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-rw-r--r--src/demos/infiniteShadowVolumes/InfiniteShadowVolumes.java1311
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diff --git a/src/demos/infiniteShadowVolumes/InfiniteShadowVolumes.java b/src/demos/infiniteShadowVolumes/InfiniteShadowVolumes.java
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--- a/src/demos/infiniteShadowVolumes/InfiniteShadowVolumes.java
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@@ -1,1311 +0,0 @@
-/*
- * 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.infiniteShadowVolumes;
-
-import java.awt.*;
-import java.awt.event.*;
-import java.awt.image.*;
-import java.io.*;
-import java.nio.*;
-import java.util.*;
-import javax.imageio.*;
-import javax.imageio.stream.*;
-
-import javax.media.opengl.*;
-import javax.media.opengl.glu.*;
-import com.sun.opengl.util.*;
-import demos.common.*;
-import demos.util.*;
-import gleem.*;
-import gleem.linalg.*;
-
-/**
- Infinite shadow volumes are described in the paper
- "Practical and Robust Stenciled Shadow Volumes for
- Hardware-Accelerated Rendering" which can be found
- online at: <P>
-
- <a href = "http://developer.nvidia.com/view.asp?IO=robust_shadow_volumes">http://developer.nvidia.com/view.asp?IO=robust_shadow_volumes</a><P>
-
- This code is intended to illustrate the technique. It
- is not optimized for performance. <P>
-
- Cass Everitt <BR>
- 04-04-2002 <P>
-
- Ported to Java by Kenneth Russell
-*/
-
-public class InfiniteShadowVolumes extends Demo {
- public static void main(String[] args) {
- GLCapabilities caps = new GLCapabilities();
- caps.setStencilBits(16);
- final GLCanvas canvas = new GLCanvas(caps);
- InfiniteShadowVolumes demo = new InfiniteShadowVolumes();
- canvas.addGLEventListener(demo);
-
- demo.setDemoListener(new DemoListener() {
- public void shutdownDemo() {
- runExit();
- }
- public void repaint() {
- canvas.repaint();
- }
- });
-
- Frame frame = new Frame("Infinite Stenciled Shadow Volumes");
- frame.setLayout(new BorderLayout());
- canvas.setSize(512, 512);
- frame.add(canvas, BorderLayout.CENTER);
- frame.pack();
- frame.show();
- canvas.requestFocus();
-
- frame.addWindowListener(new WindowAdapter() {
- public void windowClosing(WindowEvent e) {
- runExit();
- }
- });
- }
-
- //----------------------------------------------------------------------
- // Internals only below this point
- //
-
- public void shutdownDemo() {
- ManipManager.getManipManager().unregisterWindow(drawable);
- drawable.removeGLEventListener(this);
- super.shutdownDemo();
- }
-
- static class Model {
- Model() {
- frame_num = 0;
- frame_incr = 0.25f;
- draw = true;
- ambient = new Vec4f(0.1f, 0.1f, 0.1f, 1);
- diffuse = new Vec4f(0.8f, 0, 0, 1);
- specular = new Vec4f(0.6f, 0.6f, 0.6f, 1);
- shininess = 64;
- }
-
- MD2.Model mod;
- MD2.Frame interp_frame;
- float frame_num;
- float frame_incr;
-
- Vec4f ambient;
- Vec4f diffuse;
- Vec4f specular;
- float shininess;
- boolean draw;
- };
-
- // You can load multiple models and
- // position them independently. If they're
- // quake2 models you can animate them as well.
-
- private static final int MAX_MODELS = 4;
- private Model[] m = new Model[MAX_MODELS];
- private int curr_model = 0;
- private int num_models = 0;
-
- // selector for the current view mode
- private static final int CAMERA_VIEW = 0;
- private static final int SCENE_VIEW = 1;
- private static final int CLIP_VIEW = 2;
- private int curr_view = CAMERA_VIEW;
-
- private GLU glu = new GLU();
- private GLUT glut = new GLUT();
-
- private GLAutoDrawable drawable;
- private ExaminerViewer viewer;
- private HandleBoxManip objectManip;
- private HandleBoxManip lightManip;
- private Mat4f objectManipXform;
- private Mat4f lightManipXform;
- int faceDisplayList;
- int wallTexObject;
-
- private boolean[] b = new boolean[256];
-
- Vec4f light_position = new Vec4f(0,0,0,1);
- float light_object_scale = 1;
- float volume_alpha = .1f;
- float room_ambient = .3f;
-
- boolean doViewAll = true;
-
- private boolean enableDepthClampNV;
- private boolean toggleDepthClampNV;
- private boolean animateContinually;
- private boolean animateForward;
- private boolean animateBackward;
- private boolean hideCurrentModel;
- private boolean toggleWireframe;
-
- public void init(GLAutoDrawable drawable) {
- GL gl = drawable.getGL();
-
- gl.glClearStencil(128);
- //glEnable(GL.GL_DEPTH_CLAMP_NV);
- gl.glEnable(GL.GL_DEPTH_TEST);
- gl.glDepthFunc(GL.GL_LESS);
- gl.glEnable(GL.GL_NORMALIZE);
- gl.glLightModeli(GL.GL_LIGHT_MODEL_TWO_SIDE, GL.GL_FALSE);
- float[] ambient = new float[] {0.3f, 0.3f, 0.3f, 1};
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, ambient, 0);
- faceDisplayList = gl.glGenLists(1);
- gl.glNewList(faceDisplayList, GL.GL_COMPILE);
- drawMesh(gl, 20, 40);
- gl.glEndList();
-
- int[] tmp = new int[1];
- gl.glGenTextures(1, tmp, 0);
- wallTexObject = tmp[0];
- gl.glBindTexture(GL.GL_TEXTURE_2D, wallTexObject);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_GENERATE_MIPMAP_SGIS, GL.GL_TRUE);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
- gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
-
