diff options
author | Kenneth Russel <[email protected]> | 2009-06-15 23:05:16 +0000 |
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committer | Kenneth Russel <[email protected]> | 2009-06-15 23:05:16 +0000 |
commit | 935d2596c13371bb745d921dbcb9f05b0c11a010 (patch) | |
tree | 7fcc310618ae5a90edc734dc821e75afc0f080aa /src/demos/j2d/FlyingText.java | |
parent | e2332d2f2908e68f1e77454c73f329f8ff2b400d (diff) |
Deleted obsolete source code in preparation for copying JOGL_2_SANDBOX
on to trunk
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@351 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/demos/j2d/FlyingText.java')
-rwxr-xr-x | src/demos/j2d/FlyingText.java | 459 |
1 files changed, 0 insertions, 459 deletions
diff --git a/src/demos/j2d/FlyingText.java b/src/demos/j2d/FlyingText.java deleted file mode 100755 index 81deeec..0000000 --- a/src/demos/j2d/FlyingText.java +++ /dev/null @@ -1,459 +0,0 @@ -/* - * Copyright (c) 2006 Sun Microsystems, Inc. All Rights Reserved. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are - * met: - * - * - Redistribution of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * - * - Redistribution in binary form must reproduce the above copyright - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * - * Neither the name of Sun Microsystems, Inc. or the names of - * contributors may be used to endorse or promote products derived from - * this software without specific prior written permission. - * - * This software is provided "AS IS," without a warranty of any kind. ALL - * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, - * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A - * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN - * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR - * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR - * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR - * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR - * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE - * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, - * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF - * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. - * - * You acknowledge that this software is not designed or intended for use - * in the design, construction, operation or maintenance of any nuclear - * facility. - * - * Sun gratefully acknowledges that this software was originally authored - * and developed by Kenneth Bradley Russell and Christopher John Kline. - */ - -package demos.j2d; - -import java.awt.BorderLayout; -import java.awt.Color; -import java.awt.Container; -import java.awt.DisplayMode; -import java.awt.Font; -import java.awt.Graphics2D; -import java.awt.GraphicsEnvironment; -import java.awt.event.*; -import java.awt.image.*; -import java.text.*; -import java.util.*; -import javax.swing.*; -import javax.swing.event.*; - -import javax.media.opengl.*; -import javax.media.opengl.glu.*; -import com.sun.opengl.util.*; -import com.sun.opengl.util.j2d.*; -import com.sun.opengl.util.texture.*; - -import demos.common.*; -import demos.util.*; -import gleem.linalg.*; - -/** Illustrates more advanced use of the TextRenderer class; shows how - to do animated translated and rotated text as well as a drop - shadow effect. */ - -public class FlyingText extends Demo { - public static void main(String[] args) { - JFrame frame = new JFrame("Flying Text"); - frame.getContentPane().setLayout(new BorderLayout()); - - GLCanvas canvas = new GLCanvas(); - final FlyingText demo = new FlyingText(); - - canvas.addGLEventListener(demo); - frame.getContentPane().add(canvas, BorderLayout.CENTER); - frame.getContentPane().add(demo.buildGUI(), BorderLayout.NORTH); - - DisplayMode mode = - GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getDisplayMode(); - - frame.setSize((int) (0.75f * mode.getWidth()), - (int) (0.75f * mode.getHeight())); - - final Animator animator = new Animator(canvas); - frame.addWindowListener(new WindowAdapter() { - public void windowClosing(WindowEvent e) { - // Run this on another thread than the AWT event queue to - // make sure the call to Animator.stop() completes before - // exiting - new Thread(new Runnable() { - public void run() { - animator.stop(); - System.exit(0); - } - }).start(); - } - }); - frame.show(); - animator.start(); - } - - // Put a little physics on the text to make it look nicer - private static final float INIT_ANG_VEL_MAG = 0.3f; - private static final float INIT_VEL_MAG = 400.0f; - private static final int DEFAULT_DROP_SHADOW_DIST = 20; - - // Information about each piece of text - private static class TextInfo { - float angularVelocity; - Vec2f velocity; - - float angle; - Vec2f position; - - float h; - float s; - float v; - - // Cycle the saturation - float curTime; - - // Cache of the RGB color - float