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-rw-r--r--gl4java/awt/GLAnimCanvas.java1562
1 files changed, 815 insertions, 747 deletions
diff --git a/gl4java/awt/GLAnimCanvas.java b/gl4java/awt/GLAnimCanvas.java
index 89b0970..b16206c 100644
--- a/gl4java/awt/GLAnimCanvas.java
+++ b/gl4java/awt/GLAnimCanvas.java
@@ -1,747 +1,815 @@
-/**
- * @(#) GLAnimCanvas.java
- */
-
-package gl4java.awt;
-
-import gl4java.*;
-
-import java.awt.*;
-import java.awt.event.*;
-import java.lang.Math;
-
-
-/**
- * This is meant as an base class writing
- * Animations. A clean usage of multi-threading compatible
- * with JAVA2 is implemented here !
- *
- * <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>
- * There are two ways of using a GLAnimCanvas: the {@link
- * gl4java.GLEventListener} model or the subclassing model. Earlier
- * versions of OpenGL for Java only supported the subclassing model.
- * The default implementations of {@link gl4java.awt.GLCanvas#init},
- * {@link gl4java.awt.GLCanvas#display},
- * {@link gl4java.awt.GLCanvas#reshape} and
- # {@link gl4java.awt.GLCanvas#doCleanup}
- * now send events to GLEventListeners; they can
- * still be overridden as before to support the subclassing model.
- *
- * <p>
- * If using the subclassing model, you should override the following
- * methods for your needs:
- * <pre>
- <a href="GLCanvas.html#init()">preInit - initialisation before creating GLContext</a>
- <a href="GLAnimCanvas.html#init()">init - 1st initialisation</a>
- <a href="GLCanvas.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a>
- <a href="GLAnimCanvas.html#display()">display - render one frame</a>
- <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize)</a>
- <a href="GLAnimCanvas.html#ReInit()">ReInit - ReInitialisation after stop for setSuspended(false)</a>
- * </pre>
- *
- * <p>
- *
- * This code uses repaint() to fire a sDisplay call by the AWT-Event thread !
- * and sleep to suspend for a given Frames per secounds value as default !!
- *
- * To switch this behavior for a better performance, and responsiveness
- * so that sDisplay is called by the animation thread itself
- * call:
- *
- * <pre>
- <a href="GLAnimCanvas.html#setUseRepaint(boolean)">setUseRepaint(false)</a>
- * </pre>
- * <p>
- *
- * This code sleep's for a given Frames per secounds after each frame
- * as default !!
- *
- * To switch this behavior for a better performance,
- * so that much frames are rendered as the machine can do !
- * call:
- *
- * <pre>
- <a href="GLAnimCanvas.html#setUseFpsSleep(boolean)">setUseFpsSleep(false)</a>
- * </pre>
- * <p>
- * But be sure, that the other threads may not have enough time or i
- * may not get the cpu power ...
- *
- * The following settings for setUseRepaint and setUseFpsSleep looks fine:
- *
- * <pre>
- <p>
- A JVM with operating system threads has: <b>native-threads</b>
- <p>
- A JVM where all JVM threads runs in one operating-system-thread
- has: <b>green-threads</b>
-
- <a name="table">
- <table border>
- <tr>
- <th><th>green-threads<th>native-threads
- <tr>
- <td align=center><a href="GLAnimCanvas.html#setUseRepaint(boolean)"><code>setUseRepaint</code></a>
- <td align=center><code>true</code>
- <td align=center><code> true & false </code>
- <tr>
- <td align=center><a href="GLAnimCanvas.html#setUseFpsSleep(boolean)"><code>setUseFpsSleep</code></a>
- <td align=center><code>true</code>
- <td align=center><code> true & false </code>
-
- </table>
- </a>
- * </pre>
- *
- * If you play with setUseRepaint or setUseFpsSleep,
- * be shure to have a Java VM with native-thread support,
- * because a GL-Context can be shared by many threads,
- * but one thread can have just one GL-Context !
- *
- * <p>
- *
- * Since GL4Java 2.5.2 and using a JVM >= 1.3
- * the multithreading support is stable !
