this); - - setOpaque(false); - } - - /** - * - * Constructor - * - * @param layout the layout manager - * @param isDoubleBuffered the flag indicates, - * if double buffer should be used - * - */ - public GLJPanel( LayoutManager layout, boolean isDoubleBuffered ) - { - this(null, null, layout, isDoubleBuffered); - } - - /** - * - * Constructor - * - * Uses the default GLFunc and GLUFunc implementation ! - * - * @param isDoubleBuffered the flag indicates, - * if double buffer should be used - */ - public GLJPanel( boolean isDoubleBuffered ) - { - this(null, null, new FlowLayout(), isDoubleBuffered); - } - - /** - * - * Constructor - * - * Uses the default GLFunc and GLUFunc implementation ! - * - * @param layout the layout manager - */ - public GLJPanel(LayoutManager layout) - { - this(null, null, layout, true); - } - - /** - * - * Constructor - * - * Uses the default GLFunc and GLUFunc implementation ! - * - */ - public GLJPanel( ) - { - this(null, null, new FlowLayout(), true); - } - - /** - * Used to return the created GLContext - */ - public final GLContext getGLContext() { return glj; } - - /** - * Safe the toplevel window - */ - protected Window topLevelWindow = null; - - /** - * - * This function returns the found TopLevelWindow, - * which contains this Canvas .. - * - * @return void - * - * @see gl4java.swing.GLJPanel#paint - */ - public final Window getTopLevelWindow() - { return topLevelWindow; } - - /** - * The customers offscreen Size - * - * If this is set, - * the offscreen pixmap is used in this size, - * not in the components-size (-> faster if smaller) - * - * @see gl4java.swing.GLJPanel#offScrnSize - * @see gl4java.swing.GLJPanel#setOffScreenSize - */ - public Dimension getOffScreenSize() - { return offScrnSize; } - - /** - * The customers offscreen Size - * - * If this is set, - * the offscreen pixmap is used in this size, - * not in the components-size (-> faster if smaller) - * - * @see gl4java.swing.GLJPanel#offScrnSize - * @see gl4java.swing.GLJPanel#getOffScreenSize - */ - public void setOffScreenSize(Dimension size) - { - if((size!=null && size.equals(offScrnSize)==false) || - size!=offScrnSize - ) - { - offScrnSizeChanged=true; - offScrnSize=size; - customOffScrnSize=offScrnSize!=null; - } - } - - /** - * this function overrides the Canvas paint method ! - * - * For the first paint, - * the user function preInit is called, a GLContext is created - * and the user function init is called ! - * - * Also, if a GL Context exist, GLJPanel's sDisplay-method will be called - * to do OpenGL-rendering. - * - * The sDisplay method itself calls the display-method ! - * sDisplay is needed to be thread-safe, to manage - * the resize functionality and to safe the time per frame. - * - * To define your rendering, you should overwrite the display-method - * in your derivation. - * - * @see gl4java.GLContext#GLContext - * @see gl4java.swing.GLJPanel#cvsIsInit - * @see gl4java.swing.GLJPanel#sDisplay - * @see gl4java.swing.GLJPanel#display - * @see gl4java.swing.GLJPanel#preInit - * @see gl4java.swing.GLJPanel#init - */ - public synchronized final void paintComponent(Graphics g) - { - if(glj == null || - (mustResize && !customOffScrnSize) || offScrnSizeChanged ) - { - if(mustResize) - { - cvsDispose(); - mustResize=false; - } - preInit(); - glj = GLContext.createOffScreenCtx ( this, gl, glu, - stereoView, - rgba, stencilBits, accumSize, - sharedGLContext, - offScrnSize - ); - - if(glj!=null) - { - /* - createOwnWindow = glj.isOwnWindowCreated(); - doubleBuffer = glj.isDoubleBuffer(); - */ - stencilBits = glj.getStencilBitNumber(); - accumSize = glj.getAccumSize(); - stereoView = glj.isStereoView(); - rgba = glj.isRGBA(); - } - if(offImage!=null) - offImage.flush(); - offImage=null; - offScrnSizeChanged=false; - - init(); - - // fetch the top-level window , - // to add us as the windowListener - // - Container _c = getParent(); - Container c = null; - - while(_c!=null) - { - c = _c; - _c = _c.getParent(); - } - - if(c instanceof Window) { - topLevelWindow = (Window)c; - topLevelWindow.addComponentListener(this); - topLevelWindow.addMouseListener(this); - } else { - topLevelWindow = null; - System.out.println("toplevel is not a Window: "+c); - } - - if(topLevelWindow!=null) - { - topLevelWindow.addWindowListener(this); - } else { - System.out.println("no parent found for "+getName()); - System.out.flush(); - } - if(glj!=null && glj.gljIsInit()) - cvsInitialized=true; - } - /* - if( mustResize ) size = getSize(); - g.setClip(0, 0, size.width, size.height ); - */ - //super.paintComponent(g); - - gr = g; - sDisplay(); - } - - Graphics gr = null; - DataBufferInt dbInt = null; - - /** - * - * This is the thread save rendering-method called by paint. - * The actual thread will be set to highes priority befor calling - * 'display'. After 'display' the priority will be reset ! - * - * 'gljFree' will be NOT called after 'display'. - * - * We tested the above to use multi-threading and - * for the demonstration 'glDemos' it works ;-)) ! - * - * BE SURE, if you want to call 'display' by yourself - * (e.g. in the run method for animation) - * YOU HAVE TO CALL sDisplay -- OR YOU MUST KNOW WHAT YOU ARE