r; - float g; - float b; - - String text; - } - - private List/*<TextInfo>*/ textInfo = new ArrayList/*<TextInfo>*/(); - private int dropShadowDistance = DEFAULT_DROP_SHADOW_DIST; - private Time time; - private Texture backgroundTexture; - private TextRenderer renderer; - private Random random = new Random(); - private GLU glu = new GLU(); - private int width; - private int height; - - private int maxTextWidth; - - private FPSCounter fps; - - public Container buildGUI() { - // Create gui - JPanel panel = new JPanel(); - JButton button = new JButton("Less Text"); - button.addActionListener(new ActionListener() { - public void actionPerformed(ActionEvent e) { - lessText(); - } - }); - panel.add(button); - final JSlider slider = new JSlider(JSlider.HORIZONTAL, - getMinDropShadowDistance(), - getMaxDropShadowDistance(), - getDropShadowDistance()); - slider.addChangeListener(new ChangeListener() { - public void stateChanged(ChangeEvent e) { - setDropShadowDistance(slider.getValue()); - } - }); - panel.add(slider); - button = new JButton("More Text"); - button.addActionListener(new ActionListener() { - public void actionPerformed(ActionEvent e) { - moreText(); - } - }); - panel.add(button); - return panel; - } - - public void moreText() { - int numToAdd = (int) (textInfo.size() * 0.5f); - if (numToAdd == 0) - numToAdd = 1; - for (int i = 0; i < numToAdd; i++) { - textInfo.add(randomTextInfo()); - } - } - - public void lessText() { - if (textInfo.size() == 1) - return; - int numToRemove = textInfo.size() / 3; - if (numToRemove == 0) - numToRemove = 1; - for (int i = 0; i < numToRemove; i++) { - textInfo.remove(textInfo.size() - 1); - } - } - - public int getDropShadowDistance() { - return dropShadowDistance; - } - - public int getMinDropShadowDistance() { - return 1; - } - - public int getMaxDropShadowDistance() { - return 30; - } - - public void setDropShadowDistance(int dist) { - dropShadowDistance = dist; - } - - public void init(GLAutoDrawable drawable) { - // Create the background texture - BufferedImage bgImage = new BufferedImage(2, 2, BufferedImage.TYPE_BYTE_GRAY); - Graphics2D g = bgImage.createGraphics(); - g.setColor(new Color(0.3f, 0.3f, 0.3f)); - g.fillRect(0, 0, 2, 2); - g.setColor(new Color(0.7f, 0.7f, 0.7f)); - g.fillRect(0, 0, 1, 1); - g.fillRect(1, 1, 1, 1); - g.dispose(); - backgroundTexture = TextureIO.newTexture(bgImage, false); - backgroundTexture.bind(); - backgroundTexture.setTexParameteri(GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST); - backgroundTexture.setTexParameteri(GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST); - backgroundTexture.setTexParameteri(GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT); - backgroundTexture.setTexParameteri(GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT); - - // Create the text renderer - renderer = new TextRenderer(new Font("Serif", Font.PLAIN, 72), true, true); - - // Create the FPS counter - fps = new FPSCounter(drawable, 36); - - width = drawable.getWidth(); - height = drawable.getWidth(); - - // Compute maximum width of text we're going to draw to avoid - // popping in/out at edges - maxTextWidth = (int) renderer.getBounds("Java 2D").getWidth(); - maxTextWidth = Math.max(maxTextWidth, (int) renderer.getBounds("OpenGL").getWidth()); - - // Create random text - textInfo.clear(); - for (int i = 0; i < 100; i++) { - textInfo.add(randomTextInfo()); - } - - time = new SystemTime(); - ((SystemTime) time).rebase(); - - // Set up properties; note we don't need the depth buffer in this demo - GL gl = drawable.getGL(); - gl.glDisable(GL.GL_DEPTH_TEST); - // Turn off vsync if we can - gl.setSwapInterval(0); - } - - public void display(GLAutoDrawable drawable) { - time.update(); - - // Update velocities and positions of all text - float deltaT = (float) time.deltaT(); - Vec2f tmp = new Vec2f(); - for (Iterator iter = textInfo.iterator(); iter.hasNext(); ) { - TextInfo info = (TextInfo) iter.next(); - - // Randomize things a little bit at run time - if (random.nextInt(1000) == 0) { - info.angularVelocity = INIT_ANG_VEL_MAG * (randomAngle() - 180); - info.velocity = randomVelocityVec2f(INIT_VEL_MAG, INIT_VEL_MAG); - } - - // Now update angles and positions - info.angle += info.angularVelocity * deltaT; - tmp.set(info.velocity); - tmp.scale(deltaT); - info.position.add(tmp); - - // Update color - info.curTime += deltaT; - if (info.curTime > 2 * Math.PI) { - info.curTime -= 2 * Math.PI; - } - int rgb = Color.HSBtoRGB(info.h, - (float) (0.5 * (1 + Math.sin(info.curTime)) * info.s), - info.v); - info.r = ((rgb >> 16) & 0xFF) / 255.0f; - info.g = ((rgb >> 8) & 0xFF) / 255.0f; - info.b = ( rgb & 0xFF) / 255.0f; - - // Wrap angles and positions - if (info.angle < 0) { - info.angle += 360; - } else if (info.angle > 360) { - info.angle -= 360; - } - // Use maxTextWidth to