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+/*
+ * 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 com.sun.opengl.util.awt.TextRenderer;
+import com.sun.opengl.util.texture.Texture;
+import com.sun.opengl.util.texture.TextureCoords;
+import com.sun.opengl.util.texture.TextureIO;
+import com.sun.opengl.util.texture.awt.AWTTextureIO;
+import demos.common.Demo;
+import demos.util.FPSCounter;
+import demos.util.SystemTime;
+import demos.util.Time;
+import gleem.linalg.Vec2f;
+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.ActionEvent;
+import java.awt.event.ActionListener;
+import java.awt.event.WindowAdapter;
+import java.awt.event.WindowEvent;
+import java.awt.image.BufferedImage;
+import java.util.ArrayList;
+import java.util.Iterator;
+import java.util.List;
+import java.util.Random;
+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.GLCanvas;
+import javax.media.opengl.glu.GLU;
+import com.sun.opengl.util.Animator;
+import javax.swing.JButton;
+import javax.swing.JFrame;
+import javax.swing.JPanel;
+import javax.swing.JSlider;
+import javax.swing.event.ChangeEvent;
+import javax.swing.event.ChangeListener;
+
+
+
+/** 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.setVisible(true);
+ 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 = AWTTextureIO.newTexture(bgImage, false);
+ backgroundTexture.bind();
+ backgroundTexture.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);
+ backgroundTexture.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
+ backgroundTexture.setTexParameteri(GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
+ backgroundTexture.setTexParameteri(GL2.GL_TEXTURE_WRAP_T, GL2.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(GL2.GL_DEPTH_TEST);
+ // Turn off vsync if we can
+ gl.setSwapInterval(0);
+ }
+
+ public void dispose(GLAutoDrawable drawable) {
+ backgroundTexture = null;
+ renderer = null;
+ fps = null;
+ time = null;
+ }
+
+ 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);
+ }
+ }
+
+ GL2 gl = drawable.getGL().getGL2();
+ gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
+ gl.glMatrixMode(GL2.GL_PROJECTION);
+ gl.glLoadIdentity();
+ glu.gluOrtho2D(0, drawable.getWidth(), 0, drawable.getHeight());
+ gl.glMatrixMode(GL2.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(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_REPLACE);
+ gl.glBegin(GL2.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(GL2.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);
+ }
+}