/** * @(#) GLAnimCanvas.java */ package gl4java.awt; import gl4java.*; 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 ! * *
* * If you are interessting in further Documentation and/or * the history of GL4Java follow the following link. * *
The GL4Java Documentation ** *
* There are two ways of using a GLAnimCanvas: * 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 gl4java.awt.GLCanvas#init}, * {@link gl4java.awt.GLCanvas#display}, * {@link gl4java.awt.GLCanvas#reshape} and # {@link gl4java.awt.GLCanvas#doCleanup} * now send events to GLEventListeners; they can * still be overridden as before to support the subclassing model. * *
* If using the subclassing model, you should override the following * methods for your needs: *
preInit - initialisation before creating GLContext init - 1st initialisation doCleanup - OGL cleanup prior to context deletion display - render one frame reshape - to reshape (window resize) ReInit - ReInitialisation after stop for setSuspended(false) ** *
* * 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: * *
setUseRepaint(false) **
* * 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: * *
setUseFpsSleep(false) **
* 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: * *
A JVM with operating system threads has: native-threads
A JVM where all JVM threads runs in one operating-system-thread has: green-threads
green-threads | native-threads | |
---|---|---|
setUseRepaint
| true
| true & false
|
setUseFpsSleep
| true
| true & false
|
* * Since GL4Java 2.5.2 and using a JVM >= 1.3 * the multithreading support is stable ! * *
* * (comments welcome) * *
* To use real fps settings, the following functions provides you to do so: *
setAnimateFps getMaxFps ** 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 GLAnimCanvas extends GLCanvas implements GLRunnable { /** * To support frames per scounds, * instead of killing the machine :-) * * A little GUI is supported ! * * @see gl4java.awt.GLAnimCanvas#run */ protected double FramesPerSec=20; protected long mSecPerFrame=0; protected static int globalThreadNumber=0; public static int getGlobalThreadNumber() { return globalThreadNumber; } /** * the delays .. */ protected long dFpsMilli = 0; /** * The thread for referencing Thread (Animation) * * @see gl4java.awt.GLAnimCanvas#stop * @see gl4java.awt.GLAnimCanvas#start * @see gl4java.awt.GLAnimCanvas#run */ protected Thread killme = null; /** * Instead of using suspend (JAVA2) * * @see gl4java.awt.GLAnimCanvas#run */ protected boolean threadSuspended = false; static { if(GLContext.doLoadNativeLibraries(null, null, null)==false) System.out.println("GLAnimCanvas could not load def. native libs."); } /** * * Constructor * * @see gl4java.awt.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 gl4java.awt.GLCanvas#GLCanvas * */ public GLAnimCanvas( int width, int height ) { super( width, height); setAnimateFps(FramesPerSec); } /** * * Constructor * * @see gl4java.awt.GLCanvas#GLCanvas * */ public GLAnimCanvas( GLCapabilities capabilities, int width, int height, String gl_Name, String glu_Name ) { super( capabilities, width, height, gl_Name, glu_Name ); setAnimateFps(FramesPerSec); } /** * * Constructor * * Uses the default GLFunc and GLUFunc implementation ! * * @see gl4java.awt.GLCanvas#GLCanvas * */ public GLAnimCanvas( GLCapabilities capabilities, int width, int height ) { super( capabilities, width, height); setAnimateFps(FramesPerSec); } /** * * Constructor * * @see gl4java.awt.GLCanvas#GLCanvas */ public GLAnimCanvas( GraphicsConfiguration config, GLCapabilities capabilities, int width, int height, String gl_Name, String glu_Name ) { super( config, capabilities, width, height, gl_Name, glu_Name ); setAnimateFps(FramesPerSec); } /** * * Constructor * * Uses the default GLFunc and GLUFunc implementation ! * * @see gl4java.awt.GLCanvas#GLCanvas */ public GLAnimCanvas( GraphicsConfiguration config, GLCapabilities capabilities, int width, int height ) { super( config, capabilities, width, height); setAnimateFps(FramesPerSec); } /** * ReInit should be overwritten by you, * to enter your re-initialisation within setSuspended(false) * * @see gl4java.awt.GLAnimCanvas#setSuspended */ public void ReInit() { } protected boolean useRepaint = false; protected boolean useFpsSleep = true; protected boolean useYield = true; /** * The normal behavior is to use 'repaint' * within the AWT-Event Thread to render. *