- float[] tex = new float[32*32];
- for(int i=0; i < 32; i++) {
- for(int j=0; j < 32; j++) {
- if ((i>>4 ^ j>>4) != 0)
- tex[i+j*32] = 1;
- else
- tex[i+j*32] = .9f;
- }
- }
- gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, 32, 32, 0, GL.GL_LUMINANCE, GL.GL_FLOAT, FloatBuffer.wrap(tex));
-
- initModel();
-
- b['S'] = true; // no silhouette outlines
- b['v'] = true; // no volume drawing
- b['I'] = true; // use infinite far plane
- b['L'] = true; // use local light for shadowing
-
- doViewAll = true;
-
- drawable.addKeyListener(new KeyAdapter() {
- public void keyTyped(KeyEvent e) {
- dispatchKey(e.getKeyChar());
- demoListener.repaint();
- }
- });
-
- // Register the window with the ManipManager
- ManipManager manager = ManipManager.getManipManager();
- manager.registerWindow(drawable);
- this.drawable = drawable;
-
- objectManip = new HandleBoxManip();
- manager.showManipInWindow(objectManip, drawable);
- objectManip.setTranslation(new Vec3f(0, 0, -2));
- objectManip.setRotation(new Rotf(new Vec3f(1, 0, 0), (float) Math.toRadians(-90)));
-
- lightManip = new HandleBoxManip();
- manager.showManipInWindow(lightManip, drawable);
- lightManip.setTranslation(new Vec3f(0.5f, 0.5f, -1));
- lightManip.setGeometryScale(new Vec3f(0.1f, 0.1f, 0.1f));
-
- viewer = new ExaminerViewer(MouseButtonHelper.numMouseButtons());
- viewer.attach(drawable, new BSphereProvider() {
- public BSphere getBoundingSphere() {
- return new BSphere(objectManip.getTranslation(), 1.0f);
- }
- });
- viewer.setZNear(1.0f);
- viewer.setZFar(100.0f);
- viewer.setOrientation(new Rotf(new Vec3f(0, 1, 0), (float) Math.toRadians(15)));
-
- // FIXME
- // glutAddMenuEntry("mouse controls view [1]", '1');
- // glutAddMenuEntry("mouse controls model [2]", '2');
- // glutAddMenuEntry("mouse controls light [3]", '3');
- // glutAddMenuEntry("mouse controls room [4]", '4');
- // glutAddMenuEntry("enable depth clamp [!]", '!');
- // glutAddMenuEntry("disable depth clamp [~]", '~');
- // glutAddMenuEntry("start animation [ ]", ' ');
- // glutAddMenuEntry("step animation forward [a]", 'a');
- // glutAddMenuEntry("step animation backward [b]", 'b');
- // glutAddMenuEntry("toggle drawing silhouette [S]", 'S');
- // glutAddMenuEntry("toggle drawing shadow [s]", 's');
- // glutAddMenuEntry("toggle drawing visible shadow volume [v]", 'v');
- // glutAddMenuEntry("toggle drawing model geometry[m]", 'm');
-
- // glutAddMenuEntry("increase shadow volume alpha [;]", ';');
- // glutAddMenuEntry("decrease shadow volume alpha [:]", ':');
-
- // glutAddMenuEntry("next model [,]", ',');
- // glutAddMenuEntry("hide current model [.]", '.');
-
- // glutAddMenuEntry("toggle view frustum clip planes [X]", 'X');
-
- // glutAddMenuEntry("camera view [5]", '5');
- // glutAddMenuEntry("scene view [6]", '6');
- // glutAddMenuEntry("clipspace view [7]", '7');
-
- // glutAddMenuEntry("enable depth clamp [!]", '!');
- // glutAddMenuEntry("disable depth clamp [~]", '~');
-
- // glutAddMenuEntry("increase light size [n]", 'n');
- // glutAddMenuEntry("decrease light size [N]", 'N');
-
- // glutAddMenuEntry("move near plane in [[]", '[');
- // glutAddMenuEntry("move near plane out []]", ']');
- // glutAddMenuEntry("move far plane in [{]", '[');
- // glutAddMenuEntry("move far plane out [}]", ']');
-
- // glutAddMenuEntry("toggle local/infinite light [L]", 'L');
-
- // glutAddMenuEntry("hide room [R]", 'R');
-
- // glutAddMenuEntry("view all with camera [c]", 'c');
-
- // glutAddMenuEntry("quit [<esc>]", 27);
- }
-
- public void display(GLAutoDrawable drawable) {
- GL gl = drawable.getGL();
-
- gl.glMatrixMode(GL.GL_PROJECTION);
- gl.glLoadIdentity();
-
- if (doViewAll) {
- viewer.viewAll(gl);
- doViewAll = false;
- }
-
- objectManipXform = objectManip.getTransform();
- lightManipXform = lightManip.getTransform();
-
- if (toggleDepthClampNV) {
- if (enableDepthClampNV) {
- gl.glEnable(GL.GL_DEPTH_CLAMP_NV);
- } else {
- gl.glDisable(GL.GL_DEPTH_CLAMP_NV);
- }
- toggleDepthClampNV = false;
- }
-
- if (b[' ']) {
- animateForward = true;
- }
-
- if (animateForward) {
- Model mm = m[curr_model];
- mm.frame_num += mm.frame_incr;
- if (mm.frame_num >= mm.mod.f.length)
- mm.frame_num = 0;
- interpolate_frame();
- animateForward = false;
- }
-
- if (animateBackward) {
- Model mm = m[curr_model];
- mm.frame_num -= mm.frame_incr;
- if (mm.frame_num < 0)
- mm.frame_num += mm.mod.f.length;
- interpolate_frame();
- animateBackward = false;
- }
-
- if (hideCurrentModel) {
- gl.glNewList(faceDisplayList, GL.GL_COMPILE);
- drawMesh(gl, 20, 40);
- gl.glEndList();
- hideCurrentModel = false;
- }
-
- if (toggleWireframe) {
- if(b['w'])
- gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE);
- else
- gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL);
- }
-
- if(b['I']) {
- // push far plane to infinity
- switch (curr_view) {
- case CAMERA_VIEW:
- viewer.update(gl);
- // Undo perspective effects of ExaminerViewer
- gl.glMatrixMode(GL.GL_PROJECTION);
- gl.glLoadIdentity();
- applyInfinitePerspective(gl, viewer);
- break;
-
- case SCENE_VIEW:
- applyInfinitePerspective(gl, viewer);
- // FIXME: do we need more primitives in the ExaminerViewer class?
