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authorKenneth Russel <[email protected]>2009-06-15 23:12:27 +0000
committerKenneth Russel <[email protected]>2009-06-15 23:12:27 +0000
commit41cd6c47b23975098cd155517790e018670785e7 (patch)
tree247333528ad674d427ba96b1e05810f7961d609e /src/demos/vertexProgWarp
parent935d2596c13371bb745d921dbcb9f05b0c11a010 (diff)
Copied JOGL_2_SANDBOX r350 on to trunk; JOGL_2_SANDBOX branch is now closed
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@352 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/demos/vertexProgWarp')
-rw-r--r--src/demos/vertexProgWarp/VertexProgWarp.java1086
1 files changed, 1086 insertions, 0 deletions
diff --git a/src/demos/vertexProgWarp/VertexProgWarp.java b/src/demos/vertexProgWarp/VertexProgWarp.java
new file mode 100644
index 0000000..e6dbca7
--- /dev/null
+++ b/src/demos/vertexProgWarp/VertexProgWarp.java
@@ -0,0 +1,1086 @@
+/*
+ * Portions Copyright (C) 2003 Sun Microsystems, Inc.
+ * All rights reserved.
+ */
+
+/*
+ *
+ * COPYRIGHT NVIDIA CORPORATION 2003. ALL RIGHTS RESERVED.
+ * BY ACCESSING OR USING THIS SOFTWARE, YOU AGREE TO:
+ *
+ * 1) ACKNOWLEDGE NVIDIA'S EXCLUSIVE OWNERSHIP OF ALL RIGHTS
+ * IN AND TO THE SOFTWARE;
+ *
+ * 2) NOT MAKE OR DISTRIBUTE COPIES OF THE SOFTWARE WITHOUT
+ * INCLUDING THIS NOTICE AND AGREEMENT;
+ *
+ * 3) ACKNOWLEDGE THAT TO THE MAXIMUM EXTENT PERMITTED BY
+ * APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND
+ * THAT NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES,
+ * EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED
+ * TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
+ * FOR A PARTICULAR PURPOSE.
+ *
+ * IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY
+ * SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
+ * WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
+ * OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS
+ * INFORMATION, OR ANY OTHER PECUNIARY LOSS), INCLUDING ATTORNEYS'
+ * FEES, RELATING TO THE USE OF OR INABILITY TO USE THIS SOFTWARE,
+ * EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+ *
+ */
+
+package demos.vertexProgWarp;
+
+import demos.common.Demo;
+import demos.common.DemoListener;
+import demos.util.DurationTimer;
+import demos.util.SystemTime;
+import demos.util.Time;
+import demos.util.Triceratops;
+import gleem.BSphere;
+import gleem.BSphereProvider;
+import gleem.ExaminerViewer;
+import gleem.ManipManager;
+import gleem.MouseButtonHelper;
+import gleem.linalg.Vec3f;
+import java.awt.BorderLayout;
+import java.awt.Frame;
+import java.awt.event.KeyAdapter;
+import java.awt.event.KeyEvent;
+import java.awt.event.WindowAdapter;
+import java.awt.event.WindowEvent;
+import java.io.IOException;
+import javax.media.opengl.GL;
+import javax.media.opengl.GL2ES1;
+import javax.media.opengl.GL2;
+import javax.media.opengl.GLAutoDrawable;
+import javax.media.opengl.awt.AWTGLAutoDrawable;
+import javax.media.opengl.awt.GLCanvas;
+import javax.media.opengl.glu.GLU;
+import javax.media.opengl.glu.GLUquadric;
+import com.sun.opengl.util.Animator;
+import com.sun.opengl.util.BufferUtil;
+import javax.swing.JOptionPane;
+
+
+
+/**
+ Simple space-warp/distortion vertex program demo<br>
+ (Press the space bar to switch through programs)<br><p>
+
+ [email protected] 9/2000, based on Cass's vtxprog_silhouette<br><p>
+
+ Ported to Java by Kenneth Russell
+*/
+
+public class VertexProgWarp extends Demo {
+ private Frame frame;
+ private Animator animator;
+ private volatile boolean quit;
+
+ private GLAutoDrawable drawable;
+ private DurationTimer timer = new DurationTimer();
+ private boolean firstRender = true;
+ private int frameCount;
+
+ public static void main(String[] args) {
+ new VertexProgWarp().run(args);
+ }
+
+ public void run(String[] args) {
+
+ VertexProgWarp demo = new VertexProgWarp();
+ GLCanvas canvas = new GLCanvas();
+ canvas.addGLEventListener(demo);
+
+ canvas.addKeyListener(new KeyAdapter() {
