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authorSven Gothel <[email protected]>2000-11-18 06:43:49 +0000
committerSven Gothel <[email protected]>2000-11-18 06:43:49 +0000
commit880653d31a8f1ff8384fdbc75b84934bceecfdb8 (patch)
treebdafb71416f176d2a4b73bf716c9dc3f13685a8b /gl4java/awt/GLCanvas.java
Initial revision
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+/**
+ * @(#) GLCanvas.java
+ */
+
+
+package gl4java.awt;
+
+import gl4java.*;
+
+import java.awt.*;
+import java.awt.event.*;
+
+/**
+ * This is meant as an base class writing
+ * easy render functions. A clean usage of multi-threading compatible
+ * with JAVA2 is implemented in GLAnimCanvas !
+ *
+ * <p>
+ *
+ * If you are interessting in further Documentation and/or
+ * the history of GL4Java follow the following link.
+ *
+ * <pre>
+ <a href="../../GL4Java.html">The GL4Java Documentation</a>
+ * </pre>
+ * <p>
+ *
+ * You should overwrite the following methods for your needs:
+ * <pre>
+ <a href="GLCanvas.html#init()">preInit - initialisation before creating GLContext</a>
+ <a href="GLCanvas.html#init()">init - 1st initialisation after creating GLContext</a>
+ <a href="GLCanvas.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a>
+ <a href="GLCanvas.html#display()">display - render your frame</a>
+ <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize), gljResize() is allready invoked !</a>
+ * </pre>
+ *
+ * To check if you can use the GLContext and GL and GLU methods,
+ * use the function
+ * <pre>
+ <a href="GLCanvas.html#cvsIsInit()">cvsIsInit</a>
+ * </pre>
+ * <p>
+ * IF you remove/release a GLCanvas,
+ * e.g. you want to close/dispose it�s Window (which contains this GLCanvas),
+ * you HAVE TO call:
+ *
+ * <pre>
+ <a href="GLCanvas.html#cvsDispose()">cvsDispose</a>
+ * </pre>
+ * You should call this before releasing/dispose this Window !
+ * Also you can overwrite this class,
+ * to dispose your own elements, e.g. a Frame etc. -
+ * but be shure that you call
+ * cvsDispose implementation call this one !
+ *
+ * <p>
+ * We do override the following Canvas methods.
+ *
+ * <pre>
+ <a href="GLCanvas.html#update(java.awt.Graphics)">update</a>
+ <a href="GLCanvas.html#paint(java.awt.Graphics)">paint</a>
+ * </pre>
+ * <p>
+ *
+ * @see GLAnimCanvas
+ * @version 2.0, 21. April 1999
+ * @author Sven Goethel
+ *
+ */
+public class GLCanvas extends Canvas
+ implements GLEnum, GLUEnum,
+ ComponentListener, WindowListener, MouseListener
+{
+ protected GLContext glj = null;
+ public GLFunc gl = null;
+ public GLUFunc glu = null;
+
+ protected Dimension size = null;
+ protected boolean mustResize = false;
+
+ protected boolean cvsInitialized=false;
+
+ protected boolean needCvsDispose = false;
+
+ /**
+ * Visual pre-set for doubleBuffer, default: true
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see GLCanvas#preInit
+ * @see GLCanvas#paint
+ */
+ protected boolean doubleBuffer = true;
+
+ /**
+ * Visual pre-set for stencil-bit number, default: 0
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see GLCanvas#preInit
+ * @see GLCanvas#paint
+ */
+ protected int stencilBits = 0;
+
+ /**
+ * Visual pre-set for accumulator buffer size, default: 0
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * This value has a special behavior.
+ * For input - within the contructor,
+ * it is the value for each component !
+ *
+ * The output value, after the constructor returns,
+ * it is the summary of all accumulation bits of all components !
+ *
+ * @see GLCanvas#preInit
+ * @see GLCanvas#paint
+ */
+ protected int accumSize = 0;
+
+ /**
+ * Visual pre-set for stereoView, default: false
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see GLCanvas#preInit
+ * @see GLCanvas#paint
+ */
+ protected boolean stereoView = false;
+
+ /**
+ * Visual pre-set for RGBA usage, default: true - of course ;-)
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see GLCanvas#preInit
+ * @see GLCanvas#paint
+ */
+ protected boolean rgba = true;
+
+ /**
+ * Visual pre-set for RGBA usage, default: true - of course ;-)
+ * This value is updated after a GLContext is created with the
+ * original updated value of GLContext !
+ *
+ * @see GLCanvas#preInit
+ * @see GLCanvas#paint
+ */
+ protected boolean createOwnWindow = false;
+
+ /**
+ * The context with witch display lists and textures will be shared.
+ *
+ * @see GLCanvas#preInit
+ * @see GLCanvas#paint
+ */
+ protected GLContext sharedGLContext;
+
+ static {
+ if(GLContext.loadNativeLibraries(null, null, null)==false)
+ System.out.println("GLCanvas could not load def. native libs.");
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @param width the canvas initial-prefered width
+ * @param height the canvas initial-prefered height
+ *
+ * @param gl_Name The name of the GLFunc implementation
+ * If gl_Name==null, the default class will be used !
+ *
+ * @param glu_Name The name of the GLUFunc implementation
+ * If gl_LibName==null, the default class will be used !
+ *
+ */
+ public GLCanvas( int width, int height,
+ String gl_Name,
+ String glu_Name
+ )
+ {
+ super( );
+
+ if( (gl=GLContext.createGLFunc(gl_Name)) ==null)
+ {
+ System.out.println("GLFunc implementation "+gl_Name+" not created");
+ }
+ if( (glu=GLContext.createGLUFunc(glu_Name)) ==null)
+ {
+ System.out.println("GLUFunc implementation "+glu_Name+" not created");
+ }
+
+ size = new Dimension(width, height);
+
+ setSize(size);
+
+ /* to be able for RESIZE event's */
+ addComponentListener(this);
+ addMouseListener(this);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @param width the canvas initial-prefered width
+ * @param height the canvas initial-prefered height
+ *
+ */
+ public GLCanvas( int width, int height )
+ {
+ this(width, height, null, null);
+ }
+
+ /* GLCanvas AWT classes */
+
+ public Dimension getPreferredSize() {
+ return getMinimumSize();
+ }
+
+ public Dimension getMinimumSize() {
+ return size;
+ }
+
+ /**
+ * Used to return the created GLContext
+ */
+ public final GLContext getGLContext() { return glj; }
+
+ /**
+ *
+ * Overridden update
+ * This one only call's the paint method, without clearing
+ * the background - thats hopefully done by OpenGL ;-)
+ *
+ * @param g the Graphics Context
+ * @return void
+ *
+ * @see GLCanvas#paint
+ */
+ public void update(Graphics g)
+ {
+ /* let's let OpenGL clear the background ... */
+ paint(g);
+ }
+
+ /**
+ * Safe the toplevel window
+ */
+ protected Window topLevelWindow = null;
+
+ /**
+ *
+ * This function returns the found TopLevelWindow,
+ * which contains this Canvas ..
+ *
+ * @return void
+ *
+ * @see GLCanvas#paint
+ */
+ public final Window getTopLevelWindow()
+ { return topLevelWindow; }
+
+ /**
+ * this function overrides the Canvas paint method !
+ *
+ * For the first paint,
+ * the user function preInit is called, a GLContext is created
+ * and the user function init is called !
+ *
+ * Also, if a GL Context exist, GLCanvas's sDisplay-method will be called
+ * to do OpenGL-rendering.
+ *
+ * The sDisplay method itself calls the display-method !
+ * sDisplay is needed to be thread-safe, to manage
+ * the resize functionality and to safe the time per frame.
+ *
+ * To define your rendering, you should overwrite the display-method
+ * in your derivation.
+ *
+ * @see gl4java.GLContext#GLContext
+ * @see GLCanvas#cvsIsInit
+ * @see GLCanvas#sDisplay
+ * @see GLCanvas#display
+ * @see GLCanvas#preInit
+ * @see GLCanvas#init
+ */
+ public synchronized final void paint( Graphics g )
+ {
+ if(glj == null )
+ {
+ preInit();
+ glj = new GLContext ( this, gl, glu,
+ createOwnWindow,
+ doubleBuffer, stereoView,
+ rgba, stencilBits, accumSize,
+ sharedGLContext );
+
+ if(glj!=null)
+ {
+ createOwnWindow = glj.isOwnWindowCreated();
+ doubleBuffer = glj.isDoubleBuffer();
+ stencilBits = glj.getStencilBitNumber();
+ accumSize = glj.getAccumSize();
+ stereoView = glj.isStereoView();
+ rgba = glj.isRGBA();
+ }
+
+ init();
+
+ // fetch the top-level window ,
+ // to add us as the windowListener
+ //
+ Container _c = getParent();
+ Container c = null;
+
+ while(_c!=null)
+ {
+ c = _c;
+ _c = _c.getParent();
+ }
+
+ if(c instanceof Window) {
+ topLevelWindow = (Window)c;
+ topLevelWindow.addComponentListener(this);
+ } else {
+ topLevelWindow = null;
+ System.out.println("toplevel is not a Window: "+c);
+ }
+
+ if(topLevelWindow!=null)
+ {
+ topLevelWindow.addWindowListener(this);
+ } else {
+ System.out.println("no parent found for "+getName());
+ System.out.flush();
+ }
+ if(glj!=null && glj.gljIsInit())
+ cvsInitialized=true;
+ }
+ /*
+ if( mustResize ) size = getSize();
+ g.setClip(0, 0, size.width, size.height ) ;
+ */
+ sDisplay();
+ }
+
+ /**
+ *
+ * This is your pre-init method.