DOING THEN ! - * - * @return void - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#display - */ - public synchronized final void sDisplay() - { - boolean ok = true; - - long _s = System.currentTimeMillis(); - - if(!cvsIsInit()) - return; - - if( glj.gljMakeCurrent() == false ) { - System.out.println("GLJPanel: problem in use() method"); - return; - } - - if(ok) - { - display(); - _f_dur_self = System.currentTimeMillis()-_s; - if(GLContext.gljClassDebug) - { - _f_dur_self_sum+=_f_dur_self; - glj.gljCheckGL(); - } - - int glFormat; - int glComps; - int awtFormat; - - glFormat = (rgba == true)?GL_RGBA:GL_RGB; - glComps = (rgba == true)?4:3; - awtFormat = (rgba == true)?BufferedImage.TYPE_INT_ARGB: - BufferedImage.TYPE_INT_RGB; - - Dimension size = null; - if(customOffScrnSize) - size=offScrnSize; - else - size=getSize(); - int w=size.width; - int h=size.height; - - long _s_tst = System.currentTimeMillis(); - - if(offImage==null || - offImage.getHeight()!=h || offImage.getWidth()!=w) - { - if(offImage!=null) - offImage.flush(); - offImage = new BufferedImage(w,h,awtFormat); - offImagePixels=new byte[w*h*glComps]; - dbInt = (DataBufferInt) - offImage.getRaster().getDataBuffer(); - - if(GLContext.gljClassDebug) - { - System.out.print("set offImage to size: "+size+ - "(hw size: "+w+"x"+h+"), type: "); - switch(glFormat) { - case GL_RGB: System.out.println("RGB"); break; - case GL_RGBA: System.out.println("RGBA"); break; - case GL_BGR_EXT: System.out.println("BGR"); break; - case GL_BGRA_EXT: System.out.println("BGRA"); break; - } - } - } - - glj.gljReadPixelGL2AWT(0,0,w,h,glFormat,GL_UNSIGNED_BYTE, - glj.isDoubleBuffer()?GL_BACK:GL_FRONT, - offImagePixels, dbInt.getData()); - - //glj.gljSwap(); // no true swapping with offscreen buffers .. - - if(GLContext.gljClassDebug) - _f_dur_tst_sum+=System.currentTimeMillis()-_s_tst; - - if(GLContext.gljClassDebug) - glj.gljCheckGL(); - glj.gljFree(); // enable ctx for threads ... - - if(!customOffScrnSize) - gr.drawImage(offImage, 0, 0, this); - else { - size=super.getSize(); - gr.drawImage(offImage, 0, 0, size.width, size.height, this); - } - - _f_dur_total = System.currentTimeMillis()-_s; - if(GLContext.gljClassDebug) - { - _f_dur_total_sum+=_f_dur_total; - if(++_f_dur_times==100) - { - System.out.println("self p 100: "+ - (double)(_f_dur_self_sum/100)/1000.0+" s"); - - System.out.println("tst p 100: "+ - (double)(_f_dur_tst_sum/100)/1000.0+" s"); - - System.out.println("gl-bitblit p 100: "+ - (double)((_f_dur_total_sum-_f_dur_self_sum)/100)/1000.0+" s"); - System.out.println("total p 100: "+ - (double)(_f_dur_total_sum/100)/1000.0+" s"); - - _f_dur_self_sum=0; - _f_dur_tst_sum=0; - _f_dur_total_sum=0; - _f_dur_times=0; - } - } - - } - - } - - /** - * - * This is the rendering-method called by sDisplay - * (and sDisplay is called by paint !). - * The derived-class (Your Subclass) will redefine this, to draw it's own... - * - * BE SURE, if you want to call 'display' by yourself - * (e.g. in the run method for animation) - * YOU HAVE TO CALL sDisplay ! - * - * 'sDisplay' manages a semaphore to avoid reentrance of - * the display function !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! - * - * @return void - * - * @see gl4java.swing.GLJPanel#sDisplay - * @see gl4java.swing.GLJPanel#paint - */ - public void display() - { - } - - /** - * - * This is your pre-init method. - * preInit is called just BEFORE the GL-Context is created. - * You should override preInit, to initialize your visual-stuff, - * like the protected vars: doubleBuffer and stereoView - * - * @return void - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#stereoView - * @see gl4java.swing.GLJPanel#rgba - * @see gl4java.swing.GLJPanel#stencilBits - * @see gl4java.swing.GLJPanel#accumSize - */ - public void preInit() - { - } - - /** - * - * This is your init method. - * init is called right after the GL-Context is initialized. - * You should override init, to initialize your stuff needed - * by OpenGL an Java ! - * - * @return void - * - * @see gl4java.swing.GLJPanel#paint - */ - public void init() - { - } - - /** - * This method is used to clean up any OpenGL stuff (delete textures - * or whatever) prior to actually deleting the OpenGL context. - * You should override this with your own version, if you need to do - * any cleanup work at this phase. - * This functions is called within cvsDispose - * - * @return void - * - * @see gl4java.swing.GLJPanel#cvsDispose - */ - public void doCleanup() - { - } - - /** - * This function returns, if everything is init: the GLContext, - * the and the users init function - * This value is set in the paint method! - * - * @return boolean - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#init - */ - public boolean cvsIsInit() - { - return cvsInitialized; - } - - protected long _f_dur_self = 0; - protected long _f_dur_self_sum = 0; - protected long _f_dur_tst_sum = 0; - protected long _f_dur_total = 0; - protected long _f_dur_total_sum = 0; - protected int _f_dur_times = 0; - - /** - * - * This is the reshape-method called by paint. - * The derived-class (Your Subclass) will redefine this, - * to manage your individual reshape ... - * - * This �reshape� method will be invoked after the first paint command - * after GLJPanel.componentResize is called AND only if �gljUse� was - * succesfull (so a call of gljUse is redundant). - * �reshape� is not an overloading of java.awt.Component.reshape, - * �reshape� is more like �glut�-reshape. - * - * GLJPanel.reshape allready has a simple default implementation, - * which calls �gljResize� and �glViewport� - so you may be can - * left this one as it is (no need to overload). - * The needed call to �gljResize� is done by hte invoker paint ! - * - * @param width the new width - * @param height the new height - * @return void - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#sDisplay - */ - public void reshape( int width, int height ) - { - if(GLContext.gljClassDebug) - System.out.println("GLJPanel::reshape bounds("+getBounds()+")"); - gl.glViewport(0,0, width, height); - } - - /** - * - * �componentResized� is the componentListeners event handler. - * - * This method sets the variable �mustResize� to true, - * so the upcoming �paint� method-call will invoke �reshape� ! - * - * This little look-alike complicating thing is done, - * to avoid an Exception by using the glContext from more than - * one concurrent thread�s ! - * - * You cannot override this implementation, it is final - * - override �reshape' instead ! - * - * @param e the element, which is resized - * @return void - * - * @see gl4java.swing.GLJPanel#paint - * @see gl4java.swing.GLJPanel#reshape - */ - public void componentResized(ComponentEvent e) - { - if(GLContext.gljClassDebug) - System.out.println("GLJPanel::componentResized("+e.getComponent()+")"); - if(glj!=null && glj.gljIsInit() && e.getComponent()==this ) - { - mustResize = true; - //repaint(); - } - } - - public void componentMoved(ComponentEvent e) - { - /* - if(GLContext.gljClassDebug) - System.out.print("GLJPanel::componentMoved("+e.getComponent()+")"); - if(e.getComponent().equals(topLevelWindow)) - { - repaint(); - } - */ - } - - public void componentShown(ComponentEvent e) - { - } - - public void componentHidden(ComponentEvent e) - { - } - - public void mouseClicked(MouseEvent e) - { - } - public void mouseEntered(MouseEvent e) - { - /* - if(GLContext.gljClassDebug) - System.out.print("GLJPanel::mouseEntered("+e.getComponent()+")"); - if(e.getComponent().equals(topLevelWindow)) - { - repaint(); - } - */ - } - public void mouseExited(MouseEvent e) - {} - public void mousePressed(MouseEvent e) - { - } - public void mouseReleased(MouseEvent e) - { - } - - public void windowOpened(WindowEvent e) - { - } - - /** - * - * �windowClosing� is the windowListeners event handler - * for the topLevelWindow of this Canvas ! - * - * This methods free�s AND destroy�s - * the GL Context with �glj.gljDestroy� ! - * - * @return void - * - */ - public void windowClosing(WindowEvent e) - { - if(e.getComponent().equals(topLevelWindow)) - { - cvsDispose(); - } - } - - /** - * - * �windowClosed� is the windowListeners event handler. - * - * @return void - * - */ - public void windowClosed(WindowEvent e) - { - if (needCvsDispose) cvsDispose(); - } - - public void windowIconified(WindowEvent e) - { - } - - public void windowDeiconified(WindowEvent e) - { - } - - public void windowActivated(WindowEvent e) - { - } - - public void windowDeactivated(WindowEvent e) - { - } - - /** - * You should call this before releasing/dispose this Window ! - * Also you can overwrite this class, - * to dispose your own elements, e.g. a Frame etc. - - * but be shure that you call - * cvsDispose implementation call this one ! - * - * This function calls gljDestroy of GLContext ! - * - * @see gl4java.GLContext#gljDestroy - * @see gl4java.swing.GLJPanel#doCleanup - */ - public void cvsDispose() - { - cvsInitialized = false; - if (glj != null) - { - if (glj.gljIsInit()) - { - /* Sometimes the Microsoft VM calls the - Applet.stop() method but doesn't have - permissions to do J/Direct calls, so - this whole block of code will throw a - security exception. If this happens, - however, windowClosing() will still - call us again later and we will have - another opportunity to shut down the - context, so it all works out fine. */ - try - { - glj.gljFree(); - doCleanup(); - //locks and free's GLContext - glj.setEnabled(false); - glj.gljDestroy(); - needCvsDispose = false; - } - catch (Exception ex) - { - needCvsDispose = true; - } - } - } - - // Setting glj to null will simply cause paint() to re-initialize. - // We don't want that to happen, so we will leave glj non-null. - } - - public Dimension getSize() - { - if(customOffScrnSize) - return offScrnSize; - return super.getSize(); - } - - /** - * get methods - */ - public final int cvsGetWidth() { - return getSize().width; - } - public final int cvsGetHeight() { - return getSize().height; - } -} - +package gl4java.swing;
+
+import gl4java.*;
+import gl4java.drawable.*;
+import gl4java.drawable.utils.*;
+
+import java.awt.*;
+import java.awt.image.*;
+import java.awt.event.*;
+import javax.swing.*;
+
+/**
+ * This is meant as an base class writing
+ * easy render functions. A clean usage of multi-threading compatible
+ * with JAVA2 is implemented in GLAnimJPanel !
