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+/*
+ * Copyright (c) 2007 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 demos.common.Demo;
+import demos.util.FPSCounter;
+import demos.util.SystemTime;
+import demos.util.Time;
+import java.awt.BorderLayout;
+import java.awt.Font;
+import java.awt.Frame;
+import java.awt.event.WindowAdapter;
+import java.awt.event.WindowEvent;
+import java.awt.geom.Rectangle2D;
+import javax.media.opengl.GL;
+import javax.media.opengl.GLCapabilities;
+import javax.media.opengl.GLProfile;
+import javax.media.opengl.GL2ES1;
+import javax.media.opengl.GL2;
+import javax.media.opengl.GLAutoDrawable;
+import javax.media.opengl.GLProfile;
+import javax.media.opengl.awt.GLCanvas;
+import javax.media.opengl.glu.GLU;
+import com.sun.opengl.util.Animator;
+
+
+
+/** Shows how to place 2D text in 3D using the TextRenderer. */
+
+public class TextCube extends Demo {
+ private float xAng;
+ private float yAng;
+ private GLU glu = new GLU();
+ private Time time;
+ private TextRenderer renderer;
+ private FPSCounter fps;
+ private float textScaleFactor;
+
+ public static void main(String[] args) {
+ Frame frame = new Frame("Text Cube");
+ frame.setLayout(new BorderLayout());
+
+ GLCapabilities caps = new GLCapabilities(GLProfile.get(GLProfile.GL2));
+ GLCanvas canvas = new GLCanvas(caps);
+ final TextCube demo = new TextCube();
+
+ canvas.addGLEventListener(demo);
+ frame.add(canvas, BorderLayout.CENTER);
+
+ 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.setVisible(true);
+ animator.start();
+ }
+
+ public void init(GLAutoDrawable drawable) {
+ renderer = new TextRenderer(new Font("SansSerif", Font.PLAIN, 72));
+ GL2 gl = drawable.getGL().getGL2();
+ gl.glEnable(GL2.GL_DEPTH_TEST);
+
+ // Compute the scale factor of the largest string which will make
+ // them all fit on the faces of the cube
+ Rectangle2D bounds = renderer.getBounds("Bottom");
+ float w = (float) bounds.getWidth();
+ float h = (float) bounds.getHeight();
+ textScaleFactor = 1.0f / (w * 1.1f);
+ fps = new FPSCounter(drawable, 36);
+
+ time = new SystemTime();
+ ((SystemTime) time).rebase();
+// gl.setSwapInterval(0);
+ }
+
+ public void dispose(GLAutoDrawable drawable) {
+ }
+
+ public void display(GLAutoDrawable drawable) {
+ GL2 gl = drawable.getGL().getGL2();
+ gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
+
+ gl.glMatrixMode(GL2.GL_MODELVIEW);
+ gl.glLoadIdentity();
+ glu.gluLookAt(0, 0, 10,
+ 0, 0, 0,
+ 0, 1, 0);
+
+ // Base rotation of cube
+ gl.glRotatef(xAng, 1, 0, 0);
+ gl.glRotatef(yAng, 0, 1, 0);
+
+ // Six faces of cube
+ // Top face
+ gl.glPushMatrix();
+ gl.glRotatef(-90, 1, 0, 0);
+ drawFace(gl, 1.0f, 0.2f, 0.2f, 0.8f, "Top");
+ gl.glPopMatrix();
+ // Front face
+ drawFace(gl, 1.0f, 0.8f, 0.2f, 0.2f, "Front");
+ // Right face
+ gl.glPushMatrix();
+ gl.glRotatef(90, 0, 1, 0);
+ drawFace(gl, 1.0f, 0.2f, 0.8f, 0.2f, "Right");
+ // Back face
+ gl.glRotatef(90, 0, 1, 0);
+ drawFace(gl, 1.0f, 0.8f, 0.8f, 0.2f, "Back");
+ // Left face
+ gl.glRotatef(90, 0, 1, 0);
+ drawFace(gl, 1.0f, 0.2f, 0.8f, 0.8f, "Left");
+ gl.glPopMatrix();
+ // Bottom face
+ gl.glPushMatrix();
+ gl.glRotatef(90, 1, 0, 0);
+ drawFace(gl, 1.0f, 0.8f, 0.2f, 0.8f, "Bottom");
+ gl.glPopMatrix();
+
+ fps.draw();
+
+ time.update();
+ xAng += 200 * (float) time.deltaT();
+ yAng += 150 * (float) time.deltaT();
+ }
+
+ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
+ GL2 gl = drawable.getGL().getGL2();
+ gl.glMatrixMode(GL2.GL_PROJECTION);
+ gl.glLoadIdentity();
+ glu.gluPerspective(15, (float) width / (float) height, 5, 15);
+ }
+
+ public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
+
+ private void drawFace(GL2 gl,
+ float faceSize,
+ float r, float g, float b,
+ String text) {
+ float halfFaceSize = faceSize / 2;
+ // Face is centered around the local coordinate system's z axis,
+ // at a z depth of faceSize / 2
+ gl.glColor3f(r, g, b);
+ gl.glBegin(GL2.GL_QUADS);
+ gl.glVertex3f(-halfFaceSize, -halfFaceSize, halfFaceSize);
+ gl.glVertex3f( halfFaceSize, -halfFaceSize, halfFaceSize);
+ gl.glVertex3f( halfFaceSize, halfFaceSize, halfFaceSize);
+ gl.glVertex3f(-halfFaceSize, halfFaceSize, halfFaceSize);
+ gl.glEnd();
+
+ // Now draw the overlaid text. In this setting, we don't want the
+ // text on the backward-facing faces to be visible, so we enable
+ // back-face culling; and since we're drawing the text over other
+ // geometry, to avoid z-fighting we disable the depth test. We
+ // could plausibly also use glPolygonOffset but this is simpler.
+ // Note that because the TextRenderer pushes the enable state
+ // internally we don't have to reset the depth test or cull face
+ // bits after we're done.
+ renderer.begin3DRendering();
+ gl.glDisable(GL2.GL_DEPTH_TEST);
+ gl.glEnable(GL2.GL_CULL_FACE);
+ // Note that the defaults for glCullFace and glFrontFace are
+ // GL_BACK and GL_CCW, which match the TextRenderer's definition
+ // of front-facing text.
+ Rectangle2D bounds = renderer.getBounds(text);
+ float w = (float) bounds.getWidth();
+ float h = (float) bounds.getHeight();
+ renderer.draw3D(text,
+ w / -2.0f * textScaleFactor,
+ h / -2.0f * textScaleFactor,
+ halfFaceSize,
+ textScaleFactor);
+ renderer.end3DRendering();
+ }
+}