- *
- * <p>
- *
- * (comments welcome)
- *
- * <p>
- * To use real fps settings, the following functions provides you to do so:
- * <pre>
- <a href="GLAnimCanvas.html#setAnimateFps(double)">setAnimateFps</a>
- <a href="GLAnimCanvas.html#getMaxFps()">getMaxFps</a>
- * </pre>
- * Like the first animation run, this class renders a view frames (default 10)
- * to subtract the render time from the sleep time !
- *
- * @see gl4java.awt.GLCanvas
- * @version 2.0, 21. April 1999
- * @author Sven Goethel
- *
- */
-public class GLAnimCanvas extends GLCanvas
- implements Runnable
-{
- /**
- * To support frames per scounds,
- * instead of killing the machine :-)
- *
- * A little GUI is supported !
- *
- * @see gl4java.awt.GLAnimCanvas#run
- */
- protected double FramesPerSec=20;
- protected long mSecPerFrame=0;
-
- protected static int globalThreadNumber=0;
-
- public static int getGlobalThreadNumber()
- {
- return globalThreadNumber;
- }
-
- /**
- * the delays ..
- */
- protected long dFpsMilli = 0;
-
- /**
- * The thread for referencing Thread (Animation)
- *
- * @see gl4java.awt.GLAnimCanvas#stop
- * @see gl4java.awt.GLAnimCanvas#start
- * @see gl4java.awt.GLAnimCanvas#run
- */
- protected Thread killme = null;
-
- /**
- * Instead of using suspend (JAVA2)
- *
- * @see gl4java.awt.GLAnimCanvas#run
- */
- protected boolean threadSuspended = false;
-
- static {
- if(GLContext.loadNativeLibraries(null, null, null)==false)
- System.out.println("GLAnimCanvas could not load def. native libs.");
- }
-
- /**
- *
- * Constructor
- *
- * @see gl4java.awt.GLCanvas#GLCanvas
- *
- */
- public GLAnimCanvas( int width, int height,
- String gl_Name,
- String glu_Name
- )
- {
- super( width, height, gl_Name, glu_Name );
- setAnimateFps(FramesPerSec);
- }
-
- /**
- *
- * Constructor
- *
- * Uses the default GLFunc and GLUFunc implementation !
- *
- * @see gl4java.awt.GLCanvas#GLCanvas
- *
- */
- public GLAnimCanvas( int width, int height )
- {
- super( width, height);
- setAnimateFps(FramesPerSec);
- }
-
- /**
- *
- * Constructor
- *
- * @see gl4java.awt.GLCanvas#GLCanvas
- *
- */
- public GLAnimCanvas( GLCapabilities capabilities,
- int width, int height,
- String gl_Name,
- String glu_Name
- )
- {
- super( capabilities, width, height, gl_Name, glu_Name );
- setAnimateFps(FramesPerSec);
- }
-
- /**
- *
- * Constructor
- *
- * Uses the default GLFunc and GLUFunc implementation !
- *
- * @see gl4java.awt.GLCanvas#GLCanvas
- *
- */
- public GLAnimCanvas( GLCapabilities capabilities,
- int width, int height )
- {
- super( capabilities, width, height);
- setAnimateFps(FramesPerSec);
- }
-
- /**
- *
- * Constructor
- *
- * @see gl4java.awt.GLCanvas#GLCanvas
- */
- public GLAnimCanvas( GraphicsConfiguration config,
- GLCapabilities capabilities,
- int width, int height,
- String gl_Name,
- String glu_Name
- )
- {
- super( config, capabilities,
- width, height, gl_Name, glu_Name );
- setAnimateFps(FramesPerSec);
- }
-
- /**
- *
- * Constructor
- *
- * Uses the default GLFunc and GLUFunc implementation !
- *
- * @see gl4java.awt.GLCanvas#GLCanvas
- */
- public GLAnimCanvas( GraphicsConfiguration config,
- GLCapabilities capabilities,
- int width, int height )
- {
- super( config, capabilities,
- width, height);
- setAnimateFps(FramesPerSec);
- }
-
- /**
- * ReInit should be overwritten by you,
- * to enter your re-initialisation within setSuspended(false)
- *
- * @see gl4java.awt.GLAnimCanvas#setSuspended
- */
- public void ReInit()
- {
- }
-
- protected boolean useRepaint = true;
-
- protected boolean useFpsSleep = true;
-
- /**
- * The normal behavior is to use 'repaint'
- * within the AWT-Event Thread to render.
