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+/*
+ * Copyright (c) 2006 Ben Chappell ([email protected]) 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.
+ *
+ * The names of Ben Chappell, Sun Microsystems, Inc. or the names of
+ * contributors may not 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. BEN CHAPPELL,
+ * SUN MICROSYSTEMS, INC. ("SUN"), AND SUN'S 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 BEN
+ * CHAPPELL, SUN, OR SUN'S 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 BEN
+ * CHAPPELL OR 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.
+ */
+
+package demos.particles.engine;
+
+import javax.media.opengl.*;
+import javax.media.opengl.glu.*;
+import javax.media.opengl.awt.*;
+
+import com.sun.opengl.util.FPSAnimator;
+
+public class GLComponent extends GLCanvas implements GLEventListener {
+
+ private GLU glu;
+ private FPSAnimator animator;
+ private RGBA background;
+ private RGBA ambient;
+ private Engine engine;
+
+ public GLComponent(int fps, RGBA ambient, RGBA background, Engine engine) {
+ super(getCapabilities());
+ addGLEventListener(this);
+ glu = new GLU();
+
+ this.background=background;
+ this.ambient=ambient;
+ this.engine=engine;
+
+ animator = new FPSAnimator(this, fps);
+ }
+
+ private static GLCapabilities getCapabilities() {
+ GLCapabilities caps = new GLCapabilities(null);
+ caps.setDoubleBuffered(true);
+ caps.setHardwareAccelerated(true);
+ return caps;
+ }
+
+ public void dispose(GLAutoDrawable drawable) {
+ this.engine=null;
+ }
+
+ public void display(GLAutoDrawable drawable) {
+ final GL2 gl = drawable.getGL().getGL2();
+ engine.draw(gl);
+ }
+
+
+
+ public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
+
+ }
+
+ public void init(GLAutoDrawable drawable) {
+ final GL2 gl = drawable.getGL().getGL2();
+
+ gl.glShadeModel(GL2ES1.GL_SMOOTH);
+ // Set the background / clear color.
+ gl.glClearColor(background.r, background.g, background.b, background.a);
+ // Clear the depth
+ gl.glClearDepth(1.0);
+ // Disable depth testing.
+ gl.glDisable(GL.GL_DEPTH_TEST);
+ // Enable blending and specify blening function.
+ gl.glEnable(GL.GL_BLEND);
+ gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE);
+ // Get nice perspective calculations.
+ gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);
+ // Nice point smoothing.
+ gl.glHint(GL2.GL_POINT_SMOOTH_HINT, GL2.GL_NICEST);
+ // Enable texture mapping.
+ gl.glEnable(GL.GL_TEXTURE_2D);
+
+ animator.start();
+
+ engine.init();
+
+ }
+
+ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
+ GL2 gl = drawable.getGL().getGL2();
+ // the size of openGL
+ gl.glViewport(0,0, width, height);
+
+ // perspective view (smaller for further behind)
+ gl.glMatrixMode(GL2ES1.GL_PROJECTION);
+ gl.glLoadIdentity();
+
+ // perspective
+ double ratio = (double)width/(double)height;
+ // angle, ratio, nearest, farthest
+ glu.gluPerspective(45.0, ratio, 0.0, 1.0);
+
+ // draw into the model matrix now
+ gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
+ gl.glLoadIdentity();
+ }
+
+ public void setFPS(int fps) {
+ animator.stop();
+ animator = new FPSAnimator(this, fps);
+ animator.start();
+ }
+
+ public void kill() {
+ animator.stop();
+ }
+}