- // scenecam.apply_inverse_transform();
- break;
-
- case CLIP_VIEW:
- applyInfinitePerspective(gl, viewer);
- // FIXME
- // clipcam.apply_inverse_transform();
- gl.glScalef(10,10,-10);
- applyInfinitePerspective(gl, viewer);
- break;
-
- default:
- break;
- }
- } else {
- switch (curr_view) {
- case CAMERA_VIEW:
- viewer.update(gl);
- break;
-
- case SCENE_VIEW:
- applyInfinitePerspective(gl, viewer);
- // FIXME
- // scenecam.apply_inverse_transform();
- break;
-
- case CLIP_VIEW:
- applyInfinitePerspective(gl, viewer);
- // FIXME
- // clipcam.apply_inverse_transform();
- gl.glScalef(10,10,-10);
- // FIXME
- // reshaper.apply_projection();
- break;
-
- default:
- break;
- }
- }
-
- gl.glMatrixMode(GL.GL_MODELVIEW);
-
- // FIXME
- if (b['X']) {
- gl.glLoadIdentity();
- if(b['I']) {
- // FIXME
- applyInfinitePerspectiveInverse(gl, viewer);
- } else {
- // FIXME
- // reshaper.apply_projection_inverse();
- }
- double[] pos_x = new double[] {-1, 0, 0, 1};
- double[] neg_x = new double[] { 1, 0, 0, 1};
- double[] pos_y = new double[] { 0,-1, 0, 1};
- double[] neg_y = new double[] { 0, 1, 0, 1};
- double[] pos_z = new double[] { 0, 0,-1, 1};
- double[] neg_z = new double[] { 0, 0, 1, 1};
- gl.glClipPlane(GL.GL_CLIP_PLANE0, pos_x, 0);
- gl.glClipPlane(GL.GL_CLIP_PLANE1, neg_x, 0);
- gl.glClipPlane(GL.GL_CLIP_PLANE2, pos_y, 0);
- gl.glClipPlane(GL.GL_CLIP_PLANE3, neg_y, 0);
- gl.glClipPlane(GL.GL_CLIP_PLANE4, pos_z, 0);
- gl.glClipPlane(GL.GL_CLIP_PLANE5, neg_z, 0);
- gl.glEnable(GL.GL_CLIP_PLANE0);
- gl.glEnable(GL.GL_CLIP_PLANE1);
- gl.glEnable(GL.GL_CLIP_PLANE2);
- gl.glEnable(GL.GL_CLIP_PLANE3);
- gl.glEnable(GL.GL_CLIP_PLANE4);
- gl.glEnable(GL.GL_CLIP_PLANE5);
- gl.glLoadIdentity();
- }
-
- gl.glPushMatrix();
- // FIXME
- // camera.apply_inverse_transform();
- // light.apply_transform();
- gl.glMultMatrixf(getData(lightManipXform), 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, getData(light_position), 0);
- gl.glPopMatrix();
- gl.glEnable(GL.GL_LIGHT0);
-
- // FIXME
- gl.glPushMatrix();
- // gl.glLoadIdentity();
- // camera.apply_inverse_transform();
-
- gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
-
- ManipManager.getManipManager().updateCameraParameters(drawable, viewer.getCameraParameters());
- ManipManager.getManipManager().render(drawable, gl);
-
- if (!b['R']) {
- drawRoom(gl, false);
- }
-
- if (!b['m']) {
- for (int i = 0; i < num_models; i++)
- if (m[i].draw)
- drawModel(gl, i, false);
- }
-
- if (b['X']) {
- gl.glDisable(GL.GL_CLIP_PLANE0);
- gl.glDisable(GL.GL_CLIP_PLANE1);
- gl.glDisable(GL.GL_CLIP_PLANE2);
- gl.glDisable(GL.GL_CLIP_PLANE3);
- gl.glDisable(GL.GL_CLIP_PLANE4);
- gl.glDisable(GL.GL_CLIP_PLANE5);
- }
-
- if (!b['s']) {
- for (int i = 0; i < num_models; i++)
- if (m[i].draw)
- drawShadowVolumeToStencil(gl, i);
- }
-
- // Be aware that this can cause some multipass artifacts
- // due to invariance issues.