- * <p>
- * If you have serious reasons, e.g. measuring performance,
- * you can change it while invoke this function with 'false'.
- * In this case, the thread itself calls the sDisplay method !
- *
- * On fast good multi-threading machines (native-thread-JVM),
- * this should increase the performance and the responsiveness !
- * <p>
- *
- * @param b if true, uses repaint (default), otherwise directly sDisplay
- * @see gl4java.awt.GLCanvas#sDisplay
- * @see gl4java.awt.GLAnimCanvas#setUseFpsSleep
- */
- public void setUseRepaint(boolean b)
- {
- useRepaint = b;
- }
-
- /**
- * The normal behavior is to use FpsSleep
- *
- * But you can overwrite this behavior and
- * drop the Frame Per Secound sleeps -
- * so that much frames are rendered as the machine can do !
- * <p>
- *
- * @param b if true, uses Fps sleeping, else not !
- * @see gl4java.awt.GLCanvas#sDisplay
- * @see gl4java.awt.GLAnimCanvas#setUseRepaint
- */
- public void setUseFpsSleep(boolean b)
- {
- useFpsSleep = b;
- }
-
- public boolean getUseRepaint()
- {
- return useRepaint;
- }
-
- public boolean getUseFpsSleep()
- {
- return useFpsSleep;
- }
-
- /**
- * HERE WE DO HAVE OUR RUNNING THREAD !
- * WE NEED STUFF LIKE THAT FOR ANIMATION ;-)
- */
- public void start()
- {
- if(killme == null)
- {
- killme = new Thread(this);
- killme.start();
-
- resetFpsCounter();
- }
- }
-
- public synchronized void stop()
- {
- killme = null;
- threadSuspended=false;
-
- notifyAll();
- }
-
- /**
- * 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 gl4java.awt.GLCanvas#cvsDispose
- * @see gl4java.awt.GLCanvas#doCleanup
- */
- public void cvsDispose()
- {
- stop();
- super.cvsDispose();
- }
-
- protected boolean shallWeRender = true;
- protected boolean isRunning = false;
-
- private long _fDelay = 0;
- private long _fDelay_Frames = 10;
- private boolean _fDelaySync=true;
- private boolean _fDelayRun=false;
-
- /**
- * The running loop for animations
- * which initiates the call of display
- *
- * @see gl4java.awt.GLAnimCanvas#setSuspended
- * @see gl4java.awt.GLCanvas#display
- */
- public void run()
- {
- Thread thisThread = Thread.currentThread();
-
- isRunning = true;
-
- synchronized (this) {
- globalThreadNumber++;
- }
-
- while (killme==thisThread)
- {
- if(cvsIsInit())
- {
- /* DRAW THE TINGS .. */
- if (shallWeRender)
- {
- if(useRepaint)
- repaint();
- else
- sDisplay();
- } else {
- synchronized (this) {
- threadSuspended=true;
- }
- }
-
- if(fps_isCounting)
- fps_frames++;
-
- }
-
- try {
- if(useFpsSleep)
- {
- if(useRepaint)
- {
- if(mSecPerFrame<_f_dur)
- dFpsMilli=_f_dur;
- else
- dFpsMilli=mSecPerFrame;
- }
- else
- {
- dFpsMilli= mSecPerFrame - _f_dur;
- if (dFpsMilli<=0)
- dFpsMilli= 1;
- }
-
- Thread.currentThread().sleep(dFpsMilli, 0 );
- } else {
- Thread.yield();
- }
-
- if (threadSuspended) {
- stopFpsCounter();
- synchronized (this) {
- while (threadSuspended)
- wait();
- }
- }
- } catch (InterruptedException e)
- {}
- }
-
- if(glj!=null)
- glj.gljFree(); // just to be sure ..
-
- synchronized (this) {
- globalThreadNumber--;
- }
-
- isRunning = false;
- }
-
- /**
- * Here we can (re)start or suspend animation ...
- *
- * If the thread should be (re)started and is not alive -> killed,
- * or never be started, it will be started !
- *
- * @param suspend if true the thread will be suspended,
- * if false, the thread will be (re)started
- *
- * @see gl4java.awt.GLAnimCanvas#isAlive
- * @see gl4java.awt.GLAnimCanvas#start
- */
- public void setSuspended(boolean suspend)
- {
- setSuspended(suspend, false);
- }
-
- /**
- * Here we can (re)start or suspend animation ...
