diff options
author | Sven Gothel <[email protected]> | 2000-11-18 06:43:49 +0000 |
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committer | Sven Gothel <[email protected]> | 2000-11-18 06:43:49 +0000 |
commit | 880653d31a8f1ff8384fdbc75b84934bceecfdb8 (patch) | |
tree | bdafb71416f176d2a4b73bf716c9dc3f13685a8b /gl4java/swing/GLJPanel.java |
Initial revision
Diffstat (limited to 'gl4java/swing/GLJPanel.java')
-rw-r--r-- | gl4java/swing/GLJPanel.java | 865 |
1 files changed, 865 insertions, 0 deletions
diff --git a/gl4java/swing/GLJPanel.java b/gl4java/swing/GLJPanel.java new file mode 100644 index 0000000..21beb39 --- /dev/null +++ b/gl4java/swing/GLJPanel.java @@ -0,0 +1,865 @@ +package gl4java.swing; + +import gl4java.*; + +import java.awt.*; +import java.awt.image.*; +import java.awt.event.*; +import javax.swing.*; + +/** + * This is meant as an base class writing + * easy render functions. A clean usage of multi-threading compatible + * with JAVA2 is implemented in GLAnimJPanel ! + * + * <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="GLJPanel.html#init()">preInit - initialisation before creating GLContext</a> + <a href="GLJPanel.html#init()">init - 1st initialisation after creating GLContext</a> + <a href="GLJPanel.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a> + <a href="GLJPanel.html#display()">display - render your frame</a> + <a href="GLJPanel.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="GLJPanel.html#cvsIsInit()">cvsIsInit</a> + * </pre> + * <p> + * IF you remove/release a GLJPanel, + * e.g. you want to close/dispose it�s Window (which contains this GLJPanel), + * you HAVE TO call: + * + * <pre> + <a href="GLJPanel.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="GLJPanel.html#update(java.awt.Graphics)">update</a> + <a href="GLJPanel.html#paint(java.awt.Graphics)">paint</a> + * </pre> + * <p> + * + * @see GLAnimJPanel + * @version 2.0, 21. April 1999 + * @author Sven Goethel + * + */ +public class GLJPanel extends JPanel + implements GLEnum, GLUEnum, + ComponentListener, WindowListener, MouseListener +{ + protected GLContext glj = null; + public GLFunc gl = null; + public GLUFunc glu = null; + + protected boolean mustResize = false; + + protected boolean cvsInitialized=false; + + protected boolean needCvsDispose = false; + + /** + * 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 GLJPanel#preInit + * @see GLJPanel#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 ! + * + * @see GLJPanel#preInit + * @see GLJPanel#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 GLJPanel#preInit + * @see GLJPanel#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 GLJPanel#preInit + * @see GLJPanel#paint + */ + protected boolean rgba = true; + + /** + * The context with witch display lists and textures will be shared. + * + * @see GLJPanel#preInit + * @see GLJPanel#paint + */ + protected GLContext sharedGLContext; + + /** + * The data to hold the offscreen pixels on the java side ! + * + * @see GLJPanel#offImagePixels + * @see GLJPanel#paint + */ + protected BufferedImage offImage = null; + + /** + * The data to hold the offscreen pixels on the GL side ! + * + * @see GLJPanel#offImage + * @see GLJPanel#paint + */ + protected byte[] offImagePixels = null; + + /** + * The custom set offscreen Size + * + * If this is set to != null, + * the offscreen pixmap is used in this size, + * not in the components-size (-> faster if smaller) + * + * @see GLJPanel#paint + * @see GLJPanel#setOffScreenSize + * @see GLJPanel#getOffScreenSize + */ + protected Dimension offScrnSize = null; + protected boolean customOffScrnSize=false; + protected boolean offScrnSizeChanged=false; + + static { + if(GLContext.loadNativeLibraries(null, null, null)==false) + System.out.println("GLJPanel could not load def. native libs."); + } + + /** + * + * Constructor + * + * @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 ! + * + * @param layout the layout manager + * @param isDoubleBuffered the flag indicates, + * if double buffer should be used + * + */ + public GLJPanel( String gl_Name, + String glu_Name, + LayoutManager layout, boolean isDoubleBuffered + ) + { + super( layout, isDoubleBuffered ); + + 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"); + } + + /* to be able for RESIZE event's */ + addComponentListener(this); + + setOpaque(false); + } + + /** + * + * Constructor + * + * @param layout