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
|
/**
* Simple test of the TextRenderer3D class.
*
* Ric Wright
* rkwright@geofx.com
* June 2008
*/
package jgudemos;
import com.geofx.opengl.util.TextRenderer3D;
import com.sun.opengl.util.Animator;
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.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;
/**
* TestRenderer3D
* Hello World style test of the TextRenderer3D
*
*/
public class TestRenderer3D 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 };
public static void main(String[] args)
{
Frame frame = new Frame("Simple JOGL Application");
GLCanvas canvas = new GLCanvas();
canvas.addGLEventListener(new TestRenderer3D());
frame.add(canvas);
frame.setSize(640, 480);
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)
{
GL gl = drawable.getGL();
System.out.println("init GL called. GL Class: " + gl.getClass().getName()
+ " and this: " + this.getClass().getName());
gl.setSwapInterval(1);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glShadeModel(GL.GL_SMOOTH);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, LightAmbient, 0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, LightDiffuse, 0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, LightPosition, 0);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDepthFunc(GL.GL_LESS);
// Be sure to use a font name on your system otherwise you will get the default
tr3 = new TextRenderer3D(new Font("Times New Roman", Font.TRUETYPE_FONT, 3), 0.25f);
}
/**
* 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)
{
GL gl = drawable.getGL();
GLU glu = new GLU();
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(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0f, h, 1.0, 20.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
/**
* Display needs to be re-rendered. This is where all the heavy-lifting
* gets done.
*/
public void display(GLAutoDrawable drawable)
{
GL gl = drawable.getGL();
// Clear the drawing area
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
// Reset the current matrix to the "identity"
gl.glLoadIdentity();
gl.glTranslatef(1.5f, 0.0f, -6.0f);
gl.glRotatef(45.0f, 0, 1, 0);
String str = "abcde";
Rectangle2D rect = tr3.getBounds(str, 0.25f);
float offX = (float) rect.getCenterX();
float offY = (float) rect.getCenterY();
float offZ = tr3.getDepth() / 2.0f;
gl.glEnable(GL.GL_LIGHTING);
gl.glEnable(GL.GL_LIGHT0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mat_specular, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SHININESS, mat_shininess, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, mat_ambient_magenta, 0);
tr3.draw(str, -offX, offY, -offZ, 1.0f);
// Flush all drawing operations to the graphics card
gl.glFlush();
}
/**
* This method essentially always ignored.
*/
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged)
{
}
}
|