+ public void keyPressed(KeyEvent e) {
+ dispatchKey(e.getKeyCode(), e.getKeyChar());
+ }
+ });
+
+ final Animator animator = new Animator(canvas);
+ demo.setDemoListener(new DemoListener() {
+ public void shutdownDemo() {
+ runExit(animator);
+ }
+ public void repaint() {}
+ });
+
+ final Frame frame = new Frame();
+ demo.setTitleSetter(new VertexProgWarp.TitleSetter() {
+ public void setTitle(String title) {
+ frame.setTitle(title);
+ }
+ });
+ frame.setLayout(new BorderLayout());
+ canvas.setSize(512, 512);
+ frame.add(canvas, BorderLayout.CENTER);
+ frame.pack();
+ frame.setVisible(true);
+ canvas.requestFocus();
+
+ frame.addWindowListener(new WindowAdapter() {
+ public void windowClosing(WindowEvent e) {
+ runExit(animator);
+ }
+ });
+
+ animator.start();
+ }
+
+ public static abstract class TitleSetter {
+ public abstract void setTitle(String title);
+ }
+
+ public void setTitleSetter(TitleSetter setter) {
+ titleSetter = setter;
+ }
+
+ private TitleSetter titleSetter;
+ private boolean initComplete;
+
+ // period of 4-term Taylor approximation to sin isn't quite 2*M_PI
+ private static final float SIN_PERIOD = 3.079f;
+ private static final int NUM_OBJS = 5;
+ private static final int NUM_PROGS = 7;
+ private int[] programs = new int[NUM_PROGS];
+ private float zNear = 0.1f;
+ private float zFar = 10.0f;
+ private int program = 2;
+ private int obj = 2;
+ private boolean[] b = new boolean[256];
+ private boolean wire = false;
+ private boolean toggleWire = false;
+ private boolean animating = true;
+ private boolean doViewAll = true;
+
+ private Time time = new SystemTime();
+ private float anim = 0.0f;
+ private float animScale = 7.0f;
+ private float amp = 0.05f;
+ private float freq = 8.0f;
+ private float d = 4.0f;
+
+ private GLU glu = new GLU();
+ private ExaminerViewer viewer;
+
+ public void init(GLAutoDrawable drawable) {
+ initComplete = false;
+ GL2 gl = drawable.getGL().getGL2();
+
+ float cc = 0.0f;
+ gl.glClearColor(cc, cc, cc, 1);
+
+ gl.glColor3f(1,1,1);
+ gl.glEnable(GL.GL_DEPTH_TEST);
+ gl.glDisable(GL.GL_CULL_FACE);
+
+ try {
+ initExtension(gl, "GL_vertex_program");
+ } catch (RuntimeException e) {
+ shutdownDemo();
+ throw(e);
+ }
+
+ for(int i=0; i<NUM_OBJS; i++) {
+ gl.glNewList(i+1, GL2.GL_COMPILE);
+ drawObject(gl, i);
+ gl.glEndList();
+ }
+
+ for(int i=0; i<NUM_PROGS; i++) {
+ int[] vtxProgTmp = new int[1];
+ gl.glGenProgramsARB(1, vtxProgTmp, 0);
+ programs[i] = vtxProgTmp[0];
+ gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, programs[i]);
+ gl.glProgramStringARB(GL2.GL_VERTEX_PROGRAM_ARB, GL2.GL_PROGRAM_FORMAT_ASCII_ARB, programTexts[i].length(),
+ programTexts[i]);
+ }
+
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 0, 0.0f, 0.0f, 1.0f, 0.0f); // light position/direction
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 1, 0.0f, 1.0f, 0.0f, 0.0f); // diffuse color
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 2, 1.0f, 1.0f, 1.0f, 0.0f); // specular color
+
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 3, 0.0f, 1.0f, 2.0f, 3.0f); // smoothstep constants
+
+ // sin Taylor series constants - 1, 1/3!, 1/5!, 1/7!
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 4, 1.0f, 1.0f / (3*2), 1.0f / (5*4*3*2), 1.0f / (7*6*5*4*3*2));
+
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 5, 1.0f / (2.0f * SIN_PERIOD), 2.0f * SIN_PERIOD, SIN_PERIOD, SIN_PERIOD/2.0f);
+
+ // sin wave frequency, amplitude
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, 1.0f, 0.2f, 0.0f, 0.0f);
+
+ // phase animation
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 7, 0.0f, 0.0f, 0.0f, 0.0f);
+
+ // fisheye sphere radius
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 8, 1.0f, 0.0f, 0.0f, 0.0f);
+
+ setWindowTitle();
+
+ doViewAll = true;
+
+ b['p'] = true;
+
+ // Register the window with the ManipManager
+ ManipManager manager = ManipManager.getManipManager();
+ manager.registerWindow((AWTGLAutoDrawable) drawable);