- if (b['X']) {
- gl.glEnable(GL.GL_CLIP_PLANE0);
- gl.glEnable(GL.GL_CLIP_PLANE1);
- gl.glEnable(GL.GL_CLIP_PLANE2);
- gl.glEnable(GL.GL_CLIP_PLANE3);
- gl.glEnable(GL.GL_CLIP_PLANE4);
- gl.glEnable(GL.GL_CLIP_PLANE5);
- }
- if (!b['d']) {
- if (!b['R'])
- drawRoom(gl, true);
- if (!b['m'])
- for (int i = 0; i < num_models; i++)
- if (m[i].draw)
- drawModel(gl, i, true);
- }
-
- if(!b['S']) {
- for (int i = 0; i < num_models; i++)
- if (m[i].draw)
- drawPossibleSilhouette(gl, i);
- }
-
- if (!b['v']) {
- for (int i = 0; i < num_models; i++)
- if (m[i].draw)
- drawShadowVolumeToColor(gl, i);
- }
-
- // Be aware that this can cause some multipass artifacts
- // due to invariance issues.
- if (b['X']) {
- gl.glDisable(GL.GL_CLIP_PLANE0);
- gl.glDisable(GL.GL_CLIP_PLANE1);
- gl.glDisable(GL.GL_CLIP_PLANE2);
- gl.glDisable(GL.GL_CLIP_PLANE3);
- gl.glDisable(GL.GL_CLIP_PLANE4);
- gl.glDisable(GL.GL_CLIP_PLANE5);
- }
-
- drawLight(gl);
-
- gl.glPopMatrix();
-
- // In an "external" viewing mode, show the camera's view volume
- // as a yellow wireframe cube or frustum.
- if (curr_view != CAMERA_VIEW) {
- gl.glPushMatrix();
- if (b['I']) {
- // FIXME
- applyInfinitePerspectiveInverse(gl, viewer);
- } else {
- // FIXME
- // reshaper.apply_projection_inverse();
- }
- gl.glColor3f(.75f,.75f,0);
- gl.glLineWidth(3);
- glut.glutWireCube(2);
- gl.glLineWidth(1);
- gl.glPopMatrix();
- }
-
- if (b[' ']) {
- // Animating continually. Schedule another repaint soon.
- demoListener.repaint();
- }
- }
-
- // Unused routines
- public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {}
- public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
-
- private void dispatchKey(char k) {
- b[k] = ! b[k];
- if (k==27 || k=='q') {
- shutdownDemo();
- return;
- }
-
- if(';' == k) {
- volume_alpha *= 1.1f;
- }
- if(':' == k) {
- volume_alpha /= 1.1f;
- }
-
- if('\'' == k) {
- room_ambient += .025f;
- }
- if('"' == k) {
- room_ambient -= .025f;
- }
-
- if(',' == k) {
- curr_model++;
- curr_model %= num_models;
- // FIXME
- // key('2',0,0);
- }
- if('.' == k) {
- m[curr_model].draw = ! m[curr_model].draw;
- }
- if('w' == k) {
- toggleWireframe = true;
- }
- if('1' == k) {
- // FIXME
- /*
- curr_manip = 1;
- camera.disable();
- clipcam.disable();
- scenecam.disable();
- if(curr_view == 0)
- camera.enable();
- else if(curr_view == 1)
- scenecam.enable();
- else
- clipcam.enable();
- for(int i=0; i < num_models; i++)
- object[i].disable();
- light.disable();
- room.disable();
- */
- }
- if('2' == k) {
- // FIXME
- /*
- curr_manip = 2;
- camera.disable();
- clipcam.disable();
- scenecam.disable();
- light.disable();
- for(int i=0; i < num_models; i++)
- object[i].disable();
- object[curr_model].enable();
- room.disable();
- */
- }
- if('3' == k) {
- // FIXME
- /*
- curr_manip = 3;
- camera.disable();
- clipcam.disable();
- scenecam.disable();
- light.enable();
- for(int i=0; i < num_models; i++)
- object[i].disable();
- room.disable();
- */
- }
- if('4' == k) {
- // FIXME
- /*
- curr_manip = 4;
- camera.disable();
- clipcam.disable();
- scenecam.disable();
- light.disable();
- for(int i=0; i < num_models; i++)
- object[i].disable();
- room.enable();
- */
- }
-
- if('5' == k) {
- // FIXME
- /*
- curr_view = 0;
- if(curr_manip == 1)
- key('1',0,0);
- */
- }
-
- if('6' == k) {
- // FIXME
- /*
- curr_view = 1;
- if(curr_manip == 1)
- key('1',0,0);
- */
- }
-
- if('7' == k) {
- // FIXME
- /*
- curr_view = 2;
- if(curr_manip == 1)
- key('1',0,0);
- */
- }
-
- if('[' == k) {
- // FIXME: correct?
- viewer.setZNear(viewer.getZNear() / 2);
- // reshaper.zNear /= 2;
- }
- if(']' == k) {
- // FIXME: correct?
- viewer.setZNear(viewer.getZNear() * 2);
- // reshaper.zNear *= 2;
- }
-
- if('{' == k) {
- // FIXME: correct?
- viewer.setZFar(viewer.getZFar() / 2);
- // reshaper.zFar /= 2;
- }
- if('}' == k) {
- // FIXME: correct?
