/* * 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 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 com.jogamp.opengl.GL; import com.jogamp.opengl.GL2; import com.jogamp.opengl.GLAutoDrawable; import com.jogamp.opengl.awt.GLCanvas; import com.jogamp.opengl.glu.GLU; 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; import com.jogamp.opengl.util.Animator; 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.awt.AWTTextureIO; import demos.common.Demo; import demos.util.FPSCounter; import demos.util.SystemTime; import demos.util.Time; /** 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() { @Override 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() { @Override 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 final List textInfo = new ArrayList(); private int dropShadowDistance = DEFAULT_DROP_SHADOW_DIST; private Time time; private Texture backgroundTexture; private TextRenderer renderer; private final Random random = new Random(); private final 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() { @Override public void actionPerformed(ActionEvent e) { lessText(); } }); panel.add(button); final JSlider slider = new JSlider(JSlider.HORIZONTAL, getMinDropShadowDistance(), getMaxDropShadowDistance(), getDropShadowDistance()); slider.addChangeListener(new ChangeListener() { @Override public void stateChanged(ChangeEvent e) { setDropShadowDistance(slider.getValue()); } }); panel.add(slider); button = new JButton("More Text"); button.addActionListener(new ActionListener() { @Override 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; } @Override 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.getSurfaceWidth(); height = drawable.getSurfaceHeight(); // 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); } @Override public void dispose(GLAutoDrawable drawable) { backgroundTexture = null; renderer = null; fps = null; time = null; } @Override 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 = 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.getSurfaceWidth() + 2 * maxTextWidth); } else if (info.position.x() > drawable.getSurfaceWidth() + maxTextWidth) { info.position.setX(info.position.x() - drawable.getSurfaceWidth() - 2 * maxTextWidth); } if (info.position.y() < -maxTextWidth) { info.position.setY(info.position.y() + drawable.getSurfaceHeight() + 2 * maxTextWidth); } else if (info.position.y() > drawable.getSurfaceHeight() + maxTextWidth) { info.position.setY(info.position.y() - drawable.getSurfaceHeight() - 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.getSurfaceWidth(), 0, drawable.getSurfaceHeight()); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); // Draw the background texture backgroundTexture.enable(gl); backgroundTexture.bind(gl); TextureCoords coords = backgroundTexture.getImageTexCoords(); int w = drawable.getSurfaceWidth(); int h = drawable.getSurfaceHeight(); 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.getSurfaceWidth(), drawable.getSurfaceHeight()); // 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 = 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 = 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(); } @Override 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); } }