+ this.drawable = drawable;
+
+ viewer = new ExaminerViewer(MouseButtonHelper.numMouseButtons());
+ viewer.setNoAltKeyMode(true);
+ viewer.setAutoRedrawMode(false);
+ viewer.attach((AWTGLAutoDrawable) drawable, new BSphereProvider() {
+ public BSphere getBoundingSphere() {
+ return new BSphere(new Vec3f(0, 0, 0), 1.0f);
+ }
+ });
+ viewer.setVertFOV((float) Math.toRadians(60));
+ viewer.setZNear(zNear);
+ viewer.setZFar(zFar);
+ initComplete = true;
+ }
+
+ public void dispose(GLAutoDrawable drawable) {
+ }
+
+ public void display(GLAutoDrawable drawable) {
+ if (!initComplete) {
+ return;
+ }
+
+ if (!firstRender) {
+ if (++frameCount == 30) {
+ timer.stop();
+ System.err.println("Frames per second: " + (30.0f / timer.getDurationAsSeconds()));
+ timer.reset();
+ timer.start();
+ frameCount = 0;
+ }
+ } else {
+ firstRender = false;
+ timer.start();
+ }
+
+ time.update();
+
+ GL2 gl = drawable.getGL().getGL2();
+
+ gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
+
+ if (toggleWire) {
+ wire = !wire;
+ if (wire)
+ gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_LINE);
+ else
+ gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
+ toggleWire = false;
+ }
+
+ gl.glPushMatrix();
+
+ if (doViewAll) {
+ viewer.viewAll(gl);
+ doViewAll = false;
+ }
+
+ if (animating) {
+ anim -= (float) (animScale * time.deltaT());
+ }
+
+ viewer.update(gl);
+ ManipManager.getManipManager().updateCameraParameters((AWTGLAutoDrawable) drawable, viewer.getCameraParameters());
+ ManipManager.getManipManager().render((AWTGLAutoDrawable) drawable, gl);
+
+ gl.glBindProgramARB(GL2.GL_VERTEX_PROGRAM_ARB, programs[program]);
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 7, anim, 0.0f, 0.0f, 0.0f);
+
+ if (program==6)
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, (float) Math.sin(anim)*amp*50.0f, 0.0f, 0.0f, 0.0f);
+ else
+ gl.glProgramEnvParameter4fARB(GL2.GL_VERTEX_PROGRAM_ARB, 6, freq, amp, d, d+1);
+
+ if (b['p'])
+ gl.glEnable(GL2.GL_VERTEX_PROGRAM_ARB);
+
+ gl.glDisable(GL.GL_TEXTURE_2D);
+ gl.glCallList(obj+1);
+
+ gl.glDisable(GL2.GL_VERTEX_PROGRAM_ARB);
+
+ gl.glPopMatrix();
+ }
+
+ // Unused routines
+ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {}
+ public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+ public void shutdownDemo() {
+ ManipManager.getManipManager().unregisterWindow((AWTGLAutoDrawable) drawable);
+ drawable.removeGLEventListener(this);
+ super.shutdownDemo();
+ }
+
+ private void initExtension(GL2 gl, String glExtensionName) {
+ if (!gl.isExtensionAvailable(glExtensionName)) {
+ final String message = "OpenGL extension \"" + glExtensionName + "\" not available";
+ new Thread(new Runnable() {
+ public void run() {
+ JOptionPane.showMessageDialog(null, message, "Unavailable extension", JOptionPane.ERROR_MESSAGE);
+ shutdownDemo();
+ }
+ }).start();
+ throw new RuntimeException(message);
+ }
+ }
+
+ private void dispatchKey(int keyCode, char k) {
+ if (k < 256)
+ b[k] = !b[k];
+
+ switch (keyCode) {
+ case KeyEvent.VK_HOME:
+ case KeyEvent.VK_R:
+ anim = 0.0f;
+ amp = 0.05f;
+ freq = 8.0f;
+ d = 4.0f;
+ doViewAll = true;
+ break;
+
+ case KeyEvent.VK_LEFT:
+ case KeyEvent.VK_KP_LEFT:
+ program--;
+ if (program < 0)
+ program = NUM_PROGS-1;
+ setWindowTitle();
+ break;
+
+ case KeyEvent.VK_RIGHT:
+ case KeyEvent.VK_KP_RIGHT:
+ program = (program + 1) % NUM_PROGS;
+ setWindowTitle();
+ break;
+
+ case KeyEvent.VK_F1:
+ case KeyEvent.VK_H:
+ String endl = System.getProperty("line.separator");
+ endl = endl + endl;
+ String msg = ("F1/h - Help" + endl +
+ "Home - Reset" + endl +
+ "Left Button & Mouse - Rotate viewpoint" + endl +
+ "1..5 - Switch object (Sphere, Torus, Triceratop, Cube, Cylinder)" + endl +
+ "- / + - Change amplitude" + endl +
+ "[ / ] - Change frequency" + endl +
+ ", / . - Change square fisheye size" + endl +
+ "Left - Next vertex program" + endl +
+ "Right - Previous vertex program" + endl +
