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-rw-r--r--src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java24
1 files changed, 15 insertions, 9 deletions
diff --git a/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java b/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
index ca2a8aa..23029bd 100644
--- a/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
+++ b/src/demos/hwShadowmapsSimple/HWShadowmapsSimple.java
@@ -95,6 +95,7 @@ public class HWShadowmapsSimple extends Demo {
public void shutdownDemo() {
ManipManager.getManipManager().unregisterWindow(drawable);
+ drawable.removeGLEventListener(this);
super.shutdownDemo();
}
@@ -168,6 +169,8 @@ public class HWShadowmapsSimple extends Demo {
private Mat4f spotlightTransform = new Mat4f();
private Mat4f spotlightInverseTransform = new Mat4f();
private Mat4f objectTransform = new Mat4f();
+ private int viewportX;
+ private int viewportY;
public void init(GLAutoDrawable drawable) {
// Use debug pipeline
@@ -348,13 +351,16 @@ public class HWShadowmapsSimple extends Demo {
switch (displayMode) {
case RENDER_SCENE_FROM_CAMERA_VIEW: render_scene_from_camera_view(gl, glu, drawable, params); break;
case RENDER_SCENE_FROM_CAMERA_VIEW_SHADOWED: render_scene_from_camera_view_shadowed(gl, glu, drawable, params); break;
- case RENDER_SCENE_FROM_LIGHT_VIEW: render_scene_from_light_view(gl, glu, drawable); break;
+ case RENDER_SCENE_FROM_LIGHT_VIEW: render_scene_from_light_view(gl, glu, drawable, viewportX, viewportY); break;
default: throw new RuntimeException("Illegal display mode " + displayMode);
}
}
// Unused routines
- public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {}
+ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
+ viewportX = x;
+ viewportY = y;
+ }
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
private void checkExtension(GL gl, String extensionName) {
@@ -428,7 +434,7 @@ public class HWShadowmapsSimple extends Demo {
((Tweak) tweaks.get(POLYGON_OFFSET_BIAS)).val);
gl.glEnable(GL.GL_POLYGON_OFFSET_FILL);
- render_scene_from_light_view(gl, glu, drawable);
+ render_scene_from_light_view(gl, glu, drawable, 0, 0);
gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
@@ -654,7 +660,7 @@ public class HWShadowmapsSimple extends Demo {
gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
- gl.glViewport(0, 0, drawable.getWidth(), drawable.getHeight());
+ gl.glViewport(viewportX, viewportY, drawable.getWidth(), drawable.getHeight());
applyTransform(gl, cameraPerspective);
gl.glMatrixMode(GL.GL_MODELVIEW);
render_scene(gl, cameraTransform, drawable, params);
@@ -723,7 +729,7 @@ public class HWShadowmapsSimple extends Demo {
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
- gl.glViewport(0, 0, drawable.getWidth(), drawable.getHeight());
+ gl.glViewport(viewportX, viewportY, drawable.getWidth(), drawable.getHeight());
applyTransform(gl, cameraPerspective);
gl.glMatrixMode(GL.GL_MODELVIEW);
render_scene(gl, cameraTransform, drawable, params);
@@ -739,15 +745,15 @@ public class HWShadowmapsSimple extends Demo {
render_light_frustum(gl);
}
- private void largest_square_power_of_two_viewport(GL gl, GLAutoDrawable drawable) {
+ private void largest_square_power_of_two_viewport(GL gl, GLAutoDrawable drawable, int viewportX, int viewportY) {
float min = Math.min(drawable.getWidth(), drawable.getHeight());
float log2min = (float) Math.log(min) / (float) Math.log(2.0);
float pow2 = (float) Math.floor(log2min);
int size = 1 << (int) pow2;
- gl.glViewport(0, 0, size, size);
+ gl.glViewport(viewportX, viewportY, size, size);
}
- private void render_scene_from_light_view(GL gl, GLU glu, GLAutoDrawable drawable) {
+ private void render_scene_from_light_view(GL gl, GLU glu, GLAutoDrawable drawable, int viewportX, int viewportY) {
// place light
gl.glPushMatrix();
gl.glLoadIdentity();
@@ -781,7 +787,7 @@ public class HWShadowmapsSimple extends Demo {
glu.gluPerspective(lightshaper_fovy, 1, lightshaper_zNear, lightshaper_zFar);
gl.glMatrixMode(GL.GL_MODELVIEW);
if (displayMode == RENDER_SCENE_FROM_LIGHT_VIEW)
- largest_square_power_of_two_viewport(gl, drawable);
+ largest_square_power_of_two_viewport(gl, drawable, viewportX, viewportY);
render_scene(gl, spotlightTransform, null, null);
gl.glActiveTexture(GL.GL_TEXTURE1);