- viewer.setZFar(viewer.getZFar() * 2);
- // reshaper.zFar *= 2;
- }
-
- if('!' == k) {
- enableDepthClampNV = true;
- toggleDepthClampNV = true;
- }
- if('~' == k) {
- enableDepthClampNV = false;
- toggleDepthClampNV = true;
- }
-
- if('a' == k) {
- animateForward = true;
- }
-
- if('b' == k) {
- animateBackward = true;
- }
-
- if('.' == k) {
- hideCurrentModel = true;
- }
-
- if('n' == k) {
- light_object_scale *= 1.1f;
- }
- if('N' == k) {
- light_object_scale /= 1.1f;
- }
-
- if('L' == k) {
- if(b[k])
- light_position.set(0,0,0,1);
- else
- light_position.set(0.25f, 0.25f, 1, 0);
- }
-
- if ('c' == k) {
- doViewAll = true;
- }
- }
-
- private void initModel() {
- int i = 0;
-
- try {
- MD2.Model mod = MD2.loadMD2(getClass().getClassLoader().getResourceAsStream("demos/data/models/knight.md2"));
- m[i] = new Model();
- m[i].mod = mod;
- m[i].interp_frame = (MD2.Frame) m[i].mod.f[0].clone();
- m[i].ambient.componentMul(m[i].diffuse);
- i++;
- } catch (IOException e) {
- e.printStackTrace();
- }
-
- num_models = i;
- }
-
- // interpolate between keyframes
- private void interpolate_frame() {
- float frac = m[curr_model].frame_num - (float) Math.floor(m[curr_model].frame_num);
- int f0_index = (int) Math.floor(m[curr_model].frame_num);
- int f1_index = ((int) Math.ceil(m[curr_model].frame_num)) % m[curr_model].mod.f.length;
- MD2.Frame f0 = m[curr_model].mod.f[f0_index];
- MD2.Frame f1 = m[curr_model].mod.f[f1_index];
-
- for (int i = 0; i < f0.pn.length; i++) {
- MD2.PositionNormal pn = m[curr_model].interp_frame.pn[i];
- MD2.PositionNormal pn0 = f0.pn[i];
- MD2.PositionNormal pn1 = f1.pn[i];
-
- pn.x = (1-frac) * pn0.x + frac * pn1.x;
- pn.y = (1-frac) * pn0.y + frac * pn1.y;
- pn.z = (1-frac) * pn0.z + frac * pn1.z;
- pn.nx = (1-frac) * pn0.nx + frac * pn1.nx;
- pn.ny = (1-frac) * pn0.ny + frac * pn1.ny;
- pn.nz = (1-frac) * pn0.nz + frac * pn1.nz;
- }
-
- for (int i = 0; i < f0.triplane.length; i++) {
- MD2.Plane p = m[curr_model].interp_frame.triplane[i];
-
- MD2.computePlane(m[curr_model].interp_frame.pn[m[curr_model].mod.tri[i].v[0].pn_index],
- m[curr_model].interp_frame.pn[m[curr_model].mod.tri[i].v[1].pn_index],
- m[curr_model].interp_frame.pn[m[curr_model].mod.tri[i].v[2].pn_index],
- p);
- }
- }
-
- // This routine draws the end caps (both local and infinite) for an
- // occluder. These caps are required for the zfail approach to work.
- private void drawShadowVolumeEndCaps(GL gl, int mindex) {
- Vec4f olight = new Vec4f();
-
- Mat4f ml = new Mat4f(objectManipXform);
- ml.invertRigid();
- ml = ml.mul(lightManipXform);
- ml.xformVec(light_position, olight);
-
- MD2.PositionNormal[] vpn = m[mindex].interp_frame.pn;
-
- gl.glPushMatrix();
- gl.glMultMatrixf(getData(objectManipXform), 0);
- gl.glBegin(GL.GL_TRIANGLES);
- for (int i = 0; i < m[mindex].mod.tri.length; i++) {
- if (m[mindex].mod.tri[i].kill)
- continue;
- MD2.Plane p = m[mindex].interp_frame.triplane[i];
-
- boolean facing_light = (( p.a * olight.get(0) +
- p.b * olight.get(1) +
- p.c * olight.get(2) +
- p.d * olight.get(3) ) >= 0 );
-
- for (int j = 0; j < 3; j++) {
- MD2.PositionNormal pn = vpn[m[mindex].mod.tri[i].v[j].pn_index];
- if (facing_light) // draw locally
- gl.glVertex4f(pn.x, pn.y, pn.z, 1);
- else // draw at infinity
- gl.glVertex4f(pn.x*olight.get(3) - olight.get(0),
- pn.y*olight.get(3) - olight.get(1),
- pn.z*olight.get(3) - olight.get(2),
- 0);
- }
- }
- gl.glEnd();
- gl.glPopMatrix();
- }
-
- private void drawModel(GL gl, int mindex, boolean do_diffuse) {
- MD2.PositionNormal[] vpn = m[mindex].interp_frame.pn;
-
- float[] zero = new float[] { 0, 0, 0, 0};
- float[] dim = new float[] {.2f,.2f,.2f,.2f};
- float[] diffuse = new float[4];
- float[] specular = new float[4];
- gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, getData(m[mindex].ambient), 0);
- gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, getData(m[mindex].diffuse), 0);
- gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, getData(m[mindex].specular), 0);
- gl.glMaterialf(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, m[mindex].shininess);
- if (!do_diffuse) {
- gl.glGetLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, diffuse, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, dim, 0);
- gl.glGetLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, specular, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, zero, 0);
- } else {
- gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE);
- gl.glEnable(GL.GL_BLEND);
- gl.glStencilFunc(GL.GL_EQUAL, 128, ~0);
- gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);
- gl.glEnable(GL.GL_STENCIL_TEST);
- gl.glDepthFunc(GL.GL_EQUAL);
- }
- gl.glPushMatrix();
- gl.glMultMatrixf(getData(objectManipXform), 0);
- gl.glEnable(GL.GL_LIGHTING);
-
- gl.glPolygonOffset(0,-2);
- gl.glEnable(GL.GL_POLYGON_OFFSET_FILL);
-
- gl.glBegin(GL.GL_TRIANGLES);
- {
- for (int i = 0; i < m[mindex].mod.tri.length; i++) {
- for(int j=0; j < 3; j++) {
- MD2.PositionNormal pn = vpn[m[mindex].mod.tri[i].v[j].pn_index];
- gl.glNormal3f(pn.nx, pn.ny, pn.nz);
- gl.glVertex4f(pn.x, pn.y, pn.z, 1);
- }
- }
- }
- gl.glEnd();
-
- gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
-
- gl.glDisable(GL.GL_LIGHTING);
- gl.glPopMatrix();
- gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, new float[] { 0.8f, 0.8f, 0.8f, 1}, 0);
- gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, new float[] { 0.3f, 0.3f, 0.3f, 1}, 0);
-
- if (!do_diffuse) {
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, diffuse, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, specular, 0);
- } else {
- gl.glDisable(GL.GL_BLEND);
- //glDisable(GL.GL_STENCIL_TEST);
- gl.glStencilFunc(GL.GL_ALWAYS, 128, ~0);
- gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);
-
- gl.glDepthFunc(GL.GL_LESS);
- }
- }
-
- // This is for drawing the walls of the room.