+ "W - Toggle wireframe" + endl +
+ "Space - Toggle animation" + endl +
+ "Esc/q - Exit program" + endl);
+ JOptionPane.showMessageDialog(null, msg, "Help", JOptionPane.INFORMATION_MESSAGE);
+ break;
+
+ case KeyEvent.VK_ESCAPE:
+ case KeyEvent.VK_Q:
+ shutdownDemo();
+ return;
+
+ case KeyEvent.VK_W:
+ toggleWire = true;
+ break;
+
+ case KeyEvent.VK_EQUALS:
+ case KeyEvent.VK_PLUS:
+ amp += 0.01;
+ break;
+
+ case KeyEvent.VK_MINUS:
+ amp -= 0.01;
+ break;
+
+ case KeyEvent.VK_CLOSE_BRACKET:
+ freq += 0.5;
+ break;
+
+ case KeyEvent.VK_OPEN_BRACKET:
+ freq -= 0.5;
+ break;
+
+ case KeyEvent.VK_PERIOD:
+ d += 0.1;
+ break;
+
+ case KeyEvent.VK_COMMA:
+ d -= 0.1;
+ break;
+
+ case KeyEvent.VK_SPACE:
+ // Could also start/stop Animator here
+ animating = !animating;
+ break;
+
+ case KeyEvent.VK_1:
+ obj = 0;
+ break;
+
+ case KeyEvent.VK_2:
+ obj = 1;
+ break;
+
+ case KeyEvent.VK_3:
+ obj = 2;
+ break;
+
+ case KeyEvent.VK_4:
+ obj = 3;
+ break;
+
+ case KeyEvent.VK_5:
+ obj = 4;
+ break;
+ }
+ }
+
+ private void setWindowTitle() {
+ titleSetter.setTitle("SpaceWarp - " + programNames[program]);
+ }
+
+ private void drawObject(GL2 gl, int which) {
+ switch(which) {
+ case 0:
+ drawSphere(gl, 0.5f, 100, 100);
+ break;
+
+ case 1:
+ drawTorus(gl, 0.25f, 0.5f, 100, 100);
+ break;
+
+ case 2:
+ try {
+ Triceratops.drawObject(gl);
+ } catch (IOException e) {
+ shutdownDemo();
+ throw new RuntimeException(e);
+ }
+ break;
+
+ case 3:
+ drawCube(gl);
+ break;
+
+ case 4:
+ drawCylinder(gl);
+ break;
+ }
+ }
+
+ private void drawSphere(GL2 gl, float radius, int slices, int stacks) {
+
+ int J = stacks;
+ int I = slices;
+
+ for(int j = 0; j < J; j++) {
+ float v = j/(float) J;
+ float phi = (float) (v * 2 * Math.PI);
+ float v2 = (j+1)/(float) J;
+ float phi2 = (float) (v2 * 2 * Math.PI);
+
+ gl.glBegin(GL2.GL_QUAD_STRIP);
+
+ for(int i = 0; i < I; i++) {
+ float u = i/(I-1.0f);
+ float theta = (float) (u * Math.PI);
+ float x,y,z,nx,ny,nz;
+
+ nx = (float) (Math.cos(theta)*Math.cos(phi));
+ ny = (float) (Math.sin(theta)*Math.cos(phi));
+ nz = (float) (Math.sin(phi));
+ x = radius * nx;
+ y = radius * ny;
+ z = radius * nz;
+
+ gl.glColor3f ( u, v, 0.0f);
+ gl.glNormal3f(nx, ny, nz);
+ gl.glVertex3f( x, y, z);
+
+ nx = (float) (Math.cos(theta)*Math.cos(phi2));
+ ny = (float) (Math.sin(theta)*Math.cos(phi2));
+ nz = (float) (Math.sin(phi2));
+ x = radius * nx;
+ y = radius * ny;
+ z = radius * nz;
+
+ gl.glColor3f ( u, v+(1.0f/(J-1.0f)), 0.0f);
+ gl.glNormal3f(nx, ny, nz);
+ gl.glVertex3f( x, y, z);
+ }
+ gl.glEnd();
+ }
+ }
+
+ private void drawTorus(GL2 gl, float meridian_radius, float core_radius,
+ int meridian_slices, int core_slices) {
+
+ int J = meridian_slices;
+ int I = core_slices;
+
+ for(int j = 0; j < J-1; j++) {
+
+ float v = j/(J-1.0f);
+ float rho = (float) (v * 2.0f * Math.PI);
+ float v2 = (j+1)/(J-1.0f);
+ float rho2 = (float) (v2 * 2.0f * Math.PI);
+ gl.glBegin(GL2.GL_QUAD_STRIP);
+
+ for(int i = 0; i < I; i++) {
+ float u = i/(I-1.0f);
+ float theta = (float) (u * 2.0f * Math.PI);
+ float x,y,z,nx,ny,nz;
+
+ x = (float) (core_radius*Math.cos(theta) + meridian_radius*Math.cos(theta)*Math.cos(rho));
+ y = (float) (core_radius*Math.sin(theta) + meridian_radius*Math.sin(theta)*Math.cos(rho));
+ z = (float) (meridian_radius*Math.sin(rho));
+ nx = (float) (Math.cos(theta)*Math.cos(rho));
+ ny = (float) (Math.sin(theta)*Math.cos(rho));
+ nz = (float) (Math.sin(rho));
+
+ gl.glColor3f ( u, v, 0.0f);
+ gl.glNormal3f(nx, ny, nz);
+ gl.glVertex3f( x, y, z);
+
+ x = (float) (core_radius*Math.cos(theta) + meridian_radius*Math.cos(theta)*Math.cos(rho2));
+ y = (float) (core_radius*Math.sin(theta) + meridian_radius*Math.sin(theta)*Math.cos(rho2));
+ z = (float) (meridian_radius*Math.sin(rho2));
+ nx = (float) (Math.cos(theta)*Math.cos(rho2));
+ ny = (float) (Math.sin(theta)*Math.cos(rho2));
+ nz = (float) (Math.sin(rho2));
+
+ gl.glColor3f ( u, v, 0.0f);
+ gl.glNormal3f(nx, ny, nz);
