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/*
* Copyright (c) 2003 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.testContextDestruction;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Component;
import java.awt.Frame;
import java.awt.GridLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;
import javax.media.opengl.DebugGL2;
import javax.media.opengl.GL;
import javax.media.opengl.GL2ES1;
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.awt.GLCanvas;
import com.sun.opengl.util.Animator;
import javax.swing.JButton;
import javax.swing.JFrame;
/** A simple demonstration exercising context creation and destruction
as a GLCanvas is added to and removed from its parent container. */
public class TestContextDestruction {
private int gearDisplayList;
private Frame frame1, frame2;
private Component frame1ContainedComponent;
private Component frame1RemovedComponent;
private Component frame2ContainedComponent;
private Component frame2RemovedComponent;
private GLCanvas canvas;
private Canvas emptyCanvas;
private boolean frame1IsTarget = true;
private float angle = 0.0f;
private static final int BORDER_WIDTH = 6;
public static void main(String[] args) {
new TestContextDestruction().run(args);
}
public void run(String[] args) {
GLCanvas canvas = new GLCanvas();
canvas.addGLEventListener(new Listener());
canvas.setSize(256, 256);
frame1 = new Frame("Frame 1");
frame1.setLayout(new BorderLayout());
frame1.add(canvas, BorderLayout.CENTER);
emptyCanvas = new Canvas();
emptyCanvas.setBackground(Color.GRAY);
emptyCanvas.setSize(256, 256);
frame2 = new Frame("Frame 2");
frame2.setLayout(new BorderLayout());
frame2.add(emptyCanvas, BorderLayout.CENTER);
frame1ContainedComponent = canvas;
frame2ContainedComponent = emptyCanvas;
frame1.pack();
frame1.setVisible(true);
frame2.pack();
frame2.setVisible(true);
frame2.setLocation(256 + BORDER_WIDTH, 0);
JFrame uiFrame = new JFrame("Controls");
uiFrame.getContentPane().setLayout(new GridLayout(3, 1));
JButton button = new JButton("Toggle Frame 1's component");
button.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (frame1ContainedComponent == null) {
frame1ContainedComponent = frame1RemovedComponent;
frame1RemovedComponent = null;
frame1.add(frame1ContainedComponent);
} else {
frame1RemovedComponent = frame1ContainedComponent;
frame1ContainedComponent = null;
frame1.remove(frame1RemovedComponent);
}
}
});
uiFrame.getContentPane().add(button);
button = new JButton("Swap Frame 1's and Frame 2's components");
button.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
System.out.println("Swapping Frame 1's and Frame 2's components");
Component t1 = null, t2 = null;
t1 = frame1ContainedComponent;
t2 = frame2ContainedComponent;
if (t1 != null) {
frame1.remove(t1);
}
if (t2 != null) {
frame2.remove(t2);
}
if (t1 != null) {
frame2.add(t1);
}
if (t2 != null) {
frame1.add(t2);
}
frame1ContainedComponent = t2;
frame2ContainedComponent = t1;
t1 = frame1RemovedComponent;
frame1RemovedComponent = frame2RemovedComponent;
frame2RemovedComponent = t1;
}
});
uiFrame.getContentPane().add(button);
button = new JButton("Toggle Frame 2's component");
button.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
if (frame2ContainedComponent == null) {
frame2ContainedComponent = frame2RemovedComponent;
frame2RemovedComponent = null;
frame2.add(frame2ContainedComponent);
} else {
frame2RemovedComponent = frame2ContainedComponent;
frame2ContainedComponent = null;
frame2.remove(frame2RemovedComponent);
}
}
});
uiFrame.getContentPane().add(button);
uiFrame.pack();
uiFrame.setVisible(true);
uiFrame.setLocation(512 + BORDER_WIDTH + BORDER_WIDTH, 0);
final Animator animator = new Animator(canvas);
WindowListener windowListener = 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();
}
};
frame1.addWindowListener(windowListener);
frame2.addWindowListener(windowListener);
uiFrame.addWindowListener(windowListener);
animator.start();
}
class Listener implements GLEventListener {
public void init(GLAutoDrawable drawable) {
System.out.println("Listener.init()");
GL2 gl = drawable.getGL().getGL2();
drawable.setGL(new DebugGL2(gl));
float pos[] = { 5.0f, 5.0f, 10.0f, 0.0f };
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, pos, 0);
gl.glEnable(GL2.GL_CULL_FACE);
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);
gl.glEnable(GL2.GL_DEPTH_TEST);
initializeDisplayList(gl);
gl.glEnable(GL2.GL_NORMALIZE);
reshape(drawable, 0, 0, drawable.getWidth(), drawable.getHeight());
}
public void dispose(GLAutoDrawable drawable) {
System.out.println("Listener.dispose()");
}
public void display(GLAutoDrawable drawable) {
angle += 2.0f;
GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glPushMatrix();
gl.glRotatef(angle, 0.0f, 0.0f, 1.0f);
gl.glCallList(gearDisplayList);
gl.glPopMatrix();
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
System.out.println("Listener.reshape()");
GL2 gl = drawable.getGL().getGL2();
float h = (float)height / (float)width;
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -40.0f);
}
public void destroy(GLAutoDrawable drawable) {
System.out.println("Listener.destroy()");
GL2 gl = drawable.getGL().getGL2();
gl.glDeleteLists(gearDisplayList, 1);
gearDisplayList = 0;
}
// Unused routines
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
}
private synchronized void initializeDisplayList(GL2 gl) {
gearDisplayList = gl.glGenLists(1);
gl.glNewList(gearDisplayList, GL2.GL_COMPILE);
float red[] = { 0.8f, 0.1f, 0.0f, 1.0f };
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, red, 0);
gear(gl, 1.0f, 4.0f, 1.0f, 20, 0.7f);
gl.glEndList();
}
private void gear(GL2 gl,
float inner_radius,
float outer_radius,
float width,
int teeth,
float tooth_depth)
{
int i;
float r0, r1, r2;
float angle, da;
float u, v, len;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0f;
r2 = outer_radius + tooth_depth / 2.0f;
da = 2.0f * (float) Math.PI / teeth / 4.0f;
gl.glShadeModel(GL2.GL_FLAT);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
/* draw front face */
gl.glBegin(GL2.GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++)
{
angle = i * 2.0f * (float) Math.PI / teeth;
gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
if(i < teeth)
{
gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
gl.glVertex3f(r1 * (float)Math.cos(angle + 3.0f * da), r1 * (float)Math.sin(angle + 3.0f * da), width * 0.5f);
}
}
gl.glEnd();
/* draw front sides of teeth */
gl.glBegin(GL2.GL_QUADS);
for (i = 0; i < teeth; i++)
{
angle = i * 2.0f * (float) Math.PI / teeth;
gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), width * 0.5f);
gl.glVertex3f(r2 * (float)Math.cos(angle + 2.0f * da), r2 * (float)Math.sin(angle + 2.0f * da), width * 0.5f);
gl.glVertex3f(r1 * (float)Math.cos(angle + 3.0f * da), r1 * (float)Math.sin(angle + 3.0f * da), width * 0.5f);
}
gl.glEnd();
/* draw back face */
gl.glBegin(GL2.GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++)
{
angle = i * 2.0f * (float) Math.PI / teeth;
gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
}
gl.glEnd();
/* draw back sides of teeth */
gl.glBegin(GL2.GL_QUADS);
for (i = 0; i < teeth; i++)
{
angle = i * 2.0f * (float) Math.PI / teeth;
gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), -width * 0.5f);
gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), -width * 0.5f);
gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
}
gl.glEnd();
/* draw outward faces of teeth */
gl.glBegin(GL2.GL_QUAD_STRIP);
for (i = 0; i < teeth; i++)
{
angle = i * 2.0f * (float) Math.PI / teeth;
gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
u = r2 * (float)Math.cos(angle + da) - r1 * (float)Math.cos(angle);
v = r2 * (float)Math.sin(angle + da) - r1 * (float)Math.sin(angle);
len = (float)Math.sqrt(u * u + v * v);
u /= len;
v /= len;
gl.glNormal3f(v, -u, 0.0f);
gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), width * 0.5f);
gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), -width * 0.5f);
gl.glNormal3f((float)Math.cos(angle), (float)Math.sin(angle), 0.0f);
gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), width * 0.5f);
gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), -width * 0.5f);
u = r1 * (float)Math.cos(angle + 3 * da) - r2 * (float)Math.cos(angle + 2 * da);
v = r1 * (float)Math.sin(angle + 3 * da) - r2 * (float)Math.sin(angle + 2 * da);
gl.glNormal3f(v, -u, 0.0f);
gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), width * 0.5f);
gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
gl.glNormal3f((float)Math.cos(angle), (float)Math.sin(angle), 0.0f);
}
gl.glVertex3f(r1 * (float)Math.cos(0), r1 * (float)Math.sin(0), width * 0.5f);
gl.glVertex3f(r1 * (float)Math.cos(0), r1 * (float)Math.sin(0), -width * 0.5f);
gl.glEnd();
gl.glShadeModel(GL2.GL_SMOOTH);
/* draw inside radius cylinder */
gl.glBegin(GL2.GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++)
{
angle = i * 2.0f * (float) Math.PI / teeth;
gl.glNormal3f(-(float)Math.cos(angle), -(float)Math.sin(angle), 0.0f);
gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
}
gl.glEnd();
}
}
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