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authorSven Gothel <[email protected]>2000-11-18 06:43:49 +0000
committerSven Gothel <[email protected]>2000-11-18 06:43:49 +0000
commit880653d31a8f1ff8384fdbc75b84934bceecfdb8 (patch)
treebdafb71416f176d2a4b73bf716c9dc3f13685a8b /gl4java/awt/GLAnimCanvas.java
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+/**
+ * @(#) 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;
+ }
+
+}
+