+ gl.glVertex3f( x, y, z);
+ }
+ gl.glEnd();
+ }
+ }
+
+ private void drawCube(GL2 gl) {
+ int cr = 40;
+ float scaleFactor = 0.5f;
+
+ // back
+ gl.glColor3f(1.0f, 0.0f, 0.0f);
+ gl.glNormal3f(0.0f, 0.0f, -1.0f);
+ drawGrid(gl, cr, cr, scaleFactor, -1.0f, -1.0f, -1.0f, 2.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f);
+
+ // front
+ gl.glColor3f(1.0f, 0.0f, 0.0f);
+ gl.glNormal3f(0.0f, 0.0f, 1.0f);
+ drawGrid(gl, cr, cr, scaleFactor, -1.0f, -1.0f, 1.0f, 2.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f);
+
+ // left
+ gl.glColor3f(0.0f, 1.0f, 0.0f);
+ gl.glNormal3f(-1.0f, 0.0f, 0.0f);
+ drawGrid(gl, cr, cr, scaleFactor, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 2.0f, 0.0f);
+
+ // right
+ gl.glColor3f(0.0f, 0.0f, 1.0f);
+ gl.glNormal3f(1.0f, 0.0f, 0.0f);
+ drawGrid(gl, cr, cr, scaleFactor, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 2.0f, 0.0f);
+
+ // bottom
+ gl.glColor3f(1.0f, 1.0f, 0.0f);
+ gl.glNormal3f(0.0f,-1.0f, 0.0f);
+ drawGrid(gl, cr, cr, scaleFactor, -1.0f, -1.0f, -1.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f);
+
+ // top
+ gl.glColor3f(0.0f, 1.0f, 1.0f);
+ gl.glNormal3f(0.0f, 1.0f, 0.0f);
+ drawGrid(gl, cr, cr, scaleFactor, -1.0f, 1.0f, -1.0f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f);
+ }
+
+ private void drawGrid(GL2 gl, int rows, int cols,
+ float scaleFactor,
+ float sx, float sy, float sz,
+ float ux, float uy, float uz,
+ float vx, float vy, float vz) {
+ int x, y;
+
+ for(y=0; y<rows; y++) {
+ gl.glBegin(GL2.GL_QUAD_STRIP);
+ for(x=0; x<=cols; x++) {
+ float u = x / (float) cols;
+ float v = y / (float) rows;
+ float v2 = v + (1.0f / (float) rows);
+
+ gl.glTexCoord2f(u, v);
+ gl.glVertex3f(scaleFactor * (sx + (u*ux) + (v*vx)),
+ scaleFactor * (sy + (u*uy) + (v*vy)),
+ scaleFactor * (sz + (u*uz) + (v*vz)));
+
+ gl.glTexCoord2f(u, v2);
+ gl.glVertex3f(scaleFactor * (sx + (u*ux) + (v2*vx)),
+ scaleFactor * (sy + (u*uy) + (v2*vy)),
+ scaleFactor * (sz + (u*uz) + (v2*vz)));
+ }
+ gl.glEnd();
+ }
+ }
+
+ private void drawCylinder(GL2 gl) {
+ GLUquadric quad;
+
+ quad = glu.gluNewQuadric();
+ glu.gluQuadricDrawStyle (quad, GLU.GLU_FILL);
+ glu.gluQuadricOrientation(quad, GLU.GLU_OUTSIDE);
+ glu.gluQuadricNormals (quad, GLU.GLU_SMOOTH);
+ glu.gluQuadricTexture (quad, true);
+
+ gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
+ gl.glPushMatrix();
+ gl.glTranslatef(-1.0f, 0.0f, 0.0f);
+ gl.glRotatef (90.0f, 0.0f, 1.0f, 0.0f);
+
+ glu.gluCylinder(quad, 0.25f, 0.25f, 2.0f, 60, 30);
+ gl.glPopMatrix();
+
+ glu.gluDeleteQuadric(quad);
+ }
+
+ private static final String[] programNames = new String[] {
+ "Normal",
+ "Pulsate",
+ "Wave",
+ "Square fisheye",
+ "Spherical fisheye",
+ "Ripple",
+ "Twist"
+ };
+
+ private static final String programSetup =
+ "PARAM mvp [4] = { state.matrix.mvp }; # modelview projection matrix\n" +
+ "PARAM mvit[4] = { state.matrix.modelview.invtrans }; # modelview matrix inverse transpose\n" +
+ "PARAM mv [4] = { state.matrix.modelview }; # modelview matrix\n" +
+ "PARAM proj[4] = { state.matrix.projection }; # projection matrix\n" +
+ "PARAM lightPos = program.env[0]; # light position/direction\n" +
+ "PARAM diffuseCol = program.env[1]; # diffuse color\n" +
+ "PARAM specularCol = program.env[2]; # specular color\n" +
+ "PARAM smoothstep = program.env[3]; # smoothstep constants\n" +
+ "PARAM sinTaylorConst1 = program.env[4]; # sin Taylor series constants 1 of 2\n" +
+ "PARAM sinTaylorConst2 = program.env[5]; # sin Taylor series constants 2 of 2\n" +
+ "PARAM sinFreqAmplitude = program.env[6]; # sin wave frequency, amplitude\n" +
+ "PARAM phaseAnim = program.env[7]; # phase animation\n" +
+ "PARAM fisheyeRadius = program.env[8]; # fisheye sphere radius\n" +
+ "\n" +
+ "# Per vertex inputs\n" +
+ "ATTRIB iPos = vertex.position; # position\n" +
+ "ATTRIB iTex = vertex.texcoord; # tex coord\n" +
+ "ATTRIB iNorm = vertex.normal; # normal\n" +
+ "\n" +
+ "# Outputs\n" +