* 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 ! *
* * @param b if true, uses repaint (default), otherwise directly sDisplay * @see gl4java.awt.GLCanvas#sDisplay * @see gl4java.awt.GLAnimCanvas#setUseFpsSleep */ public synchronized void setUseRepaint(boolean b) { useRepaint = b; recomputeAWTThreadRendering(); } /** * 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 ! *
* * @param b if true, uses Fps sleeping, else not ! * @see gl4java.awt.GLCanvas#sDisplay * @see gl4java.awt.GLAnimCanvas#setUseRepaint */ public synchronized void setUseFpsSleep(boolean b) { useFpsSleep = b; } /** If useFpsSleep is disabled, the library still performs a Thread.yield() automatically -- use this to disable this */ public void setUseYield(boolean b) { useYield = b; } public boolean getUseRepaint() { return useRepaint; } public boolean getUseFpsSleep() { return useFpsSleep; } public boolean getUseYield() { return useYield; } /** * Identifies this object with the given thread .. * If this object owns this thread, it must return true ! */ public boolean ownsThread(Thread thread) { return killme!=null && killme==thread ; } /** * 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; notifyAll(); } /** * You should call this before releasing/dispose this Window ! * Also you can overwrite this class, * to dispose your own elements, e.g. a Frame etc. - * but be shure that you call * cvsDispose implementation call this one ! * * This function calls gljDestroy of GLContext ! * * @see gl4java.GLContext#gljDestroy * @see gl4java.awt.GLCanvas#cvsDispose * @see gl4java.awt.GLCanvas#doCleanup */ public void cvsDispose() { stop(); super.cvsDispose(); } protected boolean shallWeRender = true; protected boolean isRunning = false; protected boolean forceGLFree = false; private long _fDelay = 0; private long _fDelay_Frames = 10; private boolean _fDelaySync=true; private boolean _fDelayRun=false; /** * Force this thread to release it's GLContext ! * * To ensure this, this thread enables itself, * and calls gljFree(true) to force the release ! * * @see gl4java.awt.GLAnimCanvas#run * @see gl4java.GLContext#gljMakeCurrent */ public void freeGLContext() { forceGLFree=true; } /** * The running loop for animations * which initiates the call of display * * @see gl4java.awt.GLAnimCanvas#setSuspended * @see gl4java.awt.GLCanvas#display */ public void run() { Thread thisThread = Thread.currentThread(); isRunning = true; int numInitRetries = 1; synchronized (this) { globalThreadNumber++; } while (killme==thisThread) { if(cvsIsInit()) { // if another thread want's to do use do .. if(forceGLFree) { glj.gljFree(true); forceGLFree=false; if(GLContext.gljThreadDebug) System.out.println("GLAnimCanvas: forceGLFree(1) - gljFree"); } else if (shallWeRender) { /* DRAW THE TINGS .. */ if(useRepaint) repaint(); else sDisplay(); if(fps_isCounting) fps_frames++; } else { synchronized (this) { glj.gljFree(true); threadSuspended=true; } } } else { if(GLContext.gljThreadDebug) { System.err.println("Waiting for canvas to initialize (" + numInitRetries + ")..."); } ++numInitRetries; try { Thread.currentThread().sleep(100); } catch (Exception e) { } } // if another thread want's to do use do .. if(forceGLFree) { glj.gljFree(true); forceGLFree=false; if(GLContext.gljThreadDebug) System.out.println("GLAnimCanvas: forceGLFree(2) - gljFree"); } 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 ); } else { if (useYield) { Thread.yield(); } } if (threadSuspended) { glj.gljFree(true); stopFpsCounter(); synchronized (this) { while (threadSuspended) wait(); } } } catch (InterruptedException e) {} } if(glj!=null) glj.gljFree(true); // just to be sure .. force freeing the context synchronized (this) { globalThreadNumber--; } isRunning = 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 * * @see gl4java.awt.GLAnimCanvas#isAlive * @see gl4java.awt.GLAnimCanvas#start */ public synchronized 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.awt.GLAnimCanvas#ReInit * @see gl4java.awt.GLAnimCanvas#isAlive * @see gl4java.awt.GLAnimCanvas#start * @see gl4java.awt.GLAnimCanvas#run */ 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; notifyAll(); } } /** * is the thread alive, means is started and not died ? * * @see gl4java.awt.GLAnimCanvas#run * @see gl4java.awt.GLAnimCanvas#setSuspended * @see gl4java.awt.GLAnimCanvas#start * @see gl4java.awt.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 gl4java.awt.GLAnimCanvas#run * @see gl4java.awt.GLAnimCanvas#setSuspended * @see gl4java.awt.GLAnimCanvas#start * @see gl4java.awt.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 /** * resets the Fps Counter *
* this function is called automatically by * start and after setSuspended suspends the * animation thread ! * * @see gl4java.awt.GLAnimCanvas#start * @see gl4java.awt.GLAnimCanvas#setSuspended * @see gl4java.awt.GLAnimCanvas#resetFpsCounter * @see gl4java.awt.GLAnimCanvas#stopFpsCounter * @see gl4java.awt.GLAnimCanvas#getFps * @see gl4java.awt.GLAnimCanvas#getFpsDuration * @see gl4java.awt.GLAnimCanvas#getFpsFrames * @see gl4java.awt.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 *
* this function is called automatically by * run, if the thread is suspended via setSuspended(true) *
* All data's are print out on System.out * if GLContext.gljClassDebug is set ! * * @see gl4java.awt.GLAnimCanvas#run * @see gl4java.awt.GLAnimCanvas#setSuspended * @see gl4java.awt.GLAnimCanvas#resetFpsCounter * @see gl4java.awt.GLAnimCanvas#getFps * @see gl4java.awt.GLAnimCanvas#getFpsDuration * @see gl4java.awt.GLAnimCanvas#getFpsFrames * @see gl4java.awt.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(GLContext.gljClassDebug) { 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 ! *
* GLContext.gljClassDebug is set to true by default ! * * @see gl4java.awt.GLAnimCanvas#run * @see gl4java.awt.GLAnimCanvas#setSuspended * @see gl4java.awt.GLAnimCanvas#resetFpsCounter * @see gl4java.awt.GLAnimCanvas#stopFpsCounter * @see gl4java.awt.GLAnimCanvas#getFps * @see gl4java.awt.GLAnimCanvas#getFpsDuration * @see gl4java.awt.GLAnimCanvas#getFpsFrames * @see gl4java.awt.GLAnimCanvas#setVerboseFps * * @deprecated Now GLContext.gljClassDebug is used ! * calculated, no pre-sync needed. * @see gl4java.GLContext#gljClassDebug */ public void setVerboseFps(boolean v) { System.out.println("GLAnimCanvas.setVerboseFps(boolean) is deprecated and without functionality. Please set gl4java.GLContext.gljClassDebug instead for verbose output !"); } /** * returns the calculated frames per secounds *
* this data is avaiable after calling stopFpsCounter * * @see gl4java.awt.GLAnimCanvas#resetFpsCounter * @see gl4java.awt.GLAnimCanvas#stopFpsCounter * @see gl4java.awt.GLAnimCanvas#getFps * @see gl4java.awt.GLAnimCanvas#getFpsDuration * @see gl4java.awt.GLAnimCanvas#getFpsFrames * @see gl4java.awt.GLAnimCanvas#setVerboseFps */ public double getFps() { return fps; } /** * returns the calculated duration in millisecs *
* this data is avaiable after calling stopFpsCounter * * @see gl4java.awt.GLAnimCanvas#resetFpsCounter * @see gl4java.awt.GLAnimCanvas#stopFpsCounter * @see gl4java.awt.GLAnimCanvas#getFps * @see gl4java.awt.GLAnimCanvas#getFpsDuration * @see gl4java.awt.GLAnimCanvas#getFpsFrames * @see gl4java.awt.GLAnimCanvas#setVerboseFps */ public long getFpsDuration() { return fps_duration; } /** * returns the calculated frames number *
* this data is avaiable after calling stopFpsCounter * * @see gl4java.awt.GLAnimCanvas#resetFpsCounter * @see gl4java.awt.GLAnimCanvas#stopFpsCounter * @see gl4java.awt.GLAnimCanvas#getFps * @see gl4java.awt.GLAnimCanvas#getFpsDuration * @see gl4java.awt.GLAnimCanvas#getFpsFrames * @see gl4java.awt.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 gl4java.awt.GLAnimCanvas#getMaxFps */ public void setAnimateFps(double fps) { FramesPerSec=fps; mSecPerFrame = (long) ( (1.0/FramesPerSec) * 1000.0 ) ; if(GLContext.gljClassDebug) { 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.awt.GLAnimCanvas#setAnimateFps */ public double getMaxFps() { return (1.0/(double)_f_dur)*1000.0; } }