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/*
* Copyright (c) 2007 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.sun.opengl.util.awt.TextRenderer;
import demos.common.Demo;
import demos.util.FPSCounter;
import demos.util.SystemTime;
import demos.util.Time;
import java.awt.BorderLayout;
import java.awt.Font;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.geom.Rectangle2D;
import javax.media.opengl.GL;
import javax.media.opengl.GL2ES1;
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.glu.GLU;
import com.sun.opengl.util.Animator;
/** Shows how to place 2D text in 3D using the TextRenderer. */
public class TextCube extends Demo {
private float xAng;
private float yAng;
private GLU glu = new GLU();
private Time time;
private TextRenderer renderer;
private FPSCounter fps;
private float textScaleFactor;
public static void main(String[] args) {
Frame frame = new Frame("Text Cube");
frame.setLayout(new BorderLayout());
GLProfile.setProfile("GL2");
GLCanvas canvas = new GLCanvas();
final TextCube demo = new TextCube();
canvas.addGLEventListener(demo);
frame.add(canvas, BorderLayout.CENTER);
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();
}
public void init(GLAutoDrawable drawable) {
renderer = new TextRenderer(new Font("SansSerif", Font.PLAIN, 72));
GL2 gl = drawable.getGL().getGL2();
gl.glEnable(GL2.GL_DEPTH_TEST);
// Compute the scale factor of the largest string which will make
// them all fit on the faces of the cube
Rectangle2D bounds = renderer.getBounds("Bottom");
float w = (float) bounds.getWidth();
float h = (float) bounds.getHeight();
textScaleFactor = 1.0f / (w * 1.1f);
fps = new FPSCounter(drawable, 36);
time = new SystemTime();
((SystemTime) time).rebase();
// gl.setSwapInterval(0);
}
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
glu.gluLookAt(0, 0, 10,
0, 0, 0,
0, 1, 0);
// Base rotation of cube
gl.glRotatef(xAng, 1, 0, 0);
gl.glRotatef(yAng, 0, 1, 0);
// Six faces of cube
// Top face
gl.glPushMatrix();
gl.glRotatef(-90, 1, 0, 0);
drawFace(gl, 1.0f, 0.2f, 0.2f, 0.8f, "Top");
gl.glPopMatrix();
// Front face
drawFace(gl, 1.0f, 0.8f, 0.2f, 0.2f, "Front");
// Right face
gl.glPushMatrix();
gl.glRotatef(90, 0, 1, 0);
drawFace(gl, 1.0f, 0.2f, 0.8f, 0.2f, "Right");
// Back face
gl.glRotatef(90, 0, 1, 0);
drawFace(gl, 1.0f, 0.8f, 0.8f, 0.2f, "Back");
// Left face
gl.glRotatef(90, 0, 1, 0);
drawFace(gl, 1.0f, 0.2f, 0.8f, 0.8f, "Left");
gl.glPopMatrix();
// Bottom face
gl.glPushMatrix();
gl.glRotatef(90, 1, 0, 0);
drawFace(gl, 1.0f, 0.8f, 0.2f, 0.8f, "Bottom");
gl.glPopMatrix();
fps.draw();
time.update();
xAng += 200 * (float) time.deltaT();
yAng += 150 * (float) time.deltaT();
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
GL2 gl = drawable.getGL().getGL2();
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(15, (float) width / (float) height, 5, 15);
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
private void drawFace(GL2 gl,
float faceSize,
float r, float g, float b,
String text) {
float halfFaceSize = faceSize / 2;
// Face is centered around the local coordinate system's z axis,
// at a z depth of faceSize / 2
gl.glColor3f(r, g, b);
gl.glBegin(GL2.GL_QUADS);
gl.glVertex3f(-halfFaceSize, -halfFaceSize, halfFaceSize);
gl.glVertex3f( halfFaceSize, -halfFaceSize, halfFaceSize);
gl.glVertex3f( halfFaceSize, halfFaceSize, halfFaceSize);
gl.glVertex3f(-halfFaceSize, halfFaceSize, halfFaceSize);
gl.glEnd();
// Now draw the overlaid text. In this setting, we don't want the
// text on the backward-facing faces to be visible, so we enable
// back-face culling; and since we're drawing the text over other
// geometry, to avoid z-fighting we disable the depth test. We
// could plausibly also use glPolygonOffset but this is simpler.
// Note that because the TextRenderer pushes the enable state
// internally we don't have to reset the depth test or cull face
// bits after we're done.
renderer.begin3DRendering();
gl.glDisable(GL2.GL_DEPTH_TEST);
gl.glEnable(GL2.GL_CULL_FACE);
// Note that the defaults for glCullFace and glFrontFace are
// GL_BACK and GL_CCW, which match the TextRenderer's definition
// of front-facing text.
Rectangle2D bounds = renderer.getBounds(text);
float w = (float) bounds.getWidth();
float h = (float) bounds.getHeight();
renderer.draw3D(text,
w / -2.0f * textScaleFactor,
h / -2.0f * textScaleFactor,
halfFaceSize,
textScaleFactor);
renderer.end3DRendering();
}
}
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