+ *
+ * <p>
+ *
+ * If you are interessting in further Documentation and/or
+ * the history of GL4Java follow the following link.
+ *
+ * <pre>
+ <a href="../../GL4Java.html">The GL4Java Documentation</a>
+ * </pre>
+ * <p>
+ *
+ * There are two ways of using a GLJPanel: the {@link
+ * gl4java.GLEventListener} model or the subclassing model. Earlier
+ * versions of the system only supported the subclassing model. The
+ * default implementations of {@link #init}, {@link #display},
+ * {@link #reshape} and {@link #doCleanup}
+ * now send events to GLEventListeners; they can
+ * still be overridden as before to support the subclassing model.
+ *
+ * <p>
+ * If using the subclassing model, you should override the following
+ * methods for your needs:
+ * <pre>
+ <a href="GLJPanel.html#init()">preInit - initialisation before creating GLContext</a>
+ <a href="GLJPanel.html#init()">init - 1st initialisation after creating GLContext</a>
+ <a href="GLJPanel.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a>
+ <a href="GLJPanel.html#display()">display - render your frame</a>
+ <a href="GLJPanel.html#reshape(int, int)">reshape - to reshape (window resize), gljResize() is allready invoked !</a>
+ * </pre>
+ *
+ * To check if you can use the GLContext and GL and GLU methods,
+ * use the function
+ * <pre>
+ <a href="GLJPanel.html#cvsIsInit()">cvsIsInit</a>
+ * </pre>
+ * <p>
+ * IF you remove/release a GLJPanel,
+ * e.g. you want to close/dispose it�s Window (which contains this GLJPanel),
+ * you HAVE TO call:
+ *
+ * <pre>
+ <a href="GLJPanel.html#cvsDispose()">cvsDispose</a>
+ * </pre>
+ * You should call this before releasing/dispose this Window !
+ * Also you can overwrite this class,
+ * to dispose your own elements, e.g. a Frame etc. -
+ * but be shure that you call
+ * cvsDispose implementation call this one !
+ *
+ * <p>
+ * We do override the following Canvas methods.
+ *
+ * <pre>
+ <a href="GLJPanel.html#update(java.awt.Graphics)">update</a>
+ <a href="GLJPanel.html#paint(java.awt.Graphics)">paint</a>
+ * </pre>
+ * <p>
+ *
+ * @see gl4java.swing.GLAnimJPanel
+ * @see gl4java.awt.GLCanvas
+ *
+ * @version 2.0, 21. April 1999
+ * @author Sven Goethel
+ * */
+public class GLJPanel extends JPanel
+ implements GLEnum, GLUEnum,
+ ComponentListener, WindowListener, MouseListener,
+ GLDrawable
+{
+ protected GLContext glj = null;
+ public GLFunc gl = null;
+ public GLUFunc glu = null;
+
+ protected boolean mustResize = false;
+
+ protected boolean cvsInitialized=false;
+
+ protected boolean needCvsDispose = false;
+
+ /**
+ * Visual pre-set for stencil-bit number, default: 0
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected int stencilBits = 0;
+
+ /**
+ * Visual pre-set for accumulator buffer size, default: 0
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected int accumSize = 0;
+
+ /**
+ * Visual pre-set for stereoView, default: false
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected boolean stereoView = false;
+
+ /**
+ * Visual pre-set for RGBA usage, default: true - of course ;-)
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected boolean rgba = true;
+
+ /**
+ * The context with witch display lists and textures will be shared.
+ *
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected GLContext sharedGLContext;
+
+ /**
+ * The data to hold the offscreen pixels on the java side !
+ *
+ * @see gl4java.swing.GLJPanel#offImagePixels
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected BufferedImage offImage = null;
+
+ /**
+ * The data to hold the offscreen pixels on the GL side !
+ *
+ * @see gl4java.swing.GLJPanel#offImage
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ protected byte[] offImagePixels = null;
+
+ /**
+ * The custom set offscreen Size
+ *
+ * If this is set to != null,
+ * the offscreen pixmap is used in this size,
+ * not in the components-size (-> faster if smaller)
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#setOffScreenSize
+ * @see gl4java.swing.GLJPanel#getOffScreenSize
+ */
+ protected Dimension offScrnSize = null;
+ protected boolean customOffScrnSize=false;
+ protected boolean offScrnSizeChanged=false;
+
+ // The list of GLEventListeners
+ private GLEventListenerList listeners = new GLEventListenerList();
+
+ static {
+ if(GLContext.loadNativeLibraries(null, null, null)==false)
+ System.out.println("GLJPanel could not load def. native libs.");
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @param gl_Name The name of the GLFunc implementation
+ * If gl_Name==null, the default class will be used !