avoid popping in/out at edges - // Would be better to do oriented bounding rectangle computation - if (info.position.x() < -maxTextWidth) { - info.position.setX(info.position.x() + drawable.getWidth() + 2 * maxTextWidth); - } else if (info.position.x() > drawable.getWidth() + maxTextWidth) { - info.position.setX(info.position.x() - drawable.getWidth() - 2 * maxTextWidth); - } - if (info.position.y() < -maxTextWidth) { - info.position.setY(info.position.y() + drawable.getHeight() + 2 * maxTextWidth); - } else if (info.position.y() > drawable.getHeight() + maxTextWidth) { - info.position.setY(info.position.y() - drawable.getHeight() - 2 * maxTextWidth); - } - } - - GL gl = drawable.getGL(); - gl.glClear(GL.GL_COLOR_BUFFER_BIT); - gl.glMatrixMode(GL.GL_PROJECTION); - gl.glLoadIdentity(); - glu.gluOrtho2D(0, drawable.getWidth(), 0, drawable.getHeight()); - gl.glMatrixMode(GL.GL_MODELVIEW); - gl.glLoadIdentity(); - - // Draw the background texture - backgroundTexture.enable(); - backgroundTexture.bind(); - TextureCoords coords = backgroundTexture.getImageTexCoords(); - int w = drawable.getWidth(); - int h = drawable.getHeight(); - float fw = w / 100.0f; - float fh = h / 100.0f; - gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE); - gl.glBegin(GL.GL_QUADS); - gl.glTexCoord2f(fw * coords.left(), fh * coords.bottom()); - gl.glVertex3f(0, 0, 0); - gl.glTexCoord2f(fw * coords.right(), fh * coords.bottom()); - gl.glVertex3f(w, 0, 0); - gl.glTexCoord2f(fw * coords.right(), fh * coords.top()); - gl.glVertex3f(w, h, 0); - gl.glTexCoord2f(fw * coords.left(), fh * coords.top()); - gl.glVertex3f(0, h, 0); - gl.glEnd(); - backgroundTexture.disable(); - - // Render all text - renderer.beginRendering(drawable.getWidth(), drawable.getHeight()); - - // Note we're doing some slightly fancy stuff to position the text. - // We tell the text renderer to render the text at the origin, and - // manipulate the modelview matrix to put the text where we want. - - gl.glMatrixMode(GL.GL_MODELVIEW); - - // First render drop shadows - renderer.setColor(0, 0, 0, 0.5f); - for (Iterator iter = textInfo.iterator(); iter.hasNext(); ) { - TextInfo info = (TextInfo) iter.next(); - gl.glLoadIdentity(); - gl.glTranslatef(info.position.x() + dropShadowDistance, - info.position.y() - dropShadowDistance, - 0); - gl.glRotatef(info.angle, 0, 0, 1); - renderer.draw(info.text, 0, 0); - // We need to call flush() only because we're modifying the modelview matrix - renderer.flush(); - } - - // Now render the actual text - for (Iterator iter = textInfo.iterator(); iter.hasNext(); ) { - TextInfo info = (TextInfo) iter.next(); - gl.glLoadIdentity(); - gl.glTranslatef(info.position.x(), - info.position.y(), - 0); - gl.glRotatef(info.angle, 0, 0, 1); - renderer.setColor(info.r, info.g, info.b, 1); - renderer.draw(info.text, 0, 0); - // We need to call flush() only because we're modifying the modelview matrix - renderer.flush(); - } - - renderer.endRendering(); - - // Use the FPS renderer last to render the FPS - fps.draw(); - } - - public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { - this.width = width; - this.height = height; - } - - public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {} - - //---------------------------------------------------------------------- - // Internals only below this point - // - - private TextInfo randomTextInfo() { - TextInfo info = new TextInfo(); - info.text = randomString(); - info.angle = randomAngle(); - info.position = randomVec2f(width, height); - - info.angularVelocity = INIT_ANG_VEL_MAG * (randomAngle() - 180); - info.velocity = randomVelocityVec2f(INIT_VEL_MAG, INIT_VEL_MAG); - - Color c = randomColor(); - float[] hsb = Color.RGBtoHSB(c.getRed(), c.getGreen(), c.getBlue(), null); - info.h = hsb[0]; - info.s = hsb[1]; - info.v = hsb[2]; - info.curTime = (float) (2 * Math.PI * random.nextFloat()); - return info; - } - - private String randomString() { - switch (random.nextInt(3)) { - case 0: - return "OpenGL"; - case 1: - return "Java 2D"; - default: - return "Text"; - } - } - - private float randomAngle() { - return 360.0f * random.nextFloat(); - } - - private Vec2f randomVec2f(float x, float y) { - return new Vec2f(x * random.nextFloat(), - y * random.nextFloat()); - } - - private Vec2f randomVelocityVec2f(float x, float y) { - return new Vec2f(x * (random.nextFloat() - 0.5f), - y * (random.nextFloat() - 0.5f)); - } - - private Color randomColor() { - // Get a bright and saturated color - float r = 0; - float g = 0; - float b = 0; - float s = 0; - do { - r = random.nextFloat(); - g = random.nextFloat(); - b = random.nextFloat(); - - float[] hsb = Color.RGBtoHSB((int) (255.0f * r), - (int) (255.0f * g), - (int) (255.0f * b), null); - s = hsb[1]; - } while ((r < 0.8f && g < 0.8f && b < 0.8f) || - s < 0.8f); - return new Color(r, g, b); - } -} |