summaryrefslogtreecommitdiffstats
path: root/demos/src/jgudemos/BouncingText3D.java
blob: 5c267684587e5dd7e9cdbb04ffcd0aaa616a52e2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
/**
 *   Simple bouncing text example.  Illustrates use of the TextRenderer3D class
 *
 *   Ric Wright
 *   rkwright@geofx.com
 *   June 2008
 */
package jgudemos;

import java.awt.Color;
import java.awt.Font;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.geom.Rectangle2D;
import java.lang.reflect.Array;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.Random;

import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.fixedfunc.GLLightingFunc;
import com.jogamp.opengl.fixedfunc.GLMatrixFunc;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.glu.GLUquadric;
import com.jogamp.opengl.util.Animator;

import javax.vecmath.Point3f;

import net.java.joglutils.jogltext.TextRenderer3D;

/**
 * Simple class to demonstrate the use of compile/call with
 * TextRenderer3D
 *
 */
public class BouncingText3D implements GLEventListener
{
	TextRenderer3D		tr3;

	float[] 			LightDiffuse =	 { 1.0f, 1.0f, 1.0f, 1.0f };
	float[] 			LightAmbient =	 { 0.8f, 0.8f, 0.8f, 1.0f };
	float[] 			LightPosition =	 { 1.0f, 1.0f, 1.0f, 0.0f };
	float[]				mat_specular = { 1.0f, 1.0f, 1.0f, 1.0f };
	float[]				mat_ambient_magenta = { 1.0f, 0.0f, 1.0f, 1.0f };
	float[]     		mat_shininess = { 100.0f };
	protected Random	random = new Random();

	public static final int NUM_ITEMS = 20;
	public static final int MAX_ITEMS = 200;
	private static int 	numItems = NUM_ITEMS;

	private final ArrayList<TextInfo3D> textInfo = new ArrayList<TextInfo3D>();

	private final GLU glu = new GLU();
        protected GLUquadric QUADRIC;

	/**
	 * Main entry point for the app.  The only argument that is parsed
	 * out is the number of items
	 * @param args
	 */
	public static void main(final String[] args)
	{
		if (args != null && Array.getLength(args) > 0)
		{
			numItems = Integer.parseInt(args[0].trim());
			if (numItems == 0)
				numItems = NUM_ITEMS;
			else if (numItems > MAX_ITEMS)
				numItems = MAX_ITEMS;
		}

		final Frame frame = new Frame("Bouncing Text 3D");
		final GLCanvas canvas = new GLCanvas();

		canvas.addGLEventListener(new BouncingText3D());
		frame.add(canvas);
		frame.setSize(800, 600);
		final Animator animator = new Animator(canvas);
		frame.addWindowListener(new WindowAdapter()
		{

			@Override
			public void windowClosing(final 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();
			}
		});

		// Center frame
		frame.setLocationRelativeTo(null);
		frame.setVisible(true);
		animator.start();
	}

	/**
	 * Initialize the GL instance.  Set up the lights and other
	 * variables and conditions specific to this class
	 */
	public void init(final GLAutoDrawable drawable)
	{
                QUADRIC = glu.gluNewQuadric();

		final GL2 gl = drawable.getGL().getGL2();
		System.out.println("INIT GL IS: " + gl.getClass().getName());

		System.out.println("init GL called.  GL Class: " + gl.getClass().getName()
				+ " and this: " + this.getClass().getName());

		gl.setSwapInterval(1);

		// Setup the drawing area and shading mode
		gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
		gl.glShadeModel(GLLightingFunc.GL_SMOOTH);

		gl.glLightfv(GLLightingFunc.GL_LIGHT0, GLLightingFunc.GL_DIFFUSE, LightAmbient, 0);
		gl.glLightfv(GLLightingFunc.GL_LIGHT0, GLLightingFunc.GL_DIFFUSE, LightDiffuse, 0);
		gl.glLightfv(GLLightingFunc.GL_LIGHT0, GLLightingFunc.GL_POSITION, LightPosition, 0);

		gl.glEnable(GL.GL_DEPTH_TEST);
		gl.glDepthFunc(GL.GL_LESS);

		gl.glEnable(GL.GL_BLEND);
		gl.glEnable(GL.GL_LINE_SMOOTH);
		gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);

		// Note that it has to be a TRUETYPE font - not OpenType.  Apparently, AWT can't
		// handle CFF glyphs
		tr3 = new TextRenderer3D(new Font("Times New Roman", Font.TRUETYPE_FONT, 3), 0.25f);

		// Create random text
		textInfo.clear();
		for (int i = 0; i < numItems; i++)
		{
			textInfo.add(randomTextInfo());
		}

