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/**
* @(#) 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 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 cvsInitialized=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 GLCanvas#preInit
* @see 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 GLCanvas#preInit
* @see 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 GLCanvas#preInit
* @see 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 GLCanvas#preInit
* @see 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 GLCanvas#preInit
* @see 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 GLCanvas#preInit
* @see GLCanvas#paint
*/
protected boolean createOwnWindow = false;
/**
* The context with witch display lists and textures will be shared.
*
* @see GLCanvas#preInit
* @see 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);
/* to be able for RESIZE event's */
addComponentListener(this);
addMouseListener(this);
}
/**
*
* 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 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 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 GLCanvas#cvsIsInit
* @see GLCanvas#sDisplay
* @see GLCanvas#display
* @see GLCanvas#preInit
* @see GLCanvas#init
*/
public synchronized final void paint( Graphics g )
{
if(glj == null )
{
preInit();
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();
}
if(glj!=null && glj.gljIsInit())
cvsInitialized=true;
}
/*
if( mustResize ) size = getSize();
g.setClip(0, 0, size.width, size.height ) ;
*/
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 GLCanvas#paint
* @see GLCanvas#doubleBuffer
* @see GLCanvas#stereoView
* @see GLCanvas#rgba
* @see GLCanvas#stencilBits
* @see 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 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 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 GLCanvas#paint
* @see GLCanvas#init
*/
public boolean cvsIsInit()
{
return cvsInitialized;
}
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 GLCanvas#paint
* @see GLCanvas#display
*/
public synchronized final void sDisplay()
{
boolean ok = true;
long _s = System.currentTimeMillis();
if(!cvsIsInit())
return;
if( mustResize )
{
if( (ok = glj.gljMakeCurrent()) == true )
{
size = getSize();
glj.gljResize( size.width, size.height ) ;
reshape(size.width, size.height);
mustResize = false;
invalidate();
repaint(100);
}
}
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...
*
* 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 GLCanvas#sDisplay
* @see GLCanvas#paint
*/
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 GLCanvas#paint
* @see 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 GLCanvas#paint
* @see 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 !
*
* @see gl4java.GLContext#gljDestroy
* @see GLCanvas#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.
}
/**
* get methods
*/
public final int cvsGetWidth() {
return getSize().width;
}
public final int cvsGetHeight() {
return getSize().height;
}
}
|