+ "OUTPUT oPos = result.position; # position\n" +
+ "OUTPUT oCol0 = result.color; # color\n" +
+ "OUTPUT oTex0 = result.texcoord; # tex coord\n" +
+ "\n" +
+ "# Temporaries\n" +
+ "TEMP r0;\n" +
+ "TEMP r1;\n" +
+ "TEMP r2;\n" +
+ "TEMP r3;\n" +
+ "TEMP r4;\n";
+
+ private static final String[] programTexts = new String[] {
+ //
+ // Transform with diffuse lighting
+ //
+ "!!ARBvp1.0\n" +
+ "#Simple transform and diffuse lighting\n" +
+ programSetup +
+ "DP4 oPos.x, mvp[0], iPos ; # object x MVP -> clip\n" +
+ "DP4 oPos.y, mvp[1], iPos ;\n" +
+ "DP4 oPos.z, mvp[2], iPos ;\n" +
+ "DP4 oPos.w, mvp[3], iPos ;\n" +
+ "\n" +
+ "DP3 r1.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r1.y, mvit[1], iNorm ;\n" +
+ "DP3 r1.z, mvit[2], iNorm ;\n" +
+ "\n" +
+ "DP3 r0, lightPos, r1 ; # L.N\n" +
+ "MUL oCol0.xyz, r0, diffuseCol ; # col = L.N * diffuse\n" +
+ "MOV oTex0, iTex;\n" +
+ "END\n",
+
+ //
+ // Pulsate
+ //
+ "!!ARBvp1.0\n" +
+ "#Displace geometry along normal based on sine function of distance from origin\n" +
+ "#(in object space)\n" +
+ "#sinFreqAmplitude.x = wave frequency\n" +
+ "#sinFreqAmplitude.y = wave amplitude\n" +
+ "#sinTaylorConst2 = PI constants\n" +
+ "#sinTaylorConst1 = Taylor series constants (see below)\n" +
+ "\n" +
+ programSetup +
+ "MOV r0, iPos; \n" +
+ "\n" +
+ "#calculate distance from (0, 0, 0)\n" +
+ "DP3 r3.x, r0, r0;\n" +
+ "RSQ r3.x, r3.x;\n" +
+ "RCP r3.x, r3.x;\n" +
+ "\n" +
+ "MUL r3.x, r3.x, sinFreqAmplitude.x; # wave frequency\n" +
+ "ADD r3.x, r3.x, phaseAnim.x; # phase animation\n" +
+ "\n" +
+ "#reduce to period of 2*PI\n" +
+ "MUL r2, r3.x, sinTaylorConst2.x;\n" +
+ "EXP r4, r2.x; # r4.y = r2.x - floor(r2.x)\n" +
+ "MUL r3.x, r4.y, sinTaylorConst2.y;\n" +
+ "\n" +
+ "# offset to -PI - PI\n" +
+ "ADD r3.x, r3.x, -sinTaylorConst2.z;\n" +
+ "\n" +
+ "#Sine approximation using Taylor series (accurate between -PI and PI) :\n" +
+ "#sin(x) = x - (x^3)/3! + (x^5)/5! - (x^7)/7! + ...\n" +
+ "#sin(x) ~= x*(1 - (x^2)*(1/3! - (x^2)(1/5! - (x^2)/7! )))\n" +
+ "# = x * (a - y*(b - y*(c - y*d)))\n" +
+ "#where\n" +
+ "#a = 1.0 sinTaylorConst1.x\n" +
+ "#b = 1/3! sinTaylorConst1.y\n" +
+ "#c = 1/5! sinTaylorConst1.z\n" +
+ "#d = 1/7! sinTaylorConst1.w\n" +
+ "#y = x^2 r2\n" +
+ "\n" +
+ "#r1.x = sin(r3.x);\n" +
+ "\n" +
+ "MUL r2, r3.x, r3.x;\n" +
+ "MAD r1, -r2, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
+ "MAD r1, r1, -r2, sinTaylorConst1.y;\n" +
+ "MAD r1, r1, -r2, sinTaylorConst1.x;\n" +
+ "MUL r1, r1, r3.x;\n" +
+ "\n" +
+ "#displace vertex along normal\n" +
+ "MUL r1.x, r1.x, sinFreqAmplitude.y;\n" +
+ "MAX r1.x, r1.x, smoothstep.x; # r1.x = max(r1.x, 0.0);\n" +
+ "MUL r2.xyz, iNorm, r1.x;\n" +
+ "ADD r0.xyz, r0, r2;\n" +
+ "\n" +
+ "#simple lighting\n" +
+ "DP3 r1.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r1.y, mvit[1], iNorm ;\n" +
+ "DP3 r1.z, mvit[2], iNorm ;\n" +
+ "\n" +
+ "DP3 r2, lightPos, r1 ; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r2, diffuseCol ; # col = ldotn * diffuse\n" +
+ "\n" +
+ "MOV oTex0, iTex;\n" +
+ "\n" +
+ "DP4 oPos.x, mvp[0], r0 ; # object x MVP -> clip\n" +
+ "DP4 oPos.y, mvp[1], r0 ;\n" +
+ "DP4 oPos.z, mvp[2], r0 ;\n" +
+ "DP4 oPos.w, mvp[3], r0 ;\n" +
+ "\n" +
+ "END\n",
+
+ //
+ // Wave
+ //
+ "!!ARBvp1.0\n" +
+ "# Perturb vertices in clip space with sine wave\n" +
+ "# x += sin((y*freq)+anim) * amp\n" +
+ programSetup +
+ "DP4 r0.x, mvp[0], iPos ;\n" +
+ "DP4 r0.y, mvp[1], iPos ;\n" +
+ "DP4 r0.z, mvp[2], iPos ;\n" +
+ "DP4 r0.w, mvp[3], iPos ;\n" +
+ "\n" +
+ "MUL r3.x, r0.y, sinFreqAmplitude.x; # wave frequency\n" +
+ "ADD r3.x, r3.x, phaseAnim.x; # phase animation\n" +
+ "\n" +
+ "# reduce to period of 2*PI\n" +
+ "MUL r2, r3.x, sinTaylorConst2.x;\n" +
+ "EXP r4, r2.x; # r4.y = r2.x - floor(r2.x)\n" +
+ "MUL r3.x, r4.y, sinTaylorConst2.y;\n" +
+ "\n" +
+ "# offset to -PI - PI\n" +
+ "ADD r3.x, r3.x, -sinTaylorConst2.z;\n" +
+ "\n" +
+ "# r1.x = sin(r3.x);\n" +
+ "MUL r2, r3.x, r3.x;\n" +
