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
|
/*
* Copyright (c) 2006 Ben Chappell (bwchappell@gmail.com) 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.
*
* The names of Ben Chappell, Sun Microsystems, Inc. or the names of
* contributors may not 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. BEN CHAPPELL,
* SUN MICROSYSTEMS, INC. ("SUN"), AND SUN'S 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 BEN
* CHAPPELL, SUN, OR SUN'S 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 BEN
* CHAPPELL OR 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.
*/
package demos.particles.engine;
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import com.sun.opengl.util.*;
import java.io.*;
public class GLComponent extends GLCanvas implements GLEventListener {
private GLU glu;
private FPSAnimator animator;
private RGBA background;
private RGBA ambient;
private Engine engine;
public GLComponent(int fps, RGBA ambient, RGBA background, Engine engine) {
super(getCapabilities());
addGLEventListener(this);
glu = new GLU();
this.background=background;
this.ambient=ambient;
this.engine=engine;
animator = new FPSAnimator(this, fps);
}
private static GLCapabilities getCapabilities() {
GLCapabilities caps = new GLCapabilities();
caps.setDoubleBuffered(true);
caps.setHardwareAccelerated(true);
return caps;
}
public void display(GLAutoDrawable drawable) {
final GL gl = drawable.getGL();
engine.draw(gl);
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
}
public void init(GLAutoDrawable drawable) {
final GL gl = drawable.getGL();
gl.glShadeModel(GL.GL_SMOOTH);
// Set the background / clear color.
gl.glClearColor(background.r, background.g, background.b, background.a);
// Clear the depth
gl.glClearDepth(1.0);
// Disable depth testing.
gl.glDisable(GL.GL_DEPTH_TEST);
// Enable blending and specify blening function.
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE);
// Get nice perspective calculations.
gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
// Nice point smoothing.
gl.glHint(GL.GL_POINT_SMOOTH_HINT, GL.GL_NICEST);
// Enable texture mapping.
gl.glEnable(GL.GL_TEXTURE_2D);
animator.start();
engine.init();
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
GL gl = drawable.getGL();
// the size of openGL
gl.glViewport(0,0, width, height);
// perspective view (smaller for further behind)
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
// perspective
double ratio = (double)width/(double)height;
// angle, ratio, nearest, farthest
glu.gluPerspective(45.0, ratio, 0.0, 1.0);
// draw into the model matrix now
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void setFPS(int fps) {
animator.stop();
animator = new FPSAnimator(this, fps);
animator.start();
}
public void kill() {
animator.stop();
}
}
|