+ *
+ * @param glu_Name The name of the GLUFunc implementation
+ * If gl_LibName==null, the default class will be used !
+ *
+ * @param layout the layout manager
+ * @param isDoubleBuffered the flag indicates,
+ * if double buffer should be used
+ *
+ */
+ public GLJPanel( String gl_Name,
+ String glu_Name,
+ LayoutManager layout, boolean isDoubleBuffered
+ )
+ {
+ super( layout, isDoubleBuffered );
+
+ if( (gl=GLContext.createGLFunc(gl_Name)) ==null)
+ {
+ System.out.println("GLFunc implementation "+gl_Name+" not created");
+ }
+ if( (glu=GLContext.createGLUFunc(glu_Name)) ==null)
+ {
+ System.out.println("GLUFunc implementation "+glu_Name+" not created");
+ }
+
+ /* to be able for RESIZE event's */
+ addComponentListener(this);
+
+ setOpaque(false);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @param layout the layout manager
+ * @param isDoubleBuffered the flag indicates,
+ * if double buffer should be used
+ *
+ */
+ public GLJPanel( LayoutManager layout, boolean isDoubleBuffered )
+ {
+ this(null, null, layout, isDoubleBuffered);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @param isDoubleBuffered the flag indicates,
+ * if double buffer should be used
+ */
+ public GLJPanel( boolean isDoubleBuffered )
+ {
+ this(null, null, new FlowLayout(), isDoubleBuffered);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @param layout the layout manager
+ */
+ public GLJPanel(LayoutManager layout)
+ {
+ this(null, null, layout, true);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ */
+ public GLJPanel( )
+ {
+ this(null, null, new FlowLayout(), true);
+ }
+
+ /**
+ * Used to return the created GLContext
+ */
+ public final GLContext getGLContext() { return glj; }
+
+ /**
+ * Safe the toplevel window
+ */
+ protected Window topLevelWindow = null;
+
+ /**
+ *
+ * This function returns the found TopLevelWindow,
+ * which contains this Canvas ..
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ */
+ public final Window getTopLevelWindow()
+ { return topLevelWindow; }
+
+ /**
+ * The customers offscreen Size
+ *
+ * If this is set,
+ * the offscreen pixmap is used in this size,
+ * not in the components-size (-> faster if smaller)
+ *
+ * @see gl4java.swing.GLJPanel#offScrnSize
+ * @see gl4java.swing.GLJPanel#setOffScreenSize
+ */
+ public Dimension getOffScreenSize()
+ { return offScrnSize; }
+
+ /**
+ * The customers offscreen Size
+ *
+ * If this is set,
+ * the offscreen pixmap is used in this size,
+ * not in the components-size (-> faster if smaller)
+ *
+ * @see gl4java.swing.GLJPanel#offScrnSize
+ * @see gl4java.swing.GLJPanel#getOffScreenSize
+ */
+ public void setOffScreenSize(Dimension size)
+ {
+ if((size!=null && size.equals(offScrnSize)==false) ||
+ size!=offScrnSize
+ )
+ {
+ offScrnSizeChanged=true;
+ offScrnSize=size;
+ customOffScrnSize=offScrnSize!=null;
+ }
+ }
+
+ /**
+ * this function overrides the Canvas paint method !
+ *
+ * For the first paint,
+ * the user function preInit is called, a GLContext is created
+ * and the user function init is called !
+ *
+ * Also, if a GL Context exist, GLJPanel's sDisplay-method will be called
+ * to do OpenGL-rendering.
+ *
+ * The sDisplay method itself calls the display-method !
+ * sDisplay is needed to be thread-safe, to manage
+ * the resize functionality and to safe the time per frame.
+ *
+ * To define your rendering, you should overwrite the display-method
+ * in your derivation.