- private void drawMesh(GL gl, float size, int tess) {
- float hsize = size/2;
- float delta = size/(tess-1);
-
- gl.glPushMatrix();
- gl.glTranslatef(-hsize, -hsize, hsize);
-
- gl.glNormal3f(0,0,-1);
-
- float x = 0;
- for(int i=0; i < tess-1; i++) {
- float y = 0;
- gl.glBegin(GL.GL_QUAD_STRIP);
- for(int j=0; j < tess; j++) {
- gl.glTexCoord2f( x, y);
- gl.glVertex2f ( x, y);
- gl.glTexCoord2f(x+delta, y);
- gl.glVertex2f (x+delta, y);
- y += delta;
- }
- gl.glEnd();
- x += delta;
- }
- gl.glPopMatrix();
- }
-
- private void drawCube(GL gl) {
- gl.glBindTexture(GL.GL_TEXTURE_2D, wallTexObject);
- gl.glEnable(GL.GL_TEXTURE_2D);
- gl.glPushMatrix();
- // FIXME
- // room.apply_transform();
- gl.glCallList(faceDisplayList);
- gl.glRotatef(90, 1, 0, 0);
- gl.glCallList(faceDisplayList);
- gl.glRotatef(90, 1, 0, 0);
- gl.glCallList(faceDisplayList);
- gl.glRotatef(90, 1, 0, 0);
- gl.glCallList(faceDisplayList);
- gl.glRotatef(90, 1, 0, 0);
- gl.glRotatef(90, 0, 1, 0);
- gl.glCallList(faceDisplayList);
- gl.glRotatef(180, 0, 1, 0);
- gl.glCallList(faceDisplayList);
- gl.glPopMatrix();
- gl.glDisable(GL.GL_TEXTURE_2D);
- }
-
- private void drawRoom(GL gl, boolean do_diffuse) {
- float[] zero = new float[] {0,0,0,0};
- float[] a = new float[4];
- a[0] = room_ambient;
- a[1] = room_ambient;
- a[2] = room_ambient;
- a[3] = 1;
-
- float[] d1 = new float[] {.1f,.1f,.1f,.1f};
- float[] d2 = new float[] {.7f,.7f,.7f,.7f};
- float[] s = new float[] {.7f,.7f,.7f,.7f};
- float[] emission = new float[4];
- float[] ambient = new float[4];
- float[] diffuse = new float[4];
- float[] specular = new float[4];
-
- gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, a, 0);
- gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, new float[] {0.8f, 0.8f, 0.8f, 1}, 0);
- gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, new float[] {0.4f, 0.4f, 0.4f, 1}, 0);
- gl.glMaterialf(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, 64.0f);
-
- if (!do_diffuse) {
- gl.glGetLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, diffuse, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, d1, 0);
- gl.glGetLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, specular, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, zero, 0);
- gl.glStencilFunc(GL.GL_ALWAYS, 128, ~0);
- } else {
- gl.glGetLightfv(GL.GL_LIGHT0, GL.GL_EMISSION, emission, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_EMISSION, zero, 0);
- gl.glGetLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, ambient, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, zero, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, d2, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, s, 0);
-
- gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE);
- gl.glEnable(GL.GL_BLEND);
- gl.glStencilFunc(GL.GL_EQUAL, 128, ~0);
- gl.glDepthFunc(GL.GL_EQUAL);
- }
- gl.glPushMatrix();
- gl.glTranslatef(0,9,0);
- gl.glEnable(GL.GL_LIGHTING);
- gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);
- gl.glEnable(GL.GL_STENCIL_TEST);
-
- drawCube(gl);
-
- gl.glStencilFunc(GL.GL_ALWAYS, 128, ~0);
- gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);
-
- gl.glDisable(GL.GL_LIGHTING);
- gl.glPopMatrix();
-
- if (!do_diffuse) {
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, diffuse, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, specular, 0);
- } else {
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_EMISSION, emission, 0);
- gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, ambient, 0);
-
- gl.glDisable(GL.GL_BLEND);
- gl.glDepthFunc(GL.GL_LESS);
- }
- }
-
- // This routine draws the extruded "possible silhouette" edge. The
- // edge is extruded to infinity.
