/* * 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 com.jogamp.opengl.util.awt.TextureRenderer; import demos.gears.Gears; import demos.util.SystemTime; import demos.util.Time; import gleem.linalg.Vec2f; import java.awt.AlphaComposite; import java.awt.Color; import java.awt.Font; import java.awt.Frame; import java.awt.Graphics2D; import java.awt.Rectangle; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.font.FontRenderContext; import java.awt.font.GlyphVector; import java.text.DecimalFormat; import javax.media.opengl.GL; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.Animator; /** A simple test of the TextureRenderer utility class. Draws gears underneath with moving Java 2D-rendered text on top. */ public class TestTextureRenderer implements GLEventListener { public static void main(String[] args) { Frame frame = new Frame("Java 2D Renderer Test"); GLCapabilities caps = new GLCapabilities(GLProfile.get(GLProfile.GL2)); caps.setAlphaBits(8); GLCanvas canvas = new GLCanvas(caps); canvas.addGLEventListener(new Gears()); canvas.addGLEventListener(new TestTextureRenderer()); frame.add(canvas); 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(); } private TextureRenderer renderer; private Time time; private Font font; private Color TRANSPARENT_BLACK = new Color(0.0f, 0.0f, 0.0f, 0.0f); private Vec2f velocity = new Vec2f(100.0f, 150.0f); private Vec2f position; private Rectangle textBounds; private Rectangle fpsBounds; private String TEST_STRING = "Java 2D Text"; private long startTime; private int frameCount; private DecimalFormat format = new DecimalFormat("####.00"); public void init(GLAutoDrawable drawable) { GL gl = drawable.getGL(); gl.setSwapInterval(0); renderer = new TextureRenderer(256, 256, true); time = new SystemTime(); ((SystemTime) time).rebase(); // Start the text half way up the left side position = new Vec2f(0.0f, drawable.getHeight() / 2); // Create the font, render context, and glyph vector font = new Font("SansSerif", Font.BOLD, 36); Graphics2D g2d = renderer.createGraphics(); g2d.setFont(font); g2d.setComposite(AlphaComposite.Src); FontRenderContext frc = g2d.getFontRenderContext(); GlyphVector gv = font.createGlyphVector(frc, TEST_STRING); g2d.setColor(TRANSPARENT_BLACK); g2d.fillRect(0, 0, renderer.getWidth(), renderer.getHeight()); g2d.setColor(Color.WHITE); g2d.drawString(TEST_STRING, 10, 50); textBounds = gv.getPixelBounds(frc, 10, 50); renderer.markDirty(textBounds.x, textBounds.y, textBounds.width, textBounds.height); } public void dispose(GLAutoDrawable drawable) { renderer = null; textBounds = null; position = null; time = null; } public void display(GLAutoDrawable drawable) { if (startTime == 0) { startTime = System.currentTimeMillis(); } if (++frameCount == 100) { long endTime = System.currentTimeMillis(); float fps = 100.0f / (float) (endTime - startTime) * 1000; frameCount = 0; startTime = System.currentTimeMillis(); Graphics2D g2d = renderer.createGraphics(); g2d.setFont(font); g2d.setComposite(AlphaComposite.Src); FontRenderContext frc = g2d.getFontRenderContext(); String fpsString = "FPS: " + format.format(fps); GlyphVector gv = font.createGlyphVector(frc, TEST_STRING); fpsBounds = gv.getPixelBounds(frc, 10, 100); g2d.setColor(TRANSPARENT_BLACK); g2d.fillRect(fpsBounds.x, fpsBounds.y, fpsBounds.width, fpsBounds.height); g2d.setColor(Color.WHITE); g2d.drawString(fpsString, 10, 100); renderer.markDirty(fpsBounds.x, fpsBounds.y, fpsBounds.width, fpsBounds.height); } time.update(); // Compute the next position of the text position = position.plus(velocity.times((float) time.deltaT())); // Figure out whether we have to switch directions Rectangle tmpBounds = new Rectangle((int) position.x(), (int) position.y(), textBounds.width, textBounds.height); if (tmpBounds.getMinX() < 0) { velocity.setX(Math.abs(velocity.x())); } else if (tmpBounds.getMaxX() > drawable.getWidth()) { velocity.setX(-1.0f * Math.abs(velocity.x())); } if (tmpBounds.getMinY() < 0) { velocity.setY(Math.abs(velocity.y())); } else if (tmpBounds.getMaxY() > drawable.getHeight()) { velocity.setY(-1.0f * Math.abs(velocity.y())); } // Prepare to draw from the renderer's texture renderer.beginOrthoRendering(drawable.getWidth(), drawable.getHeight()); // Draw from the renderer's texture renderer.drawOrthoRect((int) position.x(), (int) position.y(), textBounds.x, renderer.getHeight() - textBounds.y - textBounds.height, textBounds.width, textBounds.height); // If we have the FPS, draw it if (fpsBounds != null) { renderer.drawOrthoRect(drawable.getWidth() - fpsBounds.width, 20, fpsBounds.x, renderer.getHeight() - fpsBounds.y - fpsBounds.height, fpsBounds.width, fpsBounds.height); } // Clean up rendering renderer.endOrthoRendering(); } // Unused methods public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {} public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {} }