- *
- * If the thread should be (re)started and is not alive -> killed,
- * or never be started, it will be started !
- *
- * @param suspend if true the thread will be suspended,
- * if false, the thread will be (re)started
- *
- * @param reInit if true the ReInit will be called additionally,
- * where the user can set additional initialisations
- *
- * @see gl4java.awt.GLAnimCanvas#isAlive
- * @see gl4java.awt.GLAnimCanvas#start
- * @see gl4java.awt.GLAnimCanvas#run
- */
- public synchronized void setSuspended(boolean suspend, boolean reInit)
- {
- if(suspend) {
- shallWeRender=false;
- } else if(isAlive()==false) {
- start();
- } else {
- // the thread is alive, but suspended and should be
- // re-started
- shallWeRender=true;
- resetFpsCounter();
-
- if(reInit)
- ReInit();
-
- threadSuspended=false;
- notifyAll();
- }
- }
-
- /**
- * is the thread alive, means is started and not died ?
- *
- * @see gl4java.awt.GLAnimCanvas#run
- * @see gl4java.awt.GLAnimCanvas#setSuspended
- * @see gl4java.awt.GLAnimCanvas#start
- * @see gl4java.awt.GLAnimCanvas#stop
- */
- public boolean isAlive()
- {
- if(killme==null) return false;
- return killme.isAlive();
- }
-
- /**
- * is the thread suspended, means is started but waiting,
- * or not alive (ok :-| - but it is practical)
- *
- * @see gl4java.awt.GLAnimCanvas#run
- * @see gl4java.awt.GLAnimCanvas#setSuspended
- * @see gl4java.awt.GLAnimCanvas#start
- * @see gl4java.awt.GLAnimCanvas#stop
- */
- public boolean isSuspended()
- {
- if(killme==null) return true;
- return threadSuspended;
- }
-
- private double fps=0; // frame-per-sec
- private long fps_duration =0; // milli-secs
- private long fps_start=0; // milli-secs
- private long fps_frames =0; // number of frames
- private boolean fps_isCounting =true; // shall i count
-
- /**
- * resets the Fps Counter
- * <p>
- * this function is called automatically by
- * start and after setSuspended suspends the
- * animation thread !
- *
- * @see gl4java.awt.GLAnimCanvas#start
- * @see gl4java.awt.GLAnimCanvas#setSuspended
- * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
- * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
- * @see gl4java.awt.GLAnimCanvas#getFps
- * @see gl4java.awt.GLAnimCanvas#getFpsDuration
- * @see gl4java.awt.GLAnimCanvas#getFpsFrames
- * @see gl4java.awt.GLAnimCanvas#setVerboseFps
- */
- public void resetFpsCounter()
- {
- fps=0; // frame-per-sec
- fps_duration =0; // milli-secs
- fps_frames =0; // number of frames
- fps_isCounting =true; // shall i count
- fps_start=System.currentTimeMillis();
- }
-
- /**
- * stops the Fps Counter and sets all values
- * fot the getFps* methods
- * <p>
- * this function is called automatically by
- * run, if the thread is suspended via setSuspended(true)
- * <p>
- * All data's are print out on System.out
- * if GLContext.gljClassDebug is set !
- *
- * @see gl4java.awt.GLAnimCanvas#run
- * @see gl4java.awt.GLAnimCanvas#setSuspended
- * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
- * @see gl4java.awt.GLAnimCanvas#getFps
- * @see gl4java.awt.GLAnimCanvas#getFpsDuration
- * @see gl4java.awt.GLAnimCanvas#getFpsFrames
- * @see gl4java.awt.GLAnimCanvas#setVerboseFps
- */
- public void stopFpsCounter()
- {
- if(fps_isCounting==true)
- {
- long fps_end=System.currentTimeMillis();
- fps_duration = fps_end-fps_start;
- double timed= ((double)fps_duration)/1000.0;
- if(timed==0) timed=1.0;
- fps = ((double)fps_frames)/timed ;
- fps_isCounting=false;
- }
- if(GLContext.gljClassDebug)
- {
- System.out.println("\nfps = "+String.valueOf(fps));
- System.out.println("time = "+String.valueOf(fps_duration)+" ms");
- System.out.println("frames = "+String.valueOf(fps_frames));
- if(fps_frames==0) fps_frames=1;
- System.out.println("time/f = "+String.valueOf(fps_duration/fps_frames)+" ms");
- }
- }
-
- /**
- * sets if the Fps data shall be printed to System.out
- * while stopFpsCounter is called !