the layout manager + * @param isDoubleBuffered the flag indicates, + * if double buffer should be used + * + */ + public GLJPanel( LayoutManager layout, boolean isDoubleBuffered ) + { + this(null, null, layout, isDoubleBuffered); + } + + /** + * + * Constructor + * + * Uses the default GLFunc and GLUFunc implementation ! + * + * @param isDoubleBuffered the flag indicates, + * if double buffer should be used + */ + public GLJPanel( boolean isDoubleBuffered ) + { + this(null, null, new FlowLayout(), isDoubleBuffered); + } + + /** + * + * Constructor + * + * Uses the default GLFunc and GLUFunc implementation ! + * + * @param layout the layout manager + */ + public GLJPanel(LayoutManager layout) + { + this(null, null, layout, true); + } + + /** + * + * Constructor + * + * Uses the default GLFunc and GLUFunc implementation ! + * + */ + public GLJPanel( ) + { + this(null, null, new FlowLayout(), true); + } + + /** + * Used to return the created GLContext + */ + public final GLContext getGLContext() { return glj; } + + /** + * Safe the toplevel window + */ + protected Window topLevelWindow = null; + + /** + * + * This function returns the found TopLevelWindow, + * which contains this Canvas .. + * + * @return void + * + * @see GLJPanel#paint + */ + public final Window getTopLevelWindow() + { return topLevelWindow; } + + /** + * The customers offscreen Size + * + * If this is set, + * the offscreen pixmap is used in this size, + * not in the components-size (-> faster if smaller) + * + * @see GLJPanel#offScrnSize + * @see GLJPanel#setOffScreenSize + */ + public Dimension getOffScreenSize() + { return offScrnSize; } + + /** + * The customers offscreen Size + * + * If this is set, + * the offscreen pixmap is used in this size, + * not in the components-size (-> faster if smaller) + * + * @see GLJPanel#offScrnSize + * @see GLJPanel#getOffScreenSize + */ + public void setOffScreenSize(Dimension size) + { + if((size!=null && size.equals(offScrnSize)==false) || + size!=offScrnSize + ) + { + offScrnSizeChanged=true; + offScrnSize=size; + customOffScrnSize=offScrnSize!=null; + } + } + + /** + * 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, GLJPanel'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 GLJPanel#cvsIsInit + * @see GLJPanel#sDisplay + * @see GLJPanel#display + * @see GLJPanel#preInit + * @see GLJPanel#init + */ + public synchronized final void paintComponent(Graphics g) + { + if(glj == null || + (mustResize && !customOffScrnSize) || offScrnSizeChanged ) + { + if(mustResize) + { + cvsDispose(); + mustResize=false; + } + preInit(); + glj = GLContext.createOffScreenCtx ( this, gl, glu, + stereoView, + rgba, stencilBits, accumSize, + sharedGLContext, + offScrnSize + ); + + if(glj!=null) + { + /* + createOwnWindow = glj.isOwnWindowCreated(); + doubleBuffer = glj.isDoubleBuffer(); + */ + stencilBits = glj.getStencilBitNumber(); + accumSize = glj.getAccumSize(); + stereoView = glj.isStereoView(); + rgba = glj.isRGBA(); + } + if(offImage!=null) + offImage.flush(); + offImage=null; + offScrnSizeChanged=false; + + 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); + topLevelWindow.addMouseListener(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 ); + */ + //super.paintComponent(g); + + gr = g; + sDisplay(); + } + + Graphics gr = null; + DataBufferInt dbInt = null; + + /** + * + * 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 GLJPanel#paint + * @see GLJPanel#display + */ + public synchronized final void sDisplay() + { + boolean ok = true; + + long _s = System.currentTimeMillis(); + + if(!cvsIsInit()) + return; + + if( glj.gljMakeCurrent() == false ) { + System.out.println("GLJPanel: problem in use() method"); + return; + } + + if(ok) + { + display(); + _f_dur_self = System.currentTimeMillis()-_s; + if(GLContext.gljClassDebug) + { + _f_dur_self_sum+=_f_dur_self; + glj.gljCheckGL(); + } + + int glFormat; + int glComps; + int awtFormat; + + glFormat = (rgba == true)?GL_RGBA:GL_RGB; + glComps = (rgba == true)?4:3; + awtFormat = (rgba == true)?BufferedImage.TYPE_INT_ARGB: + BufferedImage.TYPE_INT_RGB; + + Dimension size = null; + if(customOffScrnSize) + size=offScrnSize; + else + size=getSize(); + int w=size.width; + int h=size.height; + + long _s_tst = System.currentTimeMillis(); + + if(offImage==null || + offImage.getHeight()!=h || offImage.getWidth()!=w) + { + if(offImage!