-
- // The paper describes identifying silhouette edge loops. The approach
- // in this demo is to visit each edge, determine if it's a "possible silhouette"
- // or not, and if it is, draw the extruded edge. This approach is not
- // as efficient, but it has the benefit of being extremely simple.
-
- // This routine also doubles as the routine for drawing the local and ininite
- // silhouette edges (when prim == GL_LINES).
- private void drawShadowVolumeEdges(GL gl,
- int mindex,
- int prim,
- boolean local,
- boolean infinity) {
- Vec4f olight = new Vec4f();
-
- Mat4f ml = new Mat4f(objectManipXform);
- ml.invertRigid();
- ml = ml.mul(lightManipXform);
- ml.xformVec(light_position, olight);
-
- gl.glPushMatrix();
- gl.glMultMatrixf(getData(objectManipXform), 0);
-
- MD2.Frame f = m[mindex].interp_frame;
-
- gl.glBegin(prim);
- for (int i = 0; i < m[mindex].mod.edge.length; i++) {
- MD2.WingedEdge we = m[mindex].mod.edge[i];
- if (we.w[0] == -1 || m[mindex].mod.tri[we.w[0]].kill ||
- we.w[1] == -1 || m[mindex].mod.tri[we.w[1]].kill )
- continue;
-
- MD2.Plane p0 = f.triplane[we.w[0]];
- float f0 = ( p0.a * olight.get(0) +
- p0.b * olight.get(1) +
- p0.c * olight.get(2) +
- p0.d * olight.get(3) );
-
- float f1 = -f0;
- if(we.w[1] != -1) {
- MD2.Plane p1 = f.triplane[we.w[1]];
-
- f1 = ( p1.a * olight.get(0) +
- p1.b * olight.get(1) +
- p1.c * olight.get(2) +
- p1.d * olight.get(3) );
- }
-
- int[] edge = new int[2];
-
- if(f0 >= 0 && f1 < 0) {
- edge[0] = we.e[1];
- edge[1] = we.e[0];
- } else if(f1 >= 0 && f0 < 0) {
- edge[0] = we.e[0];
- edge[1] = we.e[1];
- } else {
- continue;
- }
-
- MD2.PositionNormal pn0 = f.pn[edge[0]];
- MD2.PositionNormal pn1 = f.pn[edge[1]];
-
- if(prim == GL.GL_QUADS || local) {
- // local segment
- gl.glVertex4f(pn0.x, pn0.y, pn0.z, 1);
- gl.glVertex4f(pn1.x, pn1.y, pn1.z, 1);
- }
- if(prim == GL.GL_QUADS || infinity) {
- // segment projected to infinity
- gl.glVertex4f(pn1.x*olight.get(3) - olight.get(0),
- pn1.y*olight.get(3) - olight.get(1),
- pn1.z*olight.get(3) - olight.get(2),
- 0);
- gl.glVertex4f(pn0.x*olight.get(3) - olight.get(0),
- pn0.y*olight.get(3) - olight.get(1),
- pn0.z*olight.get(3) - olight.get(2),
- 0);
- }
- }
- gl.glEnd();
- gl.glPopMatrix();
- }
-
- private void drawShadowVolumeExtrudedEdges(GL gl, int mindex) {
- drawShadowVolumeEdges(gl, mindex, GL.GL_QUADS, true, true);
- }
-
- private void drawPossibleSilhouette(GL gl, int mindex) {
- gl.glLineWidth(3);
- gl.glColor3f(1,1,1);
- drawShadowVolumeEdges(gl, mindex, GL.GL_LINES, true, !b['-']);
- gl.glLineWidth(1);
- }
-
- // Draw the shadow volume into the stencil buffer.
- private void drawShadowVolumeToStencil(GL gl, int mindex) {
- gl.glDepthFunc(GL.GL_LESS);
- gl.glDepthMask(false);
-
- gl.glStencilFunc(GL.GL_ALWAYS, 128, ~0);
- gl.glEnable(GL.GL_STENCIL_TEST);
-
- gl.glEnable(GL.GL_CULL_FACE);
- gl.glCullFace(GL.GL_FRONT);
- gl.glStencilOp(GL.GL_KEEP, GL.GL_INCR, GL.GL_KEEP);
- gl.glColorMask(false, false, false, false);
-
- drawShadowVolumeExtrudedEdges(gl, mindex);
- drawShadowVolumeEndCaps(gl, mindex);
-
- gl.glCullFace(GL.GL_BACK);
- gl.glStencilOp(GL.GL_KEEP, GL.GL_DECR, GL.GL_KEEP);
-
- drawShadowVolumeExtrudedEdges(gl, mindex);
- drawShadowVolumeEndCaps(gl, mindex);
-
- gl.glColorMask(true, true, true, true);
- gl.glDisable(GL.GL_CULL_FACE);
-
- gl.glStencilFunc(GL.GL_ALWAYS, 128, ~0);
- gl.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_KEEP);
-
- gl.glDepthMask(true);
- gl.glDepthFunc(GL.GL_LESS);
- }
-
- // Draw the shadow volume into the color buffer.
