diff options
author | Kenneth Russel <[email protected]> | 2007-01-07 01:40:20 +0000 |
---|---|---|
committer | Kenneth Russel <[email protected]> | 2007-01-07 01:40:20 +0000 |
commit | f3405ce88d38b326a97f9cde53283b88334007eb (patch) | |
tree | cf3f7d73bf48cf7255cff195069627eb55402f66 /src | |
parent | 2b34526dd5c5274d14862f23b81f79dc7fbbe469 (diff) |
Added new FlyingText demo to illustrate more advanced usage of the
TextRenderer class; displays dynamically rotated, translated and
colored text. Changed how setSmoothing() is handled by the
TextureRenderer and stopped disabling smoothing in the TextRenderer.
For the time being, not exposing this flag in that class to keep the
API simple. Changed TextRenderer to also push/pop the texture matrix.
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@199 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src')
-rwxr-xr-x | src/demos/j2d/FlyingText.java | 472 | ||||
-rwxr-xr-x | src/demos/jrefract/JRefract.java | 26 |
2 files changed, 495 insertions, 3 deletions
diff --git a/src/demos/j2d/FlyingText.java b/src/demos/j2d/FlyingText.java new file mode 100755 index 0000000..49e723b --- /dev/null +++ b/src/demos/j2d/FlyingText.java @@ -0,0 +1,472 @@ +/* + * 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.Font; +import java.awt.Graphics2D; +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); + + frame.setSize(512, 512); + 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; + + // FPS computation and rendering + private TextRenderer fpsRenderer; + private int fpsWidth; + private int frameCount; + private long startTime; + private DecimalFormat format = new DecimalFormat("####.00"); + private String fpsText; + + 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); + + // Use a different font for the FPS + fpsRenderer = new TextRenderer(new Font("SansSerif", Font.BOLD, 36), true, true); + fpsWidth = (int) fpsRenderer.getBounds("FPS: 1000.00").getWidth(); + + 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) { + if (startTime == 0) { + startTime = System.currentTimeMillis(); + } + + if (++frameCount == 100) { + long endTime = System.currentTimeMillis(); + float fps = 100.0f / (float) (endTime - startTime) * 1000; + frameCount = 0; + startTime = System.currentTimeMillis(); + + fpsText = "FPS: " + format.format(fps); + } + + 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); + } + + // 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); + } + + renderer.endRendering(); + + // Use the FPS renderer last to render the FPS + if (fpsText != null) { + fpsRenderer.beginRendering(drawable.getWidth(), drawable.getHeight()); + fpsRenderer.draw(fpsText, drawable.getWidth() - fpsWidth - 20, 20); + fpsRenderer.endRendering(); + } + } + + 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); + } +} diff --git a/src/demos/jrefract/JRefract.java b/src/demos/jrefract/JRefract.java index 0a06f13..ee659da 100755 --- a/src/demos/jrefract/JRefract.java +++ b/src/demos/jrefract/JRefract.java @@ -46,6 +46,7 @@ import demos.common.*; import demos.hdr.HDR; import demos.hwShadowmapsSimple.HWShadowmapsSimple; import demos.infiniteShadowVolumes.InfiniteShadowVolumes; +import demos.j2d.FlyingText; import demos.jgears.JGears; import demos.proceduralTexturePhysics.ProceduralTexturePhysics; import demos.util.*; @@ -82,9 +83,10 @@ public class JRefract { private static final int HWSHADOWS = 3; private static final int INFINITE = 4; private static final int REFRACT = 5; - private static final int VBO = 6; - private static final int WARP = 7; - private static final int WATER = 8; + private static final int TEXT = 6; + private static final int VBO = 7; + private static final int WARP = 8; + private static final int WATER = 9; private JInternalFrame addWindow(int which) { // FIXME: workaround for problem in 1.6 where ALL Components, @@ -105,6 +107,7 @@ public class JRefract { case HWSHADOWS: str = "ARB_shadow Shadows"; break; case INFINITE: str = "Infinite Shadow Volumes"; break; case REFRACT: str = "Refraction Using Vertex Programs"; break; + case TEXT: str = "Flying Text"; break; case VBO: str = "Very Simple vertex_buffer_object demo"; break; case WATER: str = "Procedural Texture Waves"; break; } @@ -165,6 +168,11 @@ public class JRefract { break; } + case TEXT: { + demo = new FlyingText(); + break; + } + case VBO: { demo = new VertexBufferObject(); break; @@ -232,6 +240,10 @@ public class JRefract { } }); inner.getContentPane().add(checkBox, BorderLayout.SOUTH); + } else if (which == TEXT) { + FlyingText text = (FlyingText) demo; + inner.getContentPane().add(text.buildGUI(), BorderLayout.NORTH); + inner.getContentPane().add(canvas, BorderLayout.CENTER); } else { inner.getContentPane().add(canvas, BorderLayout.CENTER); } @@ -312,6 +324,14 @@ public class JRefract { }); menu.add(item); + item = new JMenuItem("Text"); + item.addActionListener(new ActionListener() { + public void actionPerformed(ActionEvent e) { + addWindow(TEXT); + } + }); + menu.add(item); + item = new JMenuItem("Vertex Buffer Object"); item.addActionListener(new ActionListener() { public void actionPerformed(ActionEvent e) { |