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/**
* 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 javax.media.opengl.*;
import javax.media.opengl.awt.*;
import javax.media.opengl.glu.*;
import javax.vecmath.Point3f;
import net.java.joglutils.jogltext.TextRenderer3D;
import com.sun.opengl.util.Animator;
/**
* 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 ArrayList<TextInfo3D> textInfo = new ArrayList<TextInfo3D>();
private 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(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;
}
Frame frame = new Frame("Bouncing Text 3D");
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(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(GLAutoDrawable drawable)
{
QUADRIC = glu.gluNewQuadric();
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(GL2.GL_SMOOTH);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, LightAmbient, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, LightDiffuse, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, LightPosition, 0);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glDepthFunc(GL2.GL_LESS);
gl.glEnable(GL2.GL_BLEND);
gl.glEnable(GL2.GL_LINE_SMOOTH);
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.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(GLAutoDrawable drawable, int x, int y, int width, int height)
{
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(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0f, h, 1.0, 20.0);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
}
/**
* Display needs to be re-rendered. This is where all the heavy-lifting
* gets done.
*/
public void display(GLAutoDrawable drawable)
{
GL2 gl = drawable.getGL().getGL2();
// Clear the drawing area
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_SPECULAR, mat_specular, 0);
gl.glMaterialfv(GL2.GL_FRONT, GL2.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(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);
drawAxes(gl);
for (Iterator iter = textInfo.iterator(); iter.hasNext();)
{
TextInfo3D info = (TextInfo3D) iter.next();
updateTextInfo( info );
gl.glPushAttrib(GL2.GL_TRANSFORM_BIT);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glPushMatrix();
gl.glEnable( GL2.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(GL2.GL_FRONT_AND_BACK, GL2.GL_AMBIENT_AND_DIFFUSE, info.material, 0);
tr3.call(info.index);
gl.glPopMatrix();
gl.glPopAttrib();
}
}
catch (Exception e)
{
e.printStackTrace();
}
}
/**
* No explicit cleanup necessary.
*/
public void dispose(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( TextInfo3D info )
{
// Update velocities and positions of all text
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( 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()
{
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);
Rectangle2D rect = tr3.getBounds(info.text, SCALE_FACTOR);
float offX = (float) rect.getCenterX();
float offY = (float) rect.getCenterY();
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);
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(float x, float y, float z)
{
return new Point3f(x * random.nextFloat(), y * random.nextFloat(), z * random.nextFloat());
}
private Point3f randomVelocity(float x, float y, float z)
{
return new Point3f(x * (random.nextFloat() - 0.5f), y * (random.nextFloat() - 0.5f), z * (random.nextFloat() - 0.5f));
}
private Point3f randomRotation(float x, float y, 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();
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(GL2 gl)
{
float[] mat_ambient_red = { 1.0f, 0.0f, 0.0f, 1.0f };
float[] mat_ambient_green = { 0.0f, 1.0f, 0.0f, 1.0f };
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(GL2 gl, int rot, float[] material )
{
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, (float)-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(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, material, 0);
else
gl.glMaterialfv(GL2.GL_FRONT, GL2.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();
}
}
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