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/**
* @(#) GLAnimJPanel.java
*/
package gl4java.swing;
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>
* 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 !
* 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="GLAnimJPanel.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="GLAnimJPanel.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="GLAnimJPanel.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="GLAnimJPanel.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 !
*
* (comments welcome)
*
* <p>
* To use real fps settings, the following functions provides you to do so:
* <pre>
<a href="GLAnimJPanel.html#setAnimateFps(double, int)">setAnimateFps</a>
<a href="GLAnimJPanel.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 GLAnimJPanel extends GLJPanel
implements Runnable
{
/**
* To support frames per scounds,
* instead of killing the machine :-)
*
* A little GUI is supported !
*
* @see gl4java.swing.GLAnimJPanel#run
*/
protected double FramesPerSec=20;
protected long mSecPerFrame=0;
/**
* the delays ..
*/
protected long dFpsMilli = 0;
/**
* The thread for referencing Thread (Animation)
*
* @see gl4java.swing.GLAnimJPanel#stop
* @see gl4java.swing.GLAnimJPanel#start
* @see gl4java.swing.GLAnimJPanel#run
*/
protected Thread killme = null;
/**
* Instead of using suspend (JAVA2)
*
* @see gl4java.swing.GLAnimJPanel#run
*/
protected boolean threadSuspended = false;
static {
if(GLContext.loadNativeLibraries(null, null, null)==false)
System.out.println("GLAnimJPanel 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 GLAnimJPanel( String gl_Name,
String glu_Name,
LayoutManager layout, boolean isDoubleBuffered
)
{
super( gl_Name, glu_Name, layout, isDoubleBuffered );
setAnimateFps(FramesPerSec);
}
/**
*
* Constructor
*
* @param layout the layout manager
* @param isDoubleBuffered the flag indicates,
* if double buffer should be used
*
*/
public GLAnimJPanel( LayoutManager layout, boolean isDoubleBuffered )
{
super(layout, isDoubleBuffered);
setAnimateFps(FramesPerSec);
}
/**
*
* Constructor
*
* Uses the default GLFunc and GLUFunc implementation !
*
* @param isDoubleBuffered the flag indicates,
* if double buffer should be used
*/
public GLAnimJPanel( boolean isDoubleBuffered )
{
super(isDoubleBuffered);
setAnimateFps(FramesPerSec);
}
/**
*
* Constructor
*
* Uses the default GLFunc and GLUFunc implementation !
*
* @param layout the layout manager
*/
public GLAnimJPanel(LayoutManager layout)
{
super(layout);
setAnimateFps(FramesPerSec);
}
/**
*
* Constructor
*
* Uses the default GLFunc and GLUFunc implementation !
*
* @see gl4java.awt.GLCanvas#GLCanvas
*
*/
public GLAnimJPanel( )
{
super();
setAnimateFps(FramesPerSec);
}
/**
* ReInit should be overwritten by you,
* to enter your re-initialisation within setSuspended(false)
*
* @see gl4java.swing.GLAnimJPanel#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.GLAnimCanvas#sDisplay
* @see gl4java.swing.GLAnimJPanel#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.GLAnimCanvas#sDisplay
* @see gl4java.swing.GLAnimJPanel#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;
notify();
}
protected boolean shallWeRender = true;
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.swing.GLAnimJPanel#setSuspended
* @see gl4java.swing.GLAnimJPanel#display
*/
public void run()
{
Thread thisThread = Thread.currentThread();
while (killme==thisThread)
{
if(cvsIsInit())
{
/* DRAW THE TINGS .. */
if (shallWeRender)
{
if(useRepaint)
repaint();
else
sDisplay();
} else {
// lets sleep ...
synchronized (this) {
threadSuspended=true;
}
}
if(fps_isCounting)
fps_frames++;
}
try {
if(useFpsSleep)
{
if(useRepaint)
{
if(mSecPerFrame<_f_dur_total)
dFpsMilli=_f_dur_total;
else
dFpsMilli=mSecPerFrame;
}
else
{
dFpsMilli= mSecPerFrame - _f_dur_total;
if (dFpsMilli<=0)
dFpsMilli= 1;
}
Thread.currentThread().sleep(dFpsMilli, 0 );
}
if (threadSuspended) {
stopFpsCounter();
synchronized (this) {
while (threadSuspended)
wait();
}
}
} catch (InterruptedException e)
{}
}
}
/**
* 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.swing.GLAnimJPanel#isAlive
* @see gl4java.swing.GLAnimJPanel#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.swing.GLAnimJPanel#isAlive
* @see gl4java.swing.GLAnimJPanel#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;
notify();
}
}
/**
* is the thread alive, means is started and not died ?