+ *
+ * @see gl4java.GLContext#GLContext
+ * @see gl4java.swing.GLJPanel#cvsIsInit
+ * @see gl4java.swing.GLJPanel#sDisplay
+ * @see gl4java.swing.GLJPanel#display
+ * @see gl4java.swing.GLJPanel#preInit
+ * @see gl4java.swing.GLJPanel#init
+ */
+ public synchronized final void paintComponent(Graphics g)
+ {
+ if(glj == null ||
+ (mustResize && !customOffScrnSize) || offScrnSizeChanged )
+ {
+ if(mustResize)
+ {
+ cvsDispose();
+ mustResize=false;
+ }
+ preInit();
+ glj = GLContext.createOffScreenCtx ( this, gl, glu,
+ stereoView,
+ rgba, stencilBits, accumSize,
+ sharedGLContext,
+ offScrnSize
+ );
+
+ if(glj!=null)
+ {
+ /*
+ createOwnWindow = glj.isOwnWindowCreated();
+ doubleBuffer = glj.isDoubleBuffer();
+ */
+ stencilBits = glj.getStencilBitNumber();
+ accumSize = glj.getAccumSize();
+ stereoView = glj.isStereoView();
+ rgba = glj.isRGBA();
+ }
+ if(offImage!=null)
+ offImage.flush();
+ offImage=null;
+ offScrnSizeChanged=false;
+
+ init();
+
+ // fetch the top-level window ,
+ // to add us as the windowListener
+ //
+ Container _c = getParent();
+ Container c = null;
+
+ while(_c!=null)
+ {
+ c = _c;
+ _c = _c.getParent();
+ }
+
+ if(c instanceof Window) {
+ topLevelWindow = (Window)c;
+ topLevelWindow.addComponentListener(this);
+ topLevelWindow.addMouseListener(this);
+ } else {
+ topLevelWindow = null;
+ System.out.println("toplevel is not a Window: "+c);
+ }
+
+ if(topLevelWindow!=null)
+ {
+ topLevelWindow.addWindowListener(this);
+ } else {
+ System.out.println("no parent found for "+getName());
+ System.out.flush();
+ }
+ if(glj!=null && glj.gljIsInit())
+ cvsInitialized=true;
+ }
+ /*
+ if( mustResize ) size = getSize();
+ g.setClip(0, 0, size.width, size.height );
+ */
+ //super.paintComponent(g);
+
+ gr = g;
+ sDisplay();
+ }
+
+ Graphics gr = null;
+ DataBufferInt dbInt = null;
+
+ /**
+ *
+ * This is the thread save rendering-method called by paint.
+ * The actual thread will be set to highes priority befor calling
+ * 'display'. After 'display' the priority will be reset !
+ *
+ * 'gljFree' will be NOT called after 'display'.
+ *
+ * We tested the above to use multi-threading and
+ * for the demonstration 'glDemos' it works ;-)) !
+ *
+ * BE SURE, if you want to call 'display' by yourself
+ * (e.g. in the run method for animation)
+ * YOU HAVE TO CALL sDisplay -- OR YOU MUST KNOW WHAT YOU ARE DOING THEN !
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#display
+ * @see gl4java.drawable.GLEventListener#preDisplay
+ * @see gl4java.drawable.GLEventListener#display
+ * @see gl4java.drawable.GLEventListener#postDisplay
+ */
+ public synchronized final void sDisplay()
+ {
+ boolean ok = true;
+
+ long _s = System.currentTimeMillis();
+
+ if(!cvsIsInit())
+ return;
+
+ listeners.sendPreDisplayEvent(this);
+
+ if( glj.gljMakeCurrent() == false ) {
+ System.out.println("GLJPanel: problem in use() method");
+ return;
+ }
+
+ if(ok)
+ {
+ display();
+ _f_dur_self = System.currentTimeMillis()-_s;
+ if(GLContext.gljClassDebug)
+ {
+ _f_dur_self_sum+=_f_dur_self;
+ glj.gljCheckGL();
+ }
+
+ int glFormat;
+ int glComps;
+ int awtFormat;
+
+ glFormat = (rgba == true)?GL_RGBA:GL_RGB;
+ glComps = (rgba == true)?4:3;
+ awtFormat = (rgba == true)?BufferedImage.TYPE_INT_ARGB:
+ BufferedImage.TYPE_INT_RGB;
+
+ Dimension size = null;
+ if(customOffScrnSize)
+ size=offScrnSize;
+ else
+ size=getSize();
+ int w=size.width;
+ int h=size.height;
+
+ long _s_tst = System.currentTimeMillis();
+
+ if(offImage==null ||
+ offImage.getHeight()!=h || offImage.getWidth()!=w)
+ {
+ if(offImage!=null)
+ offImage.flush();
+ offImage = new BufferedImage(w,h,awtFormat);
+ offImagePixels=new byte[w*h*glComps];
+ dbInt = (DataBufferInt)
+ offImage.getRaster().getDataBuffer();
+
+ if(GLContext.gljClassDebug)
+ {
+ System.out.print("set offImage to size: "+size+
+ "(hw size: "+w+"x"+h+"), type: ");
+ switch(glFormat) {
+ case GL_RGB: System.out.println("RGB"); break;
+ case GL_RGBA: System.out.println("RGBA"); break;
+ case GL_BGR_EXT: System.out.println("BGR"); break;
+ case GL_BGRA_EXT: System.out.println("BGRA"); break;
+ }
+ }
+ }
+
+ glj.gljReadPixelGL2AWT(0,0,w,h,glFormat,GL_UNSIGNED_BYTE,
+ glj.isDoubleBuffer()?GL_BACK:GL_FRONT,
+ offImagePixels, dbInt.getData());
+
+ //glj.gljSwap(); // no true swapping with offscreen buffers ..
+
+ if(GLContext.gljClassDebug)
+ _f_dur_tst_sum+=System.currentTimeMillis()-_s_tst;
+
+ if(GLContext.gljClassDebug)
+ glj.gljCheckGL();
+ glj.gljFree(); // enable ctx for threads ...