	}

	/**
	 * The shape or size of the viewport (client frame) has changed.  We need to re-init
	 * the matrix stack, i.e. the GL_PROJECTION and then initialize back to the GL_MODELVIEW
	 */
	public void reshape(final GLAutoDrawable drawable, final int x, final int y, final int width, int height)
	{
		final GL2 gl = drawable.getGL().getGL2();

		if (height <= 0)   // avoid a divide by zero error!
			height = 1;

		final float h = (float) width / (float) height;
		gl.glViewport(0, 0, width, height);
		gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
		gl.glLoadIdentity();
		glu.gluPerspective(45.0f, h, 1.0, 20.0);

		gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
		gl.glLoadIdentity();
	}

	/**
	 * Display needs to be re-rendered.  This is where all the heavy-lifting
	 * gets done.
	 */
	public void display(final GLAutoDrawable drawable)
	{
		final GL2 gl = drawable.getGL().getGL2();

		// Clear the drawing area
		gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);

		gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_SPECULAR, mat_specular, 0);
		gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_SHININESS, mat_shininess, 0);

		// Reset the current matrix to the "identity"
		gl.glLoadIdentity();

		gl.glTranslatef(0.0f, 0.0f, -3.0f);
		gl.glRotatef(45.0f, 1, 0, 0);
		gl.glRotatef(-30.0f, 0, 1, 0);

		try
		{
			gl.glEnable(GLLightingFunc.GL_LIGHTING);
			gl.glEnable(GLLightingFunc.GL_LIGHT0);

			drawAxes(gl);

			for (final Iterator iter = textInfo.iterator(); iter.hasNext();)
			{
				final TextInfo3D info = (TextInfo3D) iter.next();

				updateTextInfo( info );

				gl.glPushAttrib(GL2.GL_TRANSFORM_BIT);
				gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
				gl.glPushMatrix();
				gl.glEnable( GLLightingFunc.GL_NORMALIZE);

				gl.glTranslatef(info.position.x, info.position.y, info.position.z);
				gl.glRotatef(info.angle.x, 1, 0, 0);
				gl.glRotatef(info.angle.y, 0, 1, 0);
				gl.glRotatef(info.angle.z, 0, 0, 1);

				// System.out.println(" x,y,z: " + info.position.x + " " + info.position.y + " " + info.position.z + " angle: " + info.angle );

				gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GLLightingFunc.GL_AMBIENT_AND_DIFFUSE, info.material, 0);

				tr3.call(info.index);

				gl.glPopMatrix();
				gl.glPopAttrib();
			}

		}
		catch (final Exception e)
		{
			e.printStackTrace();
		}
	}

        /**
         * No explicit cleanup necessary.
         */
	public void dispose(final GLAutoDrawable drawable)
	{
	}

	//------------------ Private Stuff below here ------------------------------
	private static final float 	INIT_ANG_VEL_MAG = 0.3f;
	private static final float 	INIT_VEL_MAG = 0.25f;
	private static final float 	MAX_BOUNDS = 1.5f;
	private static final float  SCALE_FACTOR = 0.05f;

	// Information about each piece of text
	private static class TextInfo3D
	{
		Point3f	angularVelocity;
		Point3f	velocity;
		Point3f	position;
		Point3f	angle;
		float 	h;
		float 	s;
		float 	v;
		int		index;		// display list index
		float 	curTime;	// Cycle the saturation
		float[] material = new float[4];

		// Cache of the RGB color
		float 	r;
		float 	g;
		float 	b;

		String 	text;
	}

	Point3f		tmp = new Point3f();

	private void updateTextInfo( final TextInfo3D info )
	{
		// Update velocities and positions of all text
		final float deltaT = 0.1f;

		// Randomize things a little bit every little once in a while
		if (random.nextInt(10000) == 0)
		{
			info.angularVelocity = randomRotation(INIT_ANG_VEL_MAG, INIT_ANG_VEL_MAG, INIT_ANG_VEL_MAG);
			info.velocity = randomVelocity(INIT_VEL_MAG, INIT_VEL_MAG, INIT_VEL_MAG);
		}

		// Now update angles and positions
		tmp.set(info.angularVelocity);
		tmp.scale(deltaT*deltaT);
		info.angle.add(tmp);

		tmp.set(info.velocity);
		tmp.scale(deltaT);
		info.position.add(tmp);

