1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
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;
}
}
|