+ "MAD r1, -r2, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
+ "MAD r1, r1, -r2, sinTaylorConst1.y;\n" +
+ "MAD r1, r1, -r2, sinTaylorConst1.x;\n" +
+ "MUL r1, r1, r3.x;\n" +
+ "\n" +
+ "MAD r0.x, r1.x, sinFreqAmplitude.y, r0.x;\n" +
+ "\n" +
+ "# simple lighting\n" +
+ "DP3 r1.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r1.y, mvit[1], iNorm ;\n" +
+ "DP3 r1.z, mvit[2], iNorm ;\n" +
+ "DP3 r2, lightPos, r1 ; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r2, diffuseCol ; # col = ldotn * diffuse\n" +
+ "MOV oTex0, iTex;\n" +
+ "\n" +
+ "MOV oPos, r0;\n" +
+ "\n" +
+ "END\n",
+
+ //
+ // Fisheye
+ //
+ "!!ARBvp1.0\n" +
+ "#Fisheye distortion based on function:\n" +
+ "#f(x)=(d+1)/(d+(1/x))\n" +
+ "#maps the [0,1] interval monotonically onto [0,1]\n" +
+ "\n" +
+ "#sinFreqAmplitude.z = d\n" +
+ "#sinFreqAmplitude.w = d+1\n" +
+ programSetup +
+ "\n" +
+ "DP4 r0.x, mvp[0], iPos ;\n" +
+ "DP4 r0.y, mvp[1], iPos ;\n" +
+ "DP4 r0.z, mvp[2], iPos ;\n" +
+ "DP4 r0.w, mvp[3], iPos ;\n" +
+ "\n" +
+ "# do perspective divide\n" +
+ "RCP r1, r0.w;\n" +
+ "MUL r0, r0, r1.w;\n" +
+ "\n" +
+ "MAX r1, r0, -r0; # r1 = abs(r0)\n" +
+ "\n" +
+ "SLT r2, r0, smoothstep.x; # r2 = (r0 < 0.0) ? 1.0 : 0.0\n" +
+ "SGE r3, r0, smoothstep.x; # r3 = (r0 >= 0.0) ? 1.0 : 0.0\n" +
+ "\n" +
+ "# distort x\n" +
+ "# h(x)=(d+1)/(d+(1/x))\n" +
+ "RCP r1.x, r1.x; # r1 = 1 / r1\n" +
+ "ADD r1.x, r1.x, sinFreqAmplitude.z; # r1 += d\n" +
+ "RCP r1.x, r1.x; # r1 = 1 / r1\n" +
+ "MUL r1.x, r1.x, sinFreqAmplitude.w; # r1 *= d + 1\n" +
+ "\n" +
+ "# distort y\n" +
+ "RCP r1.y, r1.y; # r1 = 1 / r1\n" +
+ "ADD r1.y, r1.y, sinFreqAmplitude.z; # r1 += d\n" +
+ "RCP r1.y, r1.y; # r1 = 1 / r1\n" +
+ "MUL r1.y, r1.y, sinFreqAmplitude.w; # r1 *= d + 1\n" +
+ "\n" +
+ "# handle negative cases\n" +
+ "MUL r4.xy, r1, r3; # r4 = r1 * r3\n" +
+ "MAD r1.xy, r1, -r2, r4; # r1 = r1 * -r2 + r4\n" +
+ "\n" +
+ "# simple lighting\n" +
+ "DP3 r2.x, mvit[0], iNorm ; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r2.y, mvit[1], iNorm ;\n" +
+ "DP3 r2.z, mvit[2], iNorm ;\n" +
+ "DP3 r3, lightPos, r2 ; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r3, diffuseCol ; # col = ldotn * diffuse\n" +
+ "\n" +
+ "MOV oTex0, iTex;\n" +
+ "\n" +
+ "MOV oPos, r1;\n" +
+ "\n" +
+ "END\n",
+
+ //
+ // Spherize
+ //
+ "!!ARBvp1.0\n" +
+ "# Spherical fish-eye distortion\n" +
+ "# in clip space\n" +
+ programSetup +
+ "DP4 r0.x, mvp[0], iPos;\n" +
+ "DP4 r0.y, mvp[1], iPos;\n" +
+ "DP4 r0.z, mvp[2], iPos;\n" +
+ "DP4 r0.w, mvp[3], iPos;\n" +
+ "\n" +
+ "# do perspective divide\n" +
+ "RCP r1.x, r0.w;\n" +
+ "MUL r2, r0, r1.x;\n" +
+ "\n" +
+ "# calculate distance from centre\n" +
+ "MUL r1.x, r2.x, r2.x;\n" +
+ "MAD r1.x, r2.y, r2.y, r1.x;\n" +
+ "RSQ r1.x, r1.x; # r1.x = 1 / sqrt(x*x+y*y)\n" +
+ "\n" +
+ "# calculate r3 = normalized direction vector\n" +
+ "MUL r3.xy, r0, r1.x;\n" +
+ "\n" +
+ "RCP r1.x, r1.x; # r1.x = actual distance\n" +
+ "MIN r1.x, r1.x, smoothstep.y; # r1.x = min(r1.x, 1.0)\n" +
+ "\n" +
+ "# remap based on: f(x) = sqrt(1-x^2)\n" +
+ "ADD r1.x, smoothstep.y, -r1.x;\n" +
+ "MAD r1.x, -r1.x, r1.x, smoothstep.y;\n" +
+ "RSQ r1.x, r1.x;\n" +
+ "RCP r1.x, r1.x;\n" +
+ "\n" +
+ "# move vertex to new distance from centre\n" +
+ "MUL r0.xy, r3, r1.x;\n" +
+ "\n" +
+ "# simple lighting\n" +
+ "DP3 r2.x, mvit[0], iNorm; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r2.y, mvit[1], iNorm;\n" +
+ "DP3 r2.z, mvit[2], iNorm;\n" +
+ "DP3 r3, lightPos, r2 ; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r3, diffuseCol ; # col = ldotn * diffuse\n" +
+ "\n" +
+ "MOV oTex0, iTex;\n" +
+ "\n" +
+ "MOV oPos, r0;\n" +
+ "\n" +
+ "END\n",
+
+ //
+ // Ripple
+ //
+ "!!ARBvp1.0\n" +
+ "# Ripple distortion\n" +
+ programSetup +
+ "DP4 r0.x, mvp[0], iPos;\n" +
+ "DP4 r0.y, mvp[1], iPos;\n" +
+ "DP4 r0.z, mvp[2], iPos;\n" +
+ "DP4 r0.w, mvp[3], iPos;\n" +
+ "\n" +
+ "# do perspective divide\n" +
+ "RCP r1.x, r0.w;\n" +