- * <p>
- * GLContext.gljClassDebug is set to true by default !
- *
- * @see gl4java.awt.GLAnimCanvas#run
- * @see gl4java.awt.GLAnimCanvas#setSuspended
- * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
- * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
- * @see gl4java.awt.GLAnimCanvas#getFps
- * @see gl4java.awt.GLAnimCanvas#getFpsDuration
- * @see gl4java.awt.GLAnimCanvas#getFpsFrames
- * @see gl4java.awt.GLAnimCanvas#setVerboseFps
- *
- * @deprecated Now GLContext.gljClassDebug is used !
- * calculated, no pre-sync needed.
- * @see gl4java.GLContext#gljClassDebug
- */
- public void setVerboseFps(boolean v)
- {
- System.out.println("GLAnimCanvas.setVerboseFps(boolean) is deprecated and without functionality. Please set gl4java.GLContext.gljClassDebug instead for verbose output !");
- }
-
- /**
- * returns the calculated frames per secounds
- * <p>
- * this data is avaiable after calling stopFpsCounter
- *
- * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
- * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
- * @see gl4java.awt.GLAnimCanvas#getFps
- * @see gl4java.awt.GLAnimCanvas#getFpsDuration
- * @see gl4java.awt.GLAnimCanvas#getFpsFrames
- * @see gl4java.awt.GLAnimCanvas#setVerboseFps
- */
- public double getFps()
- {
- return fps;
- }
-
- /**
- * returns the calculated duration in millisecs
- * <p>
- * this data is avaiable after calling stopFpsCounter
- *
- * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
- * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
- * @see gl4java.awt.GLAnimCanvas#getFps
- * @see gl4java.awt.GLAnimCanvas#getFpsDuration
- * @see gl4java.awt.GLAnimCanvas#getFpsFrames
- * @see gl4java.awt.GLAnimCanvas#setVerboseFps
- */
- public long getFpsDuration()
- {
- return fps_duration;
- }
-
- /**
- * returns the calculated frames number
- * <p>
- * this data is avaiable after calling stopFpsCounter
- *
- * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
- * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
- * @see gl4java.awt.GLAnimCanvas#getFps
- * @see gl4java.awt.GLAnimCanvas#getFpsDuration
- * @see gl4java.awt.GLAnimCanvas#getFpsFrames
- * @see gl4java.awt.GLAnimCanvas#setVerboseFps
- */
- public long getFpsFrames()
- {
- return fps_frames;
- }
-
- /**
- * Just set the FramePerSecounds for Animation
- *
- * @deprecated Now the frames per seconds are allways
- * calculated, no pre-sync needed.
- * @see #setAnimateFps(double)
- */
- public void setAnimateFps(double fps, int synFrames)
- {
- setAnimateFps(fps);
- }
-
- /**
- * Just set the FramePerSecounds for Animation
- *
- * @see gl4java.awt.GLAnimCanvas#getMaxFps
- */
- public void setAnimateFps(double fps)
- {
- FramesPerSec=fps;
- mSecPerFrame = (long) ( (1.0/FramesPerSec) * 1000.0 ) ;
- if(GLContext.gljClassDebug)
- {
- System.out.println("\nset fps := "+
- String.valueOf(fps)+
- " -> "+String.valueOf(mSecPerFrame)+
- " [ms/frame]"
- );
- }
- resetFpsCounter();
- }
-
- /**
- * Just get the maximum number of Frames per secounds,
- * which is calculated with the time, one frame needs to render !
- *
- * this value is avaiable after the thread is started
- * and the first frames are rendered !
- *
- * @see gl4java.awt.GLAnimCanvas#setAnimateFps
- */
- public double getMaxFps()
- {
- return (1.0/(double)_f_dur)*1000.0;
- }
-
-}
-
+/**
+ * @(#) GLAnimCanvas.java
+ */
+
+package gl4java.awt;
+
+import gl4java.*;
+
+import java.awt.*;
+import java.awt.event.*;
+import java.lang.Math;
+
+
+/**
+ * This is meant as an base class writing
+ * Animations. A clean usage of multi-threading compatible
+ * with JAVA2 is implemented here !
