diff options
author | Sven Gothel <[email protected]> | 2000-11-18 06:43:49 +0000 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2000-11-18 06:43:49 +0000 |
commit | 880653d31a8f1ff8384fdbc75b84934bceecfdb8 (patch) | |
tree | bdafb71416f176d2a4b73bf716c9dc3f13685a8b /gl4java/awt/GLAnimCanvas.java |
Initial revision
Diffstat (limited to 'gl4java/awt/GLAnimCanvas.java')
-rw-r--r-- | gl4java/awt/GLAnimCanvas.java | 686 |
1 files changed, 686 insertions, 0 deletions
diff --git a/gl4java/awt/GLAnimCanvas.java b/gl4java/awt/GLAnimCanvas.java new file mode 100644 index 0000000..77fd21f --- /dev/null +++ b/gl4java/awt/GLAnimCanvas.java @@ -0,0 +1,686 @@ +/** + * @(#) 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 ! + * + * (comments welcome) + * + * <p> + * To use real fps settings, the following functions provides you to do so: + * <pre> + <a href="GLAnimCanvas.html#setAnimateFps(double, int)">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="GLAnimCanvas.html#init()">init - 1st initialisation</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 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 GLAnimCanvas#run + */ + protected double FramesPerSec=20; + protected long mSecPerFrame=0; + + /** + * the delays .. + */ + protected long dFpsMilli = 0; + + /** + * The thread for referencing Thread (Animation) + * + * @see GLAnimCanvas#stop + * @see GLAnimCanvas#start + * @see GLAnimCanvas#run + */ + protected Thread killme = null; + + /** + * Instead of using suspend (JAVA2) + * + * @see 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 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 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 should set shallWeRender here, + * to signalize the animation-loop 'run' to supsend + * <p> + * To restart the thread, just call setSuspended(false) + * + * @see GLAnimCanvas#shallWeRender + * @see GLAnimCanvas#run + * @see GLAnimCanvas#setSuspended + * @see GLCanvas#sDisplay + * @see 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(true) == 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 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 GLCanvas#sDisplay + * @see 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 GLCanvas#sDisplay + * @see 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; + 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 GLAnimCanvas#display + * @see GLAnimCanvas#run + */ + 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 GLAnimCanvas#shallWeRender + * @see GLAnimCanvas#display + * @see GLAnimCanvas#diplay + */ + 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) + dFpsMilli=_f_dur; + else + dFpsMilli=mSecPerFrame; + } + else + { + dFpsMilli= mSecPerFrame - _f_dur; + 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 GLAnimCanvas#isAlive + * @see 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 GLAnimCanvas#isAlive + * @see 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; + notify(); + } + } + + /** + * is the thread alive, means is started and not died ? + * + * @see GLAnimCanvas#run + * @see GLAnimCanvas#setSuspended + * @see GLAnimCanvas#start + * @see 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 GLAnimCanvas#run + * @see GLAnimCanvas#setSuspended + * @see GLAnimCanvas#start + * @see 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 GLAnimCanvas#start + * @see GLAnimCanvas#setSuspended + * @see GLAnimCanvas#resetFpsCounter + * @see GLAnimCanvas#stopFpsCounter + * @see GLAnimCanvas#getFps + * @see GLAnimCanvas#getFpsDuration + * @see GLAnimCanvas#getFpsFrames + * @see 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 GLAnimCanvas#run + * @see GLAnimCanvas#shallWeRender + * @see GLAnimCanvas#resetFpsCounter + * @see GLAnimCanvas#stopFpsCounter + * @see GLAnimCanvas#getFps + * @see GLAnimCanvas#getFpsDuration + * @see GLAnimCanvas#getFpsFrames + * @see 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 GLAnimCanvas#run + * @see GLAnimCanvas#shallWeRender + * @see GLAnimCanvas#resetFpsCounter + * @see GLAnimCanvas#stopFpsCounter + * @see GLAnimCanvas#getFps + * @see GLAnimCanvas#getFpsDuration + * @see GLAnimCanvas#getFpsFrames + * @see GLAnimCanvas#setVerboseFps + */ + public void setVerboseFps(boolean v) + { + verboseFps=v; + } + + /** + * returns the calculated frames per secounds + * <p> + * this data is avaiable after calling stopFpsCounter + * + * @see GLAnimCanvas#resetFpsCounter + * @see GLAnimCanvas#stopFpsCounter + * @see GLAnimCanvas#getFps + * @see GLAnimCanvas#getFpsDuration + * @see GLAnimCanvas#getFpsFrames + * @see GLAnimCanvas#setVerboseFps + */ + public double getFps() + { + return fps; + } + + /** + * returns the calculated duration in millisecs + * <p> + * this data is avaiable after calling stopFpsCounter + * + * @see GLAnimCanvas#resetFpsCounter + * @see GLAnimCanvas#stopFpsCounter + * @see GLAnimCanvas#getFps + * @see GLAnimCanvas#getFpsDuration + * @see GLAnimCanvas#getFpsFrames + * @see GLAnimCanvas#setVerboseFps + */ + public long getFpsDuration() + { + return fps_duration; + } + + /** + * returns the calculated frames number + * <p> + * this data is avaiable after calling stopFpsCounter + * + * @see GLAnimCanvas#resetFpsCounter + * @see GLAnimCanvas#stopFpsCounter + * @see GLAnimCanvas#getFps + * @see GLAnimCanvas#getFpsDuration + * @see GLAnimCanvas#getFpsFrames + * @see 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 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 GLAnimCanvas#setAnimateFps + */ + public double getMaxFps() + { + return (1.0/(double)_f_dur)*1000.0; + } + +} + |