+
+ if(!customOffScrnSize)
+ gr.drawImage(offImage, 0, 0, this);
+ else {
+ size=super.getSize();
+ gr.drawImage(offImage, 0, 0, size.width, size.height, this);
+ }
+
+ _f_dur_total = System.currentTimeMillis()-_s;
+ if(GLContext.gljClassDebug)
+ {
+ _f_dur_total_sum+=_f_dur_total;
+ if(++_f_dur_times==100)
+ {
+ System.out.println("self p 100: "+
+ (double)(_f_dur_self_sum/100)/1000.0+" s");
+
+ System.out.println("tst p 100: "+
+ (double)(_f_dur_tst_sum/100)/1000.0+" s");
+
+ System.out.println("gl-bitblit p 100: "+
+ (double)((_f_dur_total_sum-_f_dur_self_sum)/100)/1000.0+" s");
+ System.out.println("total p 100: "+
+ (double)(_f_dur_total_sum/100)/1000.0+" s");
+
+ _f_dur_self_sum=0;
+ _f_dur_tst_sum=0;
+ _f_dur_total_sum=0;
+ _f_dur_times=0;
+ }
+ }
+ }
+
+ listeners.sendPostDisplayEvent(this);
+
+ }
+
+ /**
+ *
+ * This is the rendering-method called by sDisplay
+ * (and sDisplay is called by paint !).
+ *
+ * <p>
+ * The default implementation of display() sends display events to
+ * all {@link gl4java.GLEventListener}s associated with this
+ * GLJPanel, and automatically calls {@link
+ * gl4java.GLContext#gljMakeCurrent} and {@link
+ * gl4java.GLContext#gljFree} as necessary.
+ *
+ * <p>}
+ * If you use the subclassing model (as opposed to the
+ * GLEventListener model), your subclass will redefine this to
+ * perform its OpenGL drawing.
+ *
+ * <p>
+ * BE SURE, if you want to call 'display' by yourself
+ * (e.g. in the run method for animation)
+ * YOU HAVE TO CALL sDisplay !
+ *
+ * 'sDisplay' manages a semaphore to avoid reentrance of
+ * the display function !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#sDisplay
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.drawable.GLEventListener#display
+ */
+ public void display()
+ {
+ listeners.sendDisplayEvent(this);
+ }
+
+ /**
+ *
+ * This is your pre-init method.
+ * preInit is called just BEFORE the GL-Context is created.
+ * You should override preInit, to initialize your visual-stuff,
+ * like the protected vars: doubleBuffer and stereoView
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#stereoView
+ * @see gl4java.swing.GLJPanel#rgba
+ * @see gl4java.swing.GLJPanel#stencilBits
+ * @see gl4java.swing.GLJPanel#accumSize
+ */
+ public void preInit()
+ {
+ }
+
+ /**
+ *
+ * init is called right after the GL-Context is initialized.
+ * The default implementation calls init() on all of this
+ * component's GLEventListeners.
+ *
+ * <p>
+ * If using the subclassing model, you can override this to
+ * perform one-time OpenGL initializations such as setting up
+ * lights and display lists.
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.drawable.GLEventListener#init
+ */
+ public void init()
+ {
+ listeners.sendInitEvent(this);
+ }
+
+ /**
+ * This method is used to clean up any OpenGL stuff (delete textures
+ * or whatever) prior to actually deleting the OpenGL context.
+ * You should override this with your own version, if you need to do
+ * any cleanup work at this phase.
+ * This functions is called within cvsDispose
+ *
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#cvsDispose
+ * @see gl4java.drawable.GLEventListener#cleanup
+ */
+ public void doCleanup()
+ {
+ listeners.sendCleanupEvent(this);
+ }
+
+ /**
+ * This function returns, if everything is init: the GLContext,
+ * the and the users init function
+ * This value is set in the paint method!
+ *
+ * @return boolean
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#init
+ */
+ public boolean cvsIsInit()
+ {
+ return cvsInitialized;
+ }
+
+ protected long _f_dur_self = 0;
+ protected long _f_dur_self_sum = 0;
+ protected long _f_dur_tst_sum = 0;
+ protected long _f_dur_total = 0;
+ protected long _f_dur_total_sum = 0;
+ protected int _f_dur_times = 0;
+
+ /**
+ *
+ * This �reshape� method will be invoked after the first paint command
+ * after GLCanvas.componentResize is called AND only if �gljMakeCurrent� was
+ * successful (so a call of gljMakeCurrent is redundant).
+ * �reshape� is not an overloading of java.awt.Component.reshape,
+ * �reshape� is more like �glut�-reshape.
+ *
+ * <p>
+ * GLCanvas.reshape already has a simple default implementation,
+ * which calls �gljResize� and �glViewport�. It also sends the
+ * reshape() event to all GLEventListeners. If using the
+ * GLEventListener model, it may not be necessary to do anything
+ * in your event listener's reshape() method; if using the
+ * subclassing model, it may not be necessary to override this.
+ *
+ * <p>
+ * The needed call to �gljResize� is done by the invoker paint !
+ *
+ * @param width the new width
+ * @param height the new height
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#sDisplay
+ * @see gl4java.drawable.GLEventListener#reshape
+ */
+ public void reshape( int width, int height )
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLJPanel::reshape bounds("+getBounds()+")");
+ gl.glViewport(0,0, width, height);
+ listeners.sendReshapeEvent(this, width, height);
+ }
+
+ /**
+ *
+ * �componentResized� is the componentListeners event handler.