+ *
+ * <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>
+ * There are two ways of using a GLAnimCanvas: the {@link
+ * gl4java.GLEventListener} model or the subclassing model. Earlier
+ * versions of OpenGL for Java only supported the subclassing model.
+ * The default implementations of {@link gl4java.awt.GLCanvas#init},
+ * {@link gl4java.awt.GLCanvas#display},
+ * {@link gl4java.awt.GLCanvas#reshape} and
+ # {@link gl4java.awt.GLCanvas#doCleanup}
+ * now send events to GLEventListeners; they can
+ * still be overridden as before to support the subclassing model.
+ *
+ * <p>
+ * If using the subclassing model, you should override the following
+ * methods for your needs:
+ * <pre>
+ <a href="GLCanvas.html#init()">preInit - initialisation before creating GLContext</a>
+ <a href="GLAnimCanvas.html#init()">init - 1st initialisation</a>
+ <a href="GLCanvas.html#doCleanup()">doCleanup - OGL cleanup prior to context deletion</a>
+ <a href="GLAnimCanvas.html#display()">display - render one frame</a>
+ <a href="GLCanvas.html#reshape(int, int)">reshape - to reshape (window resize)</a>
+ <a href="GLAnimCanvas.html#ReInit()">ReInit - ReInitialisation after stop for setSuspended(false)</a>
+ * </pre>
+ *
+ * <p>
+ *
+ * This code uses repaint() to fire a sDisplay call by the AWT-Event thread !
+ * and sleep to suspend for a given Frames per secounds value as default !!
+ *
+ * To switch this behavior for a better performance, and responsiveness
+ * so that sDisplay is called by the animation thread itself
+ * call:
+ *
+ * <pre>
+ <a href="GLAnimCanvas.html#setUseRepaint(boolean)">setUseRepaint(false)</a>
+ * </pre>
+ * <p>
+ *
+ * This code sleep's for a given Frames per secounds after each frame
+ * as default !!
+ *
+ * To switch this behavior for a better performance,
+ * so that much frames are rendered as the machine can do !
+ * call:
+ *
+ * <pre>
+ <a href="GLAnimCanvas.html#setUseFpsSleep(boolean)">setUseFpsSleep(false)</a>
+ * </pre>
+ * <p>
+ * But be sure, that the other threads may not have enough time or i
+ * may not get the cpu power ...
+ *
+ * The following settings for setUseRepaint and setUseFpsSleep looks fine:
+ *
+ * <pre>
+ <p>
+ A JVM with operating system threads has: <b>native-threads</b>
+ <p>
+ A JVM where all JVM threads runs in one operating-system-thread
+ has: <b>green-threads</b>
+
+ <a name="table">
+ <table border>
+ <tr>
+ <th><th>green-threads<th>native-threads
+ <tr>
+ <td align=center><a href="GLAnimCanvas.html#setUseRepaint(boolean)"><code>setUseRepaint</code></a>
+ <td align=center><code>true</code>
+ <td align=center><code> true & false </code>
+ <tr>
+ <td align=center><a href="GLAnimCanvas.html#setUseFpsSleep(boolean)"><code>setUseFpsSleep</code></a>
+ <td align=center><code>true</code>
+ <td align=center><code> true & false </code>
+
+ </table>
+ </a>
+ * </pre>
+ *
+ * If you play with setUseRepaint or setUseFpsSleep,
+ * be shure to have a Java VM with native-thread support,
+ * because a GL-Context can be shared by many threads,
+ * but one thread can have just one GL-Context !
+ *
+ * <p>
+ *
+ * Since GL4Java 2.5.2 and using a JVM >= 1.3
+ * the multithreading support is stable !
+ *
+ * <p>
+ *
+ * (comments welcome)
+ *
+ * <p>
+ * To use real fps settings, the following functions provides you to do so:
+ * <pre>
+ <a href="GLAnimCanvas.html#setAnimateFps(double)">setAnimateFps</a>
+ <a href="GLAnimCanvas.html#getMaxFps()">getMaxFps</a>
+ * </pre>
+ * Like the first animation run, this class renders a view frames (default 10)
+ * to subtract the render time from the sleep time !