+ "MUL r4, r0, r1.x;\n" +
+ "\n" +
+ "# calculate distance from centre\n" +
+ "MUL r1.x, r4.x, r4.x;\n" +
+ "MAD r1.x, r4.y, r4.y, r1.x;\n" +
+ "RSQ r1.x, r1.x;\n" +
+ "\n" +
+ "RCP r1.x, r1.x;\n" +
+ "\n" +
+ "MUL r1.x, r1.x, sinFreqAmplitude.x; # wave frequency\n" +
+ "ADD r1.x, r1.x, phaseAnim.x; # phase animation\n" +
+ "\n" +
+ "# reduce to period of 2*PI\n" +
+ "MUL r2, r1.x, sinTaylorConst2.x; # r2 = r1 / 2.0 * PI\n" +
+ "EXP r4, r2.x; # r4.y = r2.x - floor(r2.x)\n" +
+ "MUL r1.x, r4.y, sinTaylorConst2.y;\n" +
+ "\n" +
+ "# offset to -PI - PI\n" +
+ "ADD r1.x, r1.x, -sinTaylorConst2.z;\n" +
+ "\n" +
+ "# r3.x = sin(r1.x)\n" +
+ "MUL r2, r1.x, r1.x;\n" +
+ "MAD r3, -r2, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
+ "MAD r3, r3, -r2, sinTaylorConst1.y;\n" +
+ "MAD r3, r3, -r2, sinTaylorConst1.x;\n" +
+ "MUL r3, r3, r1.x;\n" +
+ "\n" +
+ "MUL r3.x, r3.x, sinFreqAmplitude.y;\n" +
+ "\n" +
+ "# move vertex towards centre based on distance\n" +
+ "MAD r0.xy, r0, -r3.x, r0;\n" +
+ "\n" +
+ "# lighting\n" +
+ "DP3 r2.x, mvit[0], iNorm; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r2.y, mvit[1], iNorm;\n" +
+ "DP3 r2.z, mvit[2], iNorm;\n" +
+ "DP3 r3, lightPos, r2; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r3, diffuseCol; # col = ldotn * diffuse\n" +
+ "\n" +
+ "MOV oTex0, iTex;\n" +
+ "\n" +
+ "MOV oPos, r0;\n" +
+ "\n" +
+ "END\n",
+
+ //
+ // Twist
+ //
+ "!!ARBvp1.0\n" +
+ "# Twist\n" +
+ programSetup +
+ "MOV r0, iPos;\n" +
+ "\n" +
+ "MUL r1.x, r0.x, sinFreqAmplitude.x; # frequency\n" +
+ "\n" +
+ "# calculate sin(angle) and cos(angle)\n" +
+ "ADD r1.y, r1.x, -sinTaylorConst2.w; # r1.y = r1.x + PI/2.0\n" +
+ "\n" +
+ "# reduce to period of 2*PI\n" +
+ "MUL r2, r1, sinTaylorConst2.x; # r2 = r1 / 2.0 * PI\n" +
+ "EXP r3.y, r2.x; # r2.y = r2.x - floor(r2.x)\n" +
+ "MOV r3.x, r3.y;\n" +
+ "EXP r3.y, r2.y; # r2.y = r2.x - floor(r2.x)\n" +
+ "MAD r2, r3, sinTaylorConst2.y, -sinTaylorConst2.z; # r2 = (r3 * 2.0*PI) - M_PI\n" +
+ "\n" +
+ "# r4.x = sin(r2.x);\n" +
+ "# r4.y = cos(r2.y);\n" +
+ "# parallel taylor series\n" +
+ "MUL r3, r2, r2;\n" +
+ "MAD r4, -r3, sinTaylorConst1.w, sinTaylorConst1.z;\n" +
+ "MAD r4, r4, -r3, sinTaylorConst1.y;\n" +
+ "MAD r4, r4, -r3, sinTaylorConst1.x;\n" +
+ "MUL r4, r4, r2;\n" +
+ "\n" +
+ "# x y z w\n" +
+ "# R:\n" +
+ "# 1 0 0 0\n" +
+ "# 0 c -s 0\n" +
+ "# 0 s c 0\n" +
+ "# 0 0 0 1\n" +
+ "\n" +
+ "# c = cos(a)\n" +
+ "# s = sin(a)\n" +
+ "\n" +
+ "# calculate rotation around X\n" +
+ "MOV r1, r0;\n" +
+ "\n" +
+ "MUL r1.y, r0.y, r4.y;\n" +
+ "MAD r1.y, r0.z, -r4.x, r1.y; # ny = y*cos(a) - z*sin(a)\n" +
+ "\n" +
+ "MUL r1.z, r0.y, r4.x;\n" +
+ "MAD r1.z, r0.z, r4.y, r1.z; # nz = y*sin(a) + z*cos(a)\n" +
+ "\n" +
+ "DP4 oPos.x, mvp[0], r1; # object x MVP -> clip\n" +
+ "DP4 oPos.y, mvp[1], r1;\n" +
+ "DP4 oPos.z, mvp[2], r1;\n" +
+ "DP4 oPos.w, mvp[3], r1;\n" +
+ "\n" +
+ "# rotate normal\n" +
+ "MOV r2, iNorm;\n" +
+ "MUL r2.y, iNorm.y, r4.y;\n" +
+ "MAD r2.y, iNorm.z, -r4.x, r2.y; # ny = y*cos(a) - z*sin(a)\n" +
+ "\n" +
+ "MUL r2.z, iNorm.y, r4.x;\n" +
+ "MAD r2.z, iNorm.z, r4.y, r2.z; # nz = y*sin(a) + z*cos(a)\n" +
+ "\n" +
+ "# diffuse lighting\n" +
+ "DP3 r1.x, mvit[0], r2; # normal x MV-1T -> lighting normal\n" +
+ "DP3 r1.y, mvit[1], r2;\n" +
+ "DP3 r1.z, mvit[2], r2;\n" +
+ "\n" +
+ "DP3 r3, lightPos, r1; # light position DOT normal\n" +
+ "MUL oCol0.xyz, r3, diffuseCol; # col = ldotn * diffuse\n" +
+ "\n" +
+ "MOV oTex0, iTex;\n" +
+ "\n" +
+ "END\n"
+ };
+
+ private static void runExit(final Animator animator) {
+ // Note: calling System.exit() synchronously inside the draw,
+ // reshape or init callbacks can lead to deadlocks on certain
+ // platforms (in particular, X11) because the JAWT's locking
+ // routines cause a global AWT lock to be grabbed. Instead run
+ // the exit routine in another thread.
+ new Thread(new Runnable() {
+ public void run() {
+ animator.stop();
+ System.exit(0);
+ }
+ }).start();
+ }
+}