+ *
+ * This method sets the variable �mustResize� to true,
+ * so the upcoming �paint� method-call will invoke �reshape� !
+ *
+ * This little look-alike complicating thing is done,
+ * to avoid an Exception by using the glContext from more than
+ * one concurrent thread�s !
+ *
+ * You cannot override this implementation, it is final
+ * - override �reshape' instead !
+ *
+ * @param e the element, which is resized
+ * @return void
+ *
+ * @see gl4java.swing.GLJPanel#paint
+ * @see gl4java.swing.GLJPanel#reshape
+ */
+ public void componentResized(ComponentEvent e)
+ {
+ if(GLContext.gljClassDebug)
+ System.out.println("GLJPanel::componentResized("+e.getComponent()+")");
+ if(glj!=null && glj.gljIsInit() && e.getComponent()==this )
+ {
+ mustResize = true;
+ //repaint();
+ }
+ }
+
+ public void componentMoved(ComponentEvent e)
+ {
+ /*
+ if(GLContext.gljClassDebug)
+ System.out.print("GLJPanel::componentMoved("+e.getComponent()+")");
+ if(e.getComponent().equals(topLevelWindow))
+ {
+ repaint();
+ }
+ */
+ }
+
+ public void componentShown(ComponentEvent e)
+ {
+ }
+
+ public void componentHidden(ComponentEvent e)
+ {
+ }
+
+ public void mouseClicked(MouseEvent e)
+ {
+ }
+ public void mouseEntered(MouseEvent e)
+ {
+ /*
+ if(GLContext.gljClassDebug)
+ System.out.print("GLJPanel::mouseEntered("+e.getComponent()+")");
+ if(e.getComponent().equals(topLevelWindow))
+ {
+ repaint();
+ }
+ */
+ }
+ public void mouseExited(MouseEvent e)
+ {}
+ public void mousePressed(MouseEvent e)
+ {
+ }
+ public void mouseReleased(MouseEvent e)
+ {
+ }
+
+ public void windowOpened(WindowEvent e)
+ {
+ }
+
+ /**
+ *
+ * �windowClosing� is the windowListeners event handler
+ * for the topLevelWindow of this Canvas !
+ *
+ * This methods free�s AND destroy�s
+ * the GL Context with �glj.gljDestroy� !
+ *
+ * @return void
+ *
+ */
+ public void windowClosing(WindowEvent e)
+ {
+ if(e.getComponent().equals(topLevelWindow))
+ {
+ cvsDispose();
+ }
+ }
+
+ /**
+ *
+ * �windowClosed� is the windowListeners event handler.
+ *
+ * @return void
+ *
+ */
+ public void windowClosed(WindowEvent e)
+ {
+ if (needCvsDispose) cvsDispose();
+ }
+
+ public void windowIconified(WindowEvent e)
+ {
+ }
+
+ public void windowDeiconified(WindowEvent e)
+ {
+ }
+
+ public void windowActivated(WindowEvent e)
+ {
+ }
+
+ public void windowDeactivated(WindowEvent e)
+ {
+ }
+
+ /**
+ * You should call this before releasing/dispose this Window !
+ * Also you can overwrite this class,
+ * to dispose your own elements, e.g. a Frame etc. -
+ * but be shure that you call
+ * cvsDispose implementation call this one !
+ *
+ * This function calls gljDestroy of GLContext !
+ *
+ * @see gl4java.GLContext#gljDestroy
+ * @see gl4java.swing.GLJPanel#doCleanup
+ */
+ public void cvsDispose()
+ {
+ cvsInitialized = false;
+ if (glj != null)
+ {
+ if (glj.gljIsInit())
+ {
+ /* Sometimes the Microsoft VM calls the
+ Applet.stop() method but doesn't have
+ permissions to do J/Direct calls, so
+ this whole block of code will throw a
+ security exception. If this happens,
+ however, windowClosing() will still
+ call us again later and we will have
+ another opportunity to shut down the
+ context, so it all works out fine. */
+ try
+ {
+ glj.gljFree();
+ doCleanup();
+ //locks and free's GLContext
+ glj.setEnabled(false);
+ glj.gljDestroy();
+ needCvsDispose = false;
+ }
+ catch (Exception ex)
+ {
+ needCvsDispose = true;
+ }
+ }
+ }
+
+ // Setting glj to null will simply cause paint() to re-initialize.
+ // We don't want that to happen, so we will leave glj non-null.
+ }
+
+ public Dimension getSize()
+ {
+ if(customOffScrnSize)
+ return offScrnSize;
+ return super.getSize();
+ }
+
+ /**
+ * get methods
+ */
+ public final int cvsGetWidth() {
+ return getSize().width;
+ }
+ public final int cvsGetHeight() {
+ return getSize().height;
+ }
+
+ //----------------------------------------------------------------------
+ // Implementation of GLDrawable
+ //
+
+ public void addGLEventListener(GLEventListener listener) {
+ listeners.add(listener);
+ }
+
+ public void removeGLEventListener(GLEventListener listener) {
+ listeners.remove(listener);
+ }
+
+ public GLFunc getGL() {
+ return gl;
+ }
+
+ public GLUFunc getGLU() {
+ return glu;
+ }
+}
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