+ *
+ * @see gl4java.awt.GLCanvas
+ * @version 2.0, 21. April 1999
+ * @author Sven Goethel
+ *
+ */
+public class GLAnimCanvas extends GLCanvas
+ implements Runnable
+{
+ /**
+ * To support frames per scounds,
+ * instead of killing the machine :-)
+ *
+ * A little GUI is supported !
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ */
+ protected double FramesPerSec=20;
+ protected long mSecPerFrame=0;
+
+ protected static int globalThreadNumber=0;
+
+ public static int getGlobalThreadNumber()
+ {
+ return globalThreadNumber;
+ }
+
+ /**
+ * the delays ..
+ */
+ protected long dFpsMilli = 0;
+
+ /**
+ * The thread for referencing Thread (Animation)
+ *
+ * @see gl4java.awt.GLAnimCanvas#stop
+ * @see gl4java.awt.GLAnimCanvas#start
+ * @see gl4java.awt.GLAnimCanvas#run
+ */
+ protected Thread killme = null;
+
+ /**
+ * Instead of using suspend (JAVA2)
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ */
+ protected boolean threadSuspended = false;
+
+ static {
+ if(GLContext.loadNativeLibraries(null, null, null)==false)
+ System.out.println("GLAnimCanvas could not load def. native libs.");
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ *
+ */
+ public GLAnimCanvas( int width, int height,
+ String gl_Name,
+ String glu_Name
+ )
+ {
+ super( width, height, gl_Name, glu_Name );
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ *
+ */
+ public GLAnimCanvas( int width, int height )
+ {
+ super( width, height);
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ *
+ */
+ public GLAnimCanvas( GLCapabilities capabilities,
+ int width, int height,
+ String gl_Name,
+ String glu_Name
+ )
+ {
+ super( capabilities, width, height, gl_Name, glu_Name );
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ *
+ */
+ public GLAnimCanvas( GLCapabilities capabilities,
+ int width, int height )
+ {
+ super( capabilities, width, height);
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ */
+ public GLAnimCanvas( GraphicsConfiguration config,
+ GLCapabilities capabilities,
+ int width, int height,
+ String gl_Name,
+ String glu_Name
+ )
+ {
+ super( config, capabilities,
+ width, height, gl_Name, glu_Name );
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ *
+ * Constructor
+ *
+ * Uses the default GLFunc and GLUFunc implementation !
+ *
+ * @see gl4java.awt.GLCanvas#GLCanvas
+ */
+ public GLAnimCanvas( GraphicsConfiguration config,
+ GLCapabilities capabilities,
+ int width, int height )
+ {
+ super( config, capabilities,
+ width, height);
+ setAnimateFps(FramesPerSec);
+ }
+
+ /**
+ * ReInit should be overwritten by you,
+ * to enter your re-initialisation within setSuspended(false)
+ *
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ */
+ public void ReInit()
+ {
+ }
+
+ protected boolean useRepaint = true;
+
+ protected boolean useFpsSleep = true;
+
+ protected boolean useYield = true;
+
+ protected boolean useSDisplay = true;
+
+ /**
+ * The normal behavior is to use 'repaint'
+ * within the AWT-Event Thread to render.
+ * <p>
+ * If you have serious reasons, e.g. measuring performance,
+ * you can change it while invoke this function with 'false'.
+ * In this case, the thread itself calls the sDisplay method !
+ *
+ * On fast good multi-threading machines (native-thread-JVM),
+ * this should increase the performance and the responsiveness !
+ * <p>
+ *
+ * @param b if true, uses repaint (default), otherwise directly sDisplay
+ * @see gl4java.awt.GLCanvas#sDisplay
+ * @see gl4java.awt.GLAnimCanvas#setUseFpsSleep
+ */
+ public void setUseRepaint(boolean b)
+ {
+ useRepaint = b;
+ }
+
+ /**
+ * The normal behavior is to use FpsSleep
+ *
+ * But you can overwrite this behavior and
+ * drop the Frame Per Secound sleeps -
+ * so that much frames are rendered as the machine can do !
+ * <p>
+ *
+ * @param b if true, uses Fps sleeping, else not !