*
* @see gl4java.swing.GLAnimJPanel#run
* @see gl4java.swing.GLAnimJPanel#setSuspended
* @see gl4java.swing.GLAnimJPanel#start
* @see gl4java.swing.GLAnimJPanel#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.swing.GLAnimJPanel#run
* @see gl4java.swing.GLAnimJPanel#setSuspended
* @see gl4java.swing.GLAnimJPanel#start
* @see gl4java.swing.GLAnimJPanel#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 =true; // shall i be verbose
/**
* resets the Fps Counter
* <p>
* this function is called automatically by
* start and setSuspended
*
* @see gl4java.swing.GLAnimJPanel#start
* @see gl4java.swing.GLAnimJPanel#setSuspended
* @see gl4java.swing.GLAnimJPanel#resetFpsCounter
* @see gl4java.swing.GLAnimJPanel#stopFpsCounter
* @see gl4java.swing.GLAnimJPanel#getFps
* @see gl4java.swing.GLAnimJPanel#getFpsDuration
* @see gl4java.swing.GLAnimJPanel#getFpsFrames
* @see gl4java.swing.GLAnimJPanel#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
* <p>
* All data's are print out on System.out
* if verboseFps is set !
*
* @see gl4java.swing.GLAnimJPanel#run
* @see gl4java.swing.GLAnimJPanel#setSuspended
* @see gl4java.swing.GLAnimJPanel#resetFpsCounter
* @see gl4java.swing.GLAnimJPanel#stopFpsCounter
* @see gl4java.swing.GLAnimJPanel#getFps
* @see gl4java.swing.GLAnimJPanel#getFpsDuration
* @see gl4java.swing.GLAnimJPanel#getFpsFrames
* @see gl4java.swing.GLAnimJPanel#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.swing.GLAnimJPanel#run
* @see gl4java.swing.GLAnimJPanel#setSuspended
* @see gl4java.swing.GLAnimJPanel#resetFpsCounter
* @see gl4java.swing.GLAnimJPanel#stopFpsCounter
* @see gl4java.swing.GLAnimJPanel#getFps
* @see gl4java.swing.GLAnimJPanel#getFpsDuration
* @see gl4java.swing.GLAnimJPanel#getFpsFrames
* @see gl4java.swing.GLAnimJPanel#setVerboseFps
*/
public void setVerboseFps(boolean v)
{
verboseFps=v;
}
/**
* returns the calculated frames per secounds
* <p>
* this data is avaiable after calling stopFpsCounter
*
* @see gl4java.swing.GLAnimJPanel#resetFpsCounter
* @see gl4java.swing.GLAnimJPanel#stopFpsCounter
* @see gl4java.swing.GLAnimJPanel#getFps
* @see gl4java.swing.GLAnimJPanel#getFpsDuration
* @see gl4java.swing.GLAnimJPanel#getFpsFrames
* @see gl4java.swing.GLAnimJPanel#setVerboseFps
*/
public double getFps()
{
return fps;
}
/**
* returns the calculated duration in millisecs
* <p>
* this data is avaiable after calling stopFpsCounter
*
* @see gl4java.swing.GLAnimJPanel#resetFpsCounter
* @see gl4java.swing.GLAnimJPanel#stopFpsCounter
* @see gl4java.swing.GLAnimJPanel#getFps
* @see gl4java.swing.GLAnimJPanel#getFpsDuration
* @see gl4java.swing.GLAnimJPanel#getFpsFrames
* @see gl4java.swing.GLAnimJPanel#setVerboseFps
*/
public long getFpsDuration()
{
return fps_duration;
}
/**
* returns the calculated frames number
* <p>
* this data is avaiable after calling stopFpsCounter
*
* @see gl4java.swing.GLAnimJPanel#resetFpsCounter
* @see gl4java.swing.GLAnimJPanel#stopFpsCounter
* @see gl4java.swing.GLAnimJPanel#getFps
* @see gl4java.swing.GLAnimJPanel#getFpsDuration
* @see gl4java.swing.GLAnimJPanel#getFpsFrames
* @see gl4java.swing.GLAnimJPanel#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.swing.GLAnimJPanel#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.swing.GLAnimJPanel#setAnimateFps
*/
public double getMaxFps()
{
return (1.0/(double)_f_dur_total)*1000.0;
}
}
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