/*
* Copyright (c) 2006 Sun Microsystems, Inc. All Rights Reserved.
*
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* modification, are permitted provided that the following conditions are
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* 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
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* Sun gratefully acknowledges that this software was originally authored
* and developed by Kenneth Bradley Russell and Christopher John Kline.
*/
package demos.j2d;
import com.jogamp.opengl.util.awt.TextRenderer;
import com.jogamp.opengl.util.texture.Texture;
import com.jogamp.opengl.util.texture.TextureCoords;
import com.jogamp.opengl.util.texture.TextureIO;
import com.jogamp.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.GLProfile;
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.jogamp.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) {
// set argument 'NotFirstUIActionOnProcess' in the JNLP's application-desc tag for example
//
// NotFirstUIActionOnProcess
//
boolean firstUIActionOnProcess = 0==args.length || !args[0].equals("NotFirstUIActionOnProcess") ;
GLProfile.initSingleton(firstUIActionOnProcess);
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 = new ArrayList/**/();
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) {
GL gl = drawable.getGL();
// 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(gl.getGLProfile(), bgImage, false);
backgroundTexture.bind(gl);
backgroundTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST);
backgroundTexture.setTexParameteri(gl, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST);
backgroundTexture.setTexParameteri(gl, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
backgroundTexture.setTexParameteri(gl, 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.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(gl);
backgroundTexture.bind(gl);
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(gl);
// 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);
}
}