+ * @see gl4java.awt.GLCanvas#sDisplay
+ * @see gl4java.awt.GLAnimCanvas#setUseRepaint
+ */
+ public void setUseFpsSleep(boolean b)
+ {
+ useFpsSleep = b;
+ }
+
+ /** If useFpsSleep is disabled, the library still performs a
+ Thread.yield() automatically -- use this to disable this */
+ public void setUseYield(boolean b) {
+ useYield = b;
+ }
+
+ /** The default behavior, if not using repaints, is to call
+ sDisplay() in the thread's main loop; set this to false to
+ call display() directly. */
+ public void setUseSDisplay(boolean val) {
+ useSDisplay = val;
+ }
+
+ public boolean getUseRepaint()
+ {
+ return useRepaint;
+ }
+
+ public boolean getUseFpsSleep()
+ {
+ return useFpsSleep;
+ }
+
+ public boolean getUseYield()
+ {
+ return useYield;
+ }
+
+ public boolean getUseSDisplay()
+ {
+ return useSDisplay;
+ }
+
+ /**
+ * HERE WE DO HAVE OUR RUNNING THREAD !
+ * WE NEED STUFF LIKE THAT FOR ANIMATION ;-)
+ */
+ public void start()
+ {
+ if(killme == null)
+ {
+ killme = new Thread(this);
+ killme.start();
+
+ resetFpsCounter();
+ }
+ }
+
+ public synchronized void stop()
+ {
+ killme = null;
+ threadSuspended=false;
+
+ notifyAll();
+ }
+
+ /**
+ * 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 gl4java.awt.GLCanvas#cvsDispose
+ * @see gl4java.awt.GLCanvas#doCleanup
+ */
+ public void cvsDispose()
+ {
+ stop();
+ super.cvsDispose();
+ }
+
+ protected boolean shallWeRender = true;
+ protected boolean isRunning = false;
+
+ private long _fDelay = 0;
+ private long _fDelay_Frames = 10;
+ private boolean _fDelaySync=true;
+ private boolean _fDelayRun=false;
+
+ /**
+ * The running loop for animations
+ * which initiates the call of display
+ *
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLCanvas#display
+ */
+ public void run()
+ {
+ Thread thisThread = Thread.currentThread();
+
+ isRunning = true;
+
+ boolean firstRender = true;
+
+ int numInitRetries = 1;
+ int numMakeCurrentRetries = 1;
+
+ synchronized (this) {
+ globalThreadNumber++;
+ }
+
+ while (killme==thisThread)
+ {
+ if(cvsIsInit())
+ {
+ if (firstRender) {
+ if (!getAutoMakeContextCurrent()) {
+ synchronized (this) {
+ if (!glj.gljMakeCurrent()) {
+ System.err.println("Error making context current (" +
+ numMakeCurrentRetries + ")...");
+ ++numMakeCurrentRetries;
+ try {
+ Thread.currentThread().sleep(100);
+ } catch (Exception e) {
+ }
+ continue;
+ }
+ }
+ System.err.println("Context made current in AnimCanvas's thread");
+ }
+ firstRender = false;
+ }
+
+ /* DRAW THE TINGS .. */
+ if (shallWeRender)
+ {
+ if(useRepaint)
+ repaint();
+ else {
+ if (useSDisplay) {
+ sDisplay();
+ } else {
+ display();
+ }
+ }
+ } else {
+ synchronized (this) {
+ threadSuspended=true;
+ }
+ }
+
+ if(fps_isCounting)
+ fps_frames++;
+
+ } else {
+ System.err.println("Waiting for canvas to initialize (" +
+ numInitRetries + ")...");
+ ++numInitRetries;
+ try {
+ Thread.currentThread().sleep(100);
+ } catch (Exception e) {
+ }
+ }
+
+ try {
+ if(useFpsSleep)
+ {
+ if(useRepaint)
+ {
+ if(mSecPerFrame<_f_dur)
+ dFpsMilli=_f_dur;
+ else
+ dFpsMilli=mSecPerFrame;
+ }
+ else
+ {
+ dFpsMilli= mSecPerFrame - _f_dur;
+ if (dFpsMilli<=0)
+ dFpsMilli= 1;
+ }
+
+ Thread.currentThread().sleep(dFpsMilli, 0 );
+ } else {
+ if (useYield) {
+ Thread.yield();
+ }
+ }
+
+ if (threadSuspended) {
+ stopFpsCounter();
+ synchronized (this) {
+ while (threadSuspended)
+ wait();
+ }
+ }
+ } catch (InterruptