/* * Copyright (c) 2006 Ben Chappell (bwchappell@gmail.com) 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.jogamp.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(); } }