=null) + offImage.flush(); + offImage = new BufferedImage(w,h,awtFormat); + offImagePixels=new byte[w*h*glComps]; + dbInt = (DataBufferInt) + offImage.getRaster().getDataBuffer(); + + if(GLContext.gljClassDebug) + { + System.out.print("set offImage to size: "+size+ + "(hw size: "+w+"x"+h+"), type: "); + switch(glFormat) { + case GL_RGB: System.out.println("RGB"); break; + case GL_RGBA: System.out.println("RGBA"); break; + case GL_BGR_EXT: System.out.println("BGR"); break; + case GL_BGRA_EXT: System.out.println("BGRA"); break; + } + } + } + + glj.gljReadPixelGL2AWT(0,0,w,h,glFormat,GL_UNSIGNED_BYTE, + glj.isDoubleBuffer()?GL_BACK:GL_FRONT, + offImagePixels, dbInt.getData()); + + //glj.gljSwap(); // no true swapping with offscreen buffers .. + + if(GLContext.gljClassDebug) + _f_dur_tst_sum+=System.currentTimeMillis()-_s_tst; + + if(GLContext.gljClassDebug) + glj.gljCheckGL(); + glj.gljFree(); // enable ctx for threads ... + + if(!customOffScrnSize) + gr.drawImage(offImage, 0, 0, this); + else { + size=super.getSize(); + gr.drawImage(offImage, 0, 0, size.width, size.height, this); + } + + _f_dur_total = System.currentTimeMillis()-_s; + if(GLContext.gljClassDebug) + { + _f_dur_total_sum+=_f_dur_total; + if(++_f_dur_times==100) + { + System.out.println("self p 100: "+ + (double)(_f_dur_self_sum/100)/1000.0+" s"); + + System.out.println("tst p 100: "+ + (double)(_f_dur_tst_sum/100)/1000.0+" s"); + + System.out.println("gl-bitblit p 100: "+ + (double)((_f_dur_total_sum-_f_dur_self_sum)/100)/1000.0+" s"); + System.out.println("total p 100: "+ + (double)(_f_dur_total_sum/100)/1000.0+" s"); + + _f_dur_self_sum=0; + _f_dur_tst_sum=0; + _f_dur_total_sum=0; + _f_dur_times=0; + } + } + + } + + } + + /** + * + * 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 GLJPanel#sDisplay + * @see GLJPanel#paint + */ + public void display() + { + } + + /** + * + * 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 GLJPanel#paint + * @see GLJPanel#doubleBuffer + * @see GLJPanel#stereoView + * @see GLJPanel#rgba + * @see GLJPanel#stencilBits + * @see GLJPanel#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 GLJPanel#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 GLJPanel#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 GLJPanel#paint + * @see GLJPanel#init + */ + public boolean cvsIsInit() + { + return cvsInitialized; + } + + protected long _f_dur_self = 0; + protected long _f_dur_self_sum = 0; + protected long _f_dur_tst_sum = 0; + protected long _f_dur_total = 0; + protected long _f_dur_total_sum = 0; + protected int _f_dur_times = 0; + + /** + * + * 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 GLJPanel.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. + * + * GLJPanel.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 GLJPanel#paint + * @see GLJPanel#sDisplay + */ + public void reshape( int width, int height ) + { + if(GLContext.gljClassDebug) + System.out.println("GLJPanel::reshape bounds("+getBounds()+")"); + 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 GLJPanel#paint + * @see GLJPanel#reshape + */ + public void componentResized(ComponentEvent e) + { + if(GLContext.gljClassDebug) + System.out.println("GLJPanel::componentResized("+e.getComponent()+")"); + if(glj!=null && glj.gljIsInit() && e.getComponent()==this ) + { + mustResize = true; + //repaint(); + } + } + + public void componentMoved(ComponentEvent e) + { + /* + if(GLContext.gljClassDebug) + System.out.print("GLJPanel::componentMoved("+e.getComponent()+")"); + if(e.getComponent().equals(topLevelWindow)) + { + repaint(); + } + */ + } + + public void componentShown(ComponentEvent e) + { + } + + public void componentHidden(ComponentEvent e) + { + } + + public void mouseClicked(MouseEvent e) + { + } + public void mouseEntered(MouseEvent e) + { + /* + if(GLContext.gljClassDebug) + System.out.print("GLJPanel::mouseEntered("+e.getComponent()+")"); + if(e.getComponent().equals(topLevelWindow)) + { + repaint(); + } + */ + } + 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) + { + } + + 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 GLJPanel#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. + } + + public Dimension getSize() + { + if(customOffScrnSize) + return offScrnSize; + return super.getSize(); + } + + /** + * get methods + */ + public final int cvsGetWidth() { + return getSize().width; + } + public final int cvsGetHeight() { + return getSize().height; + } +} + |