- private void drawShadowVolumeToColor(GL gl, int mindex) {
- gl.glDepthFunc(GL.GL_LESS);
- gl.glDepthMask(false);
-
- gl.glEnable(GL.GL_BLEND);
- gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
-
- gl.glColor4f(1,1,1,.7f * volume_alpha);
- drawShadowVolumeEndCaps(gl, mindex);
- gl.glColor4f(1,1,.7f,.15f * volume_alpha);
- drawShadowVolumeExtrudedEdges(gl, mindex);
-
- gl.glDepthMask(true);
- gl.glDepthFunc(GL.GL_LESS);
- gl.glDisable(GL.GL_BLEND);
- }
-
- // Draw an icon to show where the local light is
- // or in what direction the infinite light is pointing.
- private void drawLight(GL gl) {
- gl.glColor3f(1,1,0);
- gl.glPushMatrix();
- gl.glMultMatrixf(getData(lightManipXform), 0);
- gl.glScalef(light_object_scale, light_object_scale, light_object_scale);
- if (b['L']) {
- glut.glutSolidSphere(.01f, 20, 10);
- } else {
- Vec3f ldir = new Vec3f(light_position.get(0),
- light_position.get(1),
- light_position.get(2));
- Rotf r = new Rotf(new Vec3f(0,0,1), ldir);
- Mat4f m = new Mat4f();
- m.makeIdent();
- m.setRotation(r);
- m = m.mul(perspectiveInverse(30, 1, 0.001f, 0.04f));
- gl.glRotatef(180, 1, 0, 0);
- gl.glTranslatef(0,0,-0.02f);
- gl.glMultMatrixf(getData(m), 0);
- glut.glutSolidCube(2);
- }
- gl.glPopMatrix();
- }
-
- // The infinite frustum set-up code.
- private Mat4f infiniteFrustum(float left, float right,
- float bottom, float top,
- float zNear) {
- Mat4f m = new Mat4f();
- m.makeIdent();
-
- m.set(0,0, (2*zNear) / (right - left));
- m.set(0,2, (right + left) / (right - left));
-
- m.set(1,1, (2*zNear) / (top - bottom));
- m.set(1,2, (top + bottom) / (top - bottom));
-
- // nudge infinity in just slightly for lsb slop
- float nudge = 1 - 1.0f / (1<<23);
-
- m.set(2,2, -1 * nudge);
- m.set(2,3, -2*zNear * nudge);
-
- m.set(3,2, -1);
- m.set(3,3, 0);
-
- m.transpose();
-
- return m;
- }
-
- private Mat4f infiniteFrustumInverse(float left, float right,
- float bottom, float top,
- float zNear) {
- Mat4f m = new Mat4f();
- m.makeIdent();
-
- m.set(0,0, (right - left) / (2 * zNear));
- m.set(0,3, (right + left) / (2 * zNear));
-
- m.set(1,1, (top - bottom) / (2 * zNear));
- m.set(1,3, (top + bottom) / (2 * zNear));
-
- m.set(2,2, 0);
- m.set(2,3, -1);
-
- m.set(3,2, -1 / (2 * zNear));
- m.set(3,3, 1 / (2 * zNear));
-
- return m;
- }
-
- private Mat4f infinitePerspective(float fovy, float aspect, float zNear) {
- float tangent = (float) Math.tan(fovy / 2.0);
- float y = tangent * zNear;
- float x = aspect * y;
- return infiniteFrustum(-x, x, -y, y, zNear);
- }
-
- private Mat4f infinitePerspectiveInverse(float fovy, float aspect, float zNear) {
- float tangent = (float) Math.tan(fovy / 2.0);
- float y = tangent * zNear;
- float x = aspect * y;
- return infiniteFrustumInverse(-x, x, -y, y, zNear);
- }
-
- private void applyInfinitePerspective(GL gl, ExaminerViewer v) {
- CameraParameters parms = v.getCameraParameters();
- float aspect = parms.getImagePlaneAspectRatio();
- gl.glMultMatrixf(getData(infinitePerspective(parms.getVertFOV(), aspect, v.getZNear())), 0);
- }
-
- private void applyInfinitePerspectiveInverse(GL gl, ExaminerViewer v) {
- CameraParameters parms = v.getCameraParameters();
- float aspect = parms.getImagePlaneAspectRatio();
- gl.glMultMatrixf(getData(infinitePerspectiveInverse(parms.getVertFOV(), aspect, v.getZNear())), 0);
- }
-
- private Mat4f perspectiveInverse(float fovy, float aspect, float zNear, float zFar) {
- float tangent = (float) Math.tan(Math.toRadians(fovy / 2.0));
- float y = tangent * zNear;
- float x = aspect * y;
- return frustumInverse(-x, x, -y, y, zNear, zFar);
- }
-
- private Mat4f frustumInverse(float left, float right,
- float bottom, float top,
- float zNear, float zFar) {
- Mat4f m = new Mat4f();
- m.makeIdent();
-
- m.set(0, 0, (right - left) / (2 * zNear));
- m.set(0, 3, (right + left) / (2 * zNear));
-
- m.set(1, 1, (top - bottom) / (2 * zNear));
- m.set(1, 3, (top + bottom) / (2 * zNear));
-
- m.set(2, 2, 0);
- m.set(2, 3, -1);
-
- m.set(3, 2, -(zFar - zNear) / (2 * zFar * zNear));
- m.set(3, 3, (zFar + zNear) / (2 * zFar * zNear));
-
- return m;
- }
-
- private float[] getData(Vec4f v) {
- return new float[] { v.x(), v.y(), v.z(), v.w() };
- }
-
- private float[] getData(Mat4f m) {
- float[] res = new float[16];
- m.getColumnMajorData(res);
- return res;
- }
-
- private static void runExit() {
- // 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() {
- System.exit(0);
- }
- }).start();
- }
-}