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Diffstat (limited to 'src/demos/testContextSharing/TestContextSharing.java')
-rw-r--r-- | src/demos/testContextSharing/TestContextSharing.java | 270 |
1 files changed, 270 insertions, 0 deletions
diff --git a/src/demos/testContextSharing/TestContextSharing.java b/src/demos/testContextSharing/TestContextSharing.java new file mode 100644 index 0000000..88f453a --- /dev/null +++ b/src/demos/testContextSharing/TestContextSharing.java @@ -0,0 +1,270 @@ +/* + * Copyright (c) 2003 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 + * MIDROSYSTEMS, 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.testContextSharing; + +import java.awt.*; +import java.util.*; + +import net.java.games.jogl.*; + +/** A simple demonstration of sharing of display lists between drawables. */ + +public class TestContextSharing { + private int gearDisplayList; + private Frame delayedFrame; + + public static void main(String[] args) { + new TestContextSharing().run(args); + } + + public void run(String[] args) { + GLCanvas canvas1 = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities()); + canvas1.addGLEventListener(new Listener()); + canvas1.setSize(256, 256); + Frame frame1 = new Frame("Canvas 1"); + frame1.setLayout(new BorderLayout()); + frame1.add(canvas1, BorderLayout.CENTER); + + GLCanvas canvas2 = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities(), canvas1); + canvas2.addGLEventListener(new Listener()); + canvas2.setSize(256, 256); + Frame frame2 = new Frame("Canvas 2"); + frame2.setLayout(new BorderLayout()); + frame2.add(canvas2, BorderLayout.CENTER); + + Random random = new Random(System.currentTimeMillis()); + Frame frame; + if (random.nextBoolean()) { + frame = frame1; + delayedFrame = frame2; + } else { + frame = frame2; + delayedFrame = frame1; + } + System.err.println("Showing first frame"); + frame.pack(); + frame.show(); + new Thread(new Runnable() { + public void run() { + try { + Thread.sleep(1000); + } catch (InterruptedException e) { + } + System.err.println("Showing other frame"); + delayedFrame.pack(); + delayedFrame.show(); + delayedFrame.setLocation(256, 0); + } + }).start(); + } + + class Listener implements GLEventListener { + public void init(GLDrawable drawable) { + drawable.setGL(new DebugGL(drawable.getGL())); + + GL gl = drawable.getGL(); + + float pos[] = { 5.0f, 5.0f, 10.0f, 0.0f }; + gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, pos); + gl.glEnable(GL.GL_CULL_FACE); + gl.glEnable(GL.GL_LIGHTING); + gl.glEnable(GL.GL_LIGHT0); + gl.glEnable(GL.GL_DEPTH_TEST); + + initializeDisplayList(gl); + + gl.glEnable(GL.GL_NORMALIZE); + } + + public void display(GLDrawable drawable) { + GL gl = drawable.getGL(); + + gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); + + System.err.println("Drawing display list " + gearDisplayList); + gl.glCallList(gearDisplayList); + } + + public void reshape(GLDrawable drawable, int x, int y, int width, int height) { + GL gl = drawable.getGL(); + + float h = (float)height / (float)width; + + gl.glMatrixMode(GL.GL_PROJECTION); + gl.glLoadIdentity(); + gl.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f); + gl.glMatrixMode(GL.GL_MODELVIEW); + gl.glLoadIdentity(); + gl.glTranslatef(0.0f, 0.0f, -40.0f); + } + + // Unused routines + public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {} + } + + private synchronized void initializeDisplayList(GL gl) { + if (gearDisplayList != 0) { + return; + } + + gearDisplayList = gl.glGenLists(1); + gl.glNewList(gearDisplayList, GL.GL_COMPILE); + float red[] = { 0.8f, 0.1f, 0.0f, 1.0f }; + gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, red); + gear(gl, 1.0f, 4.0f, 1.0f, 20, 0.7f); + gl.glEndList(); + } + + private void gear(GL gl, + float inner_radius, + float outer_radius, + float width, + int teeth, + float tooth_depth) + { + int i; + float r0, r1, r2; + float angle, da; + float u, v, len; + + r0 = inner_radius; + r1 = outer_radius - tooth_depth / 2.0f; + r2 = outer_radius + tooth_depth / 2.0f; + + da = 2.0f * (float) Math.PI / teeth / 4.0f; + + gl.glShadeModel(GL.GL_FLAT); + + gl.glNormal3f(0.0f, 0.0f, 1.0f); + + /* draw front face */ + gl.glBegin(GL.GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) + { + angle = i * 2.0f * (float) Math.PI / teeth; + gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f); + gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f); + if(i < teeth) + { + gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f); + gl.glVertex3f(r1 * (float)Math.cos(angle + 3.0f * da), r1 * (float)Math.sin(angle + 3.0f * da), width * 0.5f); + } + } + gl.glEnd(); + + /* draw front sides of teeth */ + gl.glBegin(GL.GL_QUADS); + for (i = 0; i < teeth; i++) + { + angle = i * 2.0f * (float) Math.PI / teeth; + gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f); + gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), width * 0.5f); + gl.glVertex3f(r2 * (float)Math.cos(angle + 2.0f * da), r2 * (float)Math.sin(angle + 2.0f * da), width * 0.5f); + gl.glVertex3f(r1 * (float)Math.cos(angle + 3.0f * da), r1 * (float)Math.sin(angle + 3.0f * da), width * 0.5f); + } + gl.glEnd(); + + /* draw back face */ + gl.glBegin(GL.GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) + { + angle = i * 2.0f * (float) Math.PI / teeth; + gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f); + gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f); + gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f); + gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f); + } + gl.glEnd(); + + /* draw back sides of teeth */ + gl.glBegin(GL.GL_QUADS); + for (i = 0; i < teeth; i++) + { + angle = i * 2.0f * (float) Math.PI / teeth; + gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f); + gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), -width * 0.5f); + gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), -width * 0.5f); + gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f); + } + gl.glEnd(); + + /* draw outward faces of teeth */ + gl.glBegin(GL.GL_QUAD_STRIP); + for (i = 0; i < teeth; i++) + { + angle = i * 2.0f * (float) Math.PI / teeth; + gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f); + gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f); + u = r2 * (float)Math.cos(angle + da) - r1 * (float)Math.cos(angle); + v = r2 * (float)Math.sin(angle + da) - r1 * (float)Math.sin(angle); + len = (float)Math.sqrt(u * u + v * v); + u /= len; + v /= len; + gl.glNormal3f(v, -u, 0.0f); + gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), width * 0.5f); + gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), -width * 0.5f); + gl.glNormal3f((float)Math.cos(angle), (float)Math.sin(angle), 0.0f); + gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), width * 0.5f); + gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), -width * 0.5f); + u = r1 * (float)Math.cos(angle + 3 * da) - r2 * (float)Math.cos(angle + 2 * da); + v = r1 * (float)Math.sin(angle + 3 * da) - r2 * (float)Math.sin(angle + 2 * da); + gl.glNormal3f(v, -u, 0.0f); + gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), width * 0.5f); + gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f); + gl.glNormal3f((float)Math.cos(angle), (float)Math.sin(angle), 0.0f); + } + gl.glVertex3f(r1 * (float)Math.cos(0), r1 * (float)Math.sin(0), width * 0.5f); + gl.glVertex3f(r1 * (float)Math.cos(0), r1 * (float)Math.sin(0), -width * 0.5f); + gl.glEnd(); + + gl.glShadeModel(GL.GL_SMOOTH); + + /* draw inside radius cylinder */ + gl.glBegin(GL.GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) + { + angle = i * 2.0f * (float) Math.PI / teeth; + gl.glNormal3f(-(float)Math.cos(angle), -(float)Math.sin(angle), 0.0f); + gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f); + gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f); + } + gl.glEnd(); + } +} |