+ * preInit is called just BEFORE the GL-Context is created.
+ * You should override preInit, to initialize your visual-stuff,
+ * like the protected vars: doubleBuffer and stereoView
+ *
+ * @return void
+ *
+ * @see GLCanvas#paint
+ * @see GLCanvas#doubleBuffer
+ * @see GLCanvas#stereoView
+ * @see GLCanvas#rgba
+ * @see GLCanvas#stencilBits
+ * @see GLCanvas#accumSize
+ */
+ public void preInit()
+ {
+ }
+
+ /**
+ *
+ * This is your init method.
+ * init is called right after the GL-Context is initialized.
+ * You should override init, to initialize your stuff needed
+ * by OpenGL an Java !
+ *
+ * @return void
+ *
+ * @see GLCanvas#paint
+ */
+ public void init()
+ {
+ }
+
+ /**
+ * This method is used to clean up any OpenGL stuff (delete textures
+ * or whatever) prior to actually deleting the OpenGL context.
+ * You should override this with your own version, if you need to do
+ * any cleanup work at this phase.
+ * This functions is called within cvsDispose
+ *
+ * @return void
+ *
+ * @see GLCanvas#cvsDispose
+ */
+ public void doCleanup()
+ {
+ }
+
+ /**
+ * This function returns, if everything is init: the GLContext,
+ * the and the users init function
+ * This value is set in the paint method!
+ *
+ * @return boolean
+ *
+ * @see GLCanvas#paint
+ * @see GLCanvas#init
+ */
+ public boolean cvsIsInit()
+ {
+ return cvsInitialized;
+ }
+
+ protected long _f_dur = 0;
+
+ /**
+ *
+ * This is the thread save rendering-method called by paint.
+ * The actual thread will be set to highes priority befor calling
+ * 'display'. After 'display' the priority will be reset !
+ *
+ * 'gljFree' will be NOT called after 'display'.
+ *
+ * We tested the above to use multi-threading and
+ * for the demonstration 'glDemos' it works ;-)) !
+ *
+ * BE SURE, if you want to call 'display' by yourself
+ * (e.g. in the run method for animation)
+ * YOU HAVE TO CALL sDisplay -- OR YOU MUST KNOW WHAT YOU ARE DOING THEN !
+ *
+ * @return void
+ *
+ * @see GLCanvas#paint
+ * @see GLCanvas#display
+ */
+ public synchronized final void sDisplay()
+ {
+ boolean ok = true;
+
+ long _s = System.currentTimeMillis();
+
+ if(!cvsIsInit())
+ return;
+
+ if( mustResize )
+ {
+ if( (ok = glj.gljMakeCurrent()) == true )
+ {
+ size = getSize();
+ glj.gljResize( size.width, size.height ) ;
+ reshape(size.width, size.height);
+ mustResize = false;
+ invalidate();
+ repaint(100);
+ }
+ }
+ if(ok)
+ {
+ display();
+ }
+
+ _f_dur = System.currentTimeMillis()-_s;
+ }
+
+ /**
+ *
+ * This is the rendering-method called by sDisplay
+ * (and sDisplay is called by paint !).
+ * The derived-class (Your Subclass) will redefine this, to draw it's own...
+ *
+ * BE SURE, if you want to call 'display' by yourself
+ * (e.g. in the run method for animation)
+ * YOU HAVE TO CALL sDisplay !
+ *
+ * 'sDisplay' manages a semaphore to avoid reentrance of
+ * the display function !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
+ *
+ * @return void
+ *
+ * @see GLCanvas#sDisplay
+ * @see GLCanvas#paint
+ */
+ public void display()
+ {
+ }
+
+ /**
+ *
+ * This is the reshape-method called by paint.
+ * The derived-class (Your Subclass) will redefine this,
+ * to manage your individual reshape ...
+ *
+ * This �reshape� method will be invoked after the first paint command
+ * after GLCanvas.componentResize is called AND only if �gljUse� was
+ * succesfull (so a call of gljUse is redundant).
+ * �reshape� is not an overloading of java.awt.Component.reshape,
+ * �reshape� is more like �glut�-reshape.
+ *
+ * GLCanvas.reshape allready has a simple default implementation,
+ * which calls �gljResize� and �glViewport� - so you may be can
+ * left this one as it is (no need to overload).