		// Wrap angles and positions
		info.angle.x = clampAngle(info.angle.x);
		info.angle.y = clampAngle(info.angle.y);
		info.angle.z = clampAngle(info.angle.z);

		info.velocity.x = clampBounds(info.position.x, info.velocity.x );
		info.velocity.y = clampBounds(info.position.y, info.velocity.y );
		info.velocity.z = clampBounds(info.position.z, info.velocity.z );
	}

	private float clampBounds( final float pos, float velocity )
	{
		if (pos < -MAX_BOUNDS || pos > MAX_BOUNDS)
		{
			velocity *= -1.0f;
		}

		return velocity;
	}

	private float clampAngle(float angle)
	{
		if (angle < 0)
		{
			angle += 360;
		}
		else if (angle > 360)
		{
			angle -= 360;
		}

		return angle;
	}

	private TextInfo3D randomTextInfo()
	{
		final TextInfo3D info = new TextInfo3D();
		info.text = randomString();
		info.angle = randomRotation(INIT_ANG_VEL_MAG, INIT_ANG_VEL_MAG, INIT_ANG_VEL_MAG);
		info.position = randomVector(MAX_BOUNDS, MAX_BOUNDS, MAX_BOUNDS);


		final Rectangle2D rect = tr3.getBounds(info.text, SCALE_FACTOR);

		final float offX = (float) rect.getCenterX();
		final float offY = (float) rect.getCenterY();
		final float offZ = tr3.getDepth() / 2.0f;

		tr3.setDepth(0.1f + random.nextFloat() * 2.0f);
		info.index = tr3.compile(info.text, -offX, offY, -offZ, SCALE_FACTOR);

		info.angularVelocity = randomRotation(INIT_ANG_VEL_MAG, INIT_ANG_VEL_MAG, INIT_ANG_VEL_MAG);
		info.velocity = randomVelocity(INIT_VEL_MAG, INIT_VEL_MAG, INIT_VEL_MAG);

		final Color c = randomColor();
		c.getColorComponents(info.material);
		// Color doesn't set the opacity,so set it to some random non-zero value
		info.material[3] = random.nextFloat() * 0.9f + 0.1f;

		return info;
	}

	private String randomString()
	{
		switch (random.nextInt(3))
		{
		case 0:
			return "OpenGL";
		case 1:
			return "Java3D";
		default:
			return "JOGL";
		}
	}

	private Point3f randomVector(final float x, final float y, final float z)
	{
		return new Point3f(x * random.nextFloat(), y * random.nextFloat(), z * random.nextFloat());
	}

	private Point3f randomVelocity(final float x, final float y, final float z)
	{
		return new Point3f(x * (random.nextFloat() - 0.5f), y * (random.nextFloat() - 0.5f), z * (random.nextFloat() - 0.5f));
	}

	private Point3f randomRotation(final float x, final float y, final float z)
	{
		return new Point3f(random.nextFloat() * 360.0f, random.nextFloat() * 360.0f, random.nextFloat() * 360.0f);
	}

	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();

			final float[] hsb = Color.RGBtoHSB((int) (255.0f * r), (int) (255.0f * g), (int) (255.0f * b), null);
			s = hsb[1];
		}
		while ((r < 0.6f && g < 0.6f && b < 0.6f) || s < 0.8f);

		return new Color(r, g, b);
	}

	// draw some striped-pole axes for visdual reference
	protected void drawAxes(final GL2 gl)
	{
		final float[]			mat_ambient_red = { 1.0f, 0.0f, 0.0f, 1.0f };
		final float[]			mat_ambient_green = { 0.0f, 1.0f, 0.0f, 1.0f };
		final float[]			mat_ambient_blue = { 0.0f, 0.0f, 1.0f, 1.0f };

		drawAxis(gl, 2, mat_ambient_red);

		drawAxis(gl, 0, mat_ambient_blue);

		drawAxis(gl, 1, mat_ambient_green);
	}

	// draw a single striped pole axis
	private void drawAxis(final GL2 gl, final int rot, final float[] material )
	{
		final float[]			mat_ambient_grey = { 0.5f, 0.5f, 0.5f, 1.0f };
		final  double AXIS_RADIUS =	0.01;
		final  int	  AXIS_HEIGHT =	5;
		final  float  AXIS_STEP  =	0.25f;

		gl.glPushMatrix();

		if (rot == 1)
			gl.glRotatef(90, 1, 0, 0);
		else if (rot == 0)
			gl.glRotatef(90, 0, 1, 0);

		gl.glTranslatef(0.0f, 0.0f, -AXIS_HEIGHT/2.0f);

		float 	pos = -AXIS_HEIGHT/2.0f;
		int		i = 0;
		while ( pos < AXIS_HEIGHT/2.0f )
		{
			if ((i++ & 1)==0)
				gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_AMBIENT_AND_DIFFUSE, material, 0);
			else
				gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_AMBIENT_AND_DIFFUSE, mat_ambient_grey, 0);

			glu.gluCylinder(QUADRIC, AXIS_RADIUS, AXIS_RADIUS, AXIS_STEP, 8, 1);
			gl.glTranslatef(0.0f, 0.0f, AXIS_STEP);
			pos += AXIS_STEP;
		}

		gl.glPopMatrix();
	}
}