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-rw-r--r--gl4java/awt/GLCanvas.java2245
1 files changed, 1177 insertions, 1068 deletions
diff --git a/gl4java/awt/GLCanvas.java b/gl4java/awt/GLCanvas.java
index 73c9bba..0b89bf8 100644
--- a/gl4java/awt/GLCanvas.java
+++ b/gl4java/awt/GLCanvas.java
@@ -1,1068 +1,1177 @@
-/**
- * @(#) 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.doLoadNativeLibraries(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();
- }
-
- Color col = getBackground();
- gl.glClearColor((float)col.getRed()/255.0f,
- (float)col.getGreen()/255.0f,
- (float)col.getBlue()/255.0f, 0.0f);
-
- 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;
- }
-}
+/**
+ * @(#) 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();
+
+ // Indicates whether init() has been called yet.
+ private volatile boolean initCalled = false;
+
+ // Indicates whether the canvas will permit any calls to init() or
+ // display() from within the paint() method; defaults to true for
+ // backward compatibility.
+ private boolean enableAWTThreadRendering = true;
+
+ // Indicates whether display() automatically makes the canvas's
+ // GLContext current and frees it each call; defaults to true for
+ // backward compatibility. On higher-end graphics cards it is
+ // important to minimize the number of "make current" calls even
+ // across frames; a GLAnimCanvas running in its own thread, and
+ // with AWT thread rendering disabled, will only make its
+ // associated context current once, at the beginning of its
+ // rendering loop.
+ private boolean autoMakeContextCurrent = true;
+
+ static {
+ if(GLContext.doLoadNativeLibraries(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; }
+
+ /** Enables/disables calls to init() and display() from within the
+ AWT thread. If this is enabled (the default, for backward
+ compatibility with earlier releases), the first call to
+ paint() from within the AWT thread (typically prompted by a
+ repaint()) will cause the canvas to be initialized, and
+ subsequent calls to paint() will cause display() to be called.
+ If AWT thread rendering is disabled, the AWT thread will not
+ cause init() or display() to be called if repaint() is called,
+ and the first call to display() will cause the canvas to be
+ initialized. This function is present both to work around bugs
+ in certain vendors' drivers which do not function properly in
+ multithreaded settings, and to allow improved performance of
+ GLAnimCanvas. */
+ public void setAWTThreadRenderingEnabled(boolean val) {
+ enableAWTThreadRendering = val;
+ }
+
+ /** Indicates whether AWT thread rendering is enabled; see {@link
+ #setAWTThreadRenderingEnabled}. */
+ public boolean getAWTThreadRenderingEnabled() {
+ return enableAWTThreadRendering;
+ }
+
+ /** Indicates whether the canvas automatically makes its
+ underlying GLContext current and frees it during each call to
+ display(); defaults to true for backward compatibility. On
+ higher-end graphics cards it is important to minimize the
+ number of "make current" calls even across frames; a
+ GLAnimCanvas running in its own thread and with AWT thread
+ rendering disabled will only make its associated context
+ current once, at the beginning of its rendering loop. */
+ public void setAutoMakeContextCurrent(boolean val) {
+ autoMakeContextCurrent = val;
+ }
+
+ /** Indicates whether the canvas automatically makes its
+ underlying GLContext current and frees it during each call to
+ display(); see {@link #setAutoMakeContextCurrent}. */
+ public boolean getAutoMakeContextCurrent() {
+ return autoMakeContextCurrent;
+ }
+
+ /** Convenience routine which Enables or disables optimized
+ context handling by calling {@link
+ #setAWTThreadRenderingEnabled} and {@link
+ #setAutoMakeContextCurrent} with the given boolean. */
+ public void optimizeContextHandling(boolean yesOrNo) {
+ setAWTThreadRenderingEnabled(yesOrNo);
+ setAutoMakeContextCurrent(yesOrNo);
+ }
+
+ /**
+ * 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();
+ }
+
+ Color col = getBackground();
+ gl.glClearColor((float)col.getRed()/255.0f,
+ (float)col.getGreen()/255.0f,
+ (float)col.getBlue()/255.0f, 0.0f);
+
+ if (getAWTThreadRenderingEnabled()) {
+ init();
+ initCalled = true;
+ }
+
+ // 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;
+
+ // Free up the OpenGL context for another thread to use
+ glj.gljFree();
+ }
+
+ if (getAWTThreadRenderingEnabled()) {
+ 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()
+ {
+ long _s = System.currentTimeMillis();
+
+ 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()
+ {
+ if(!cvsIsInit())
+ {
+ return;
+ }
+
+ if( mustResize )
+ {
+ if (getAutoMakeContextCurrent() && getAWTThreadRenderingEnabled()) {
+ if( glj.gljMakeCurrent() == true )
+ {
+ size = getSize();
+ glj.gljResize( size.width, size.height ) ;
+ reshape(size.width, size.height);
+ mustResize = false;
+ invalidate();
+ repaint(100);
+ glj.gljFree();
+ }
+ } else if (getAutoMakeContextCurrent()) {
+ if( glj.gljMakeCurrent() == true )
+ {
+ size = getSize();
+ glj.gljResize( size.width, size.height ) ;
+ reshape(size.width, size.height);
+ mustResize = false;
+ invalidate();
+ repaint(100);
+ glj.gljFree();
+ }
+ } else if (getAWTThreadRenderingEnabled()) {
+ size = getSize();
+ glj.gljResize( size.width, size.height ) ;
+ reshape(size.width, size.height);
+ mustResize = false;
+ invalidate();
+ repaint(100);
+ } else {
+ size = getSize();
+ glj.gljResize( size.width, size.height ) ;
+ mustResize = false;
+ }
+ }
+
+ if (!getAWTThreadRenderingEnabled()) {
+ if (!initCalled) {
+ init();
+ initCalled = true;
+ }
+ }
+
+ listeners.sendPreDisplayEvent(this);
+
+ if (getAutoMakeContextCurrent()) {
+ if (glj.gljMakeCurrent()) {
+ listeners.sendDisplayEvent(this);
+
+ glj.gljSwap();
+ glj.gljCheckGL();
+ glj.gljFree();
+
+ listeners.sendPostDisplayEvent(this);
+ }
+ } else {
+ listeners.sendDisplayEvent(this);
+ glj.gljSwap();
+ glj.gljCheckGL();
+ 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;
+ }
+}