+ * The needed call to �gljResize� is done by hte invoker paint !
+ *
+ * @param width the new width
+ * @param height the new height
+ * @return void
+ *
+ * @see GLCanvas#paint
+ * @see GLCanvas#sDisplay
+ */
+ public void reshape( int width, int height )
+ {
+ gl.glViewport(0,0, width, height);
+ }
+
+ /**
+ *
+ * �componentResized� is the componentListeners event handler.
+ *
+ * This method sets the variable �mustResize� to true,
+ * so the upcoming �paint� method-call will invoke �reshape� !
+ *
+ * This little look-alike complicating thing is done,
+ * to avoid an Exception by using the glContext from more than
+ * one concurrent thread�s !
+ *
+ * You cannot override this implementation, it is final
+ * - override �reshape' instead !
+ *
+ * @param e the element, which is resized
+ * @return void
+ *
+ * @see GLCanvas#paint
+ * @see GLCanvas#reshape
+ */
+ public void componentResized(ComponentEvent e)
+ {
+ if(glj!=null && glj.gljIsInit() && e.getComponent()==this )
+ {
+ mustResize = true;
+ repaint();
+ }
+ }
+
+ public void componentMoved(ComponentEvent e)
+ {
+ if(glj!=null && glj.gljIsInit())
+ {
+ repaint(100);
+ }
+ }
+
+ public void componentShown(ComponentEvent e)
+ {
+ }
+
+ public void componentHidden(ComponentEvent e)
+ { }
+
+ public void mouseClicked(MouseEvent e)
+ {
+ if(glj!=null && glj.gljIsInit())
+ {
+ repaint();
+ }
+ }
+
+ public void mouseEntered(MouseEvent e)
+ { }
+ public void mouseExited(MouseEvent e)
+ {}
+ public void mousePressed(MouseEvent e)
+ {
+ }
+ public void mouseReleased(MouseEvent e)
+ {
+ }
+
+ public void windowOpened(WindowEvent e)
+ {
+ }
+
+ /**
+ *
+ * �windowClosing� is the windowListeners event handler
+ * for the topLevelWindow of this Canvas !
+ *
+ * This methods free�s AND destroy�s
+ * the GL Context with �glj.gljDestroy� !
+ *
+ * @return void
+ *
+ */
+ public void windowClosing(WindowEvent e)
+ {
+ if(e.getComponent().equals(topLevelWindow))
+ {
+ cvsDispose();
+ }
+ }
+
+ /**
+ *
+ * �windowClosed� is the windowListeners event handler.
+ *
+ * @return void
+ *
+ */
+ public void windowClosed(WindowEvent e)
+ {
+ if (needCvsDispose) cvsDispose();
+ }
+
+ public void windowIconified(WindowEvent e)
+ {
+ }
+
+ public void windowDeiconified(WindowEvent e)
+ {
+ }
+
+ public void windowActivated(WindowEvent e)
+ {
+ if(glj!=null && glj.gljIsInit())
+ {
+ repaint(100);
+ }
+ }
+
+ public void windowDeactivated(WindowEvent e)
+ {
+ }
+
+ /**
+ * You should call this before releasing/dispose this Window !
+ * Also you can overwrite this class,
+ * to dispose your own elements, e.g. a Frame etc. -
+ * but be shure that you call
+ * cvsDispose implementation call this one !
+ *
+ * This function calls gljDestroy of GLContext !
+ *
+ * @see gl4java.GLContext#gljDestroy
+ * @see GLCanvas#doCleanup
+ */
+ public void cvsDispose()
+ {
+ cvsInitialized = false;
+ if (glj != null)
+ {
+ if (glj.gljIsInit())
+ {
+ /* Sometimes the Microsoft VM calls the
+ Applet.stop() method but doesn't have
+ permissions to do J/Direct calls, so
+ this whole block of code will throw a
+ security exception. If this happens,
+ however, windowClosing() will still
+ call us again later and we will have
+ another opportunity to shut down the
+ context, so it all works out fine. */
+ try
+ {
+ glj.gljFree();
+ doCleanup();
+ //locks and free's GLContext
+ glj.setEnabled(false);
+ glj.gljDestroy();
+ needCvsDispose = false;
+ }
+ catch (Exception ex)
+ {
+ needCvsDispose = true;
+ }
+ }
+ }
+
+ // Setting glj to null will simply cause paint() to re-initialize.
+ // We don't want that to happen, so we will leave glj non-null.
+ }
+
+ /**
+ * get methods
+ */
+ public final int cvsGetWidth() {
+ return getSize().width;
+ }
+ public final int cvsGetHeight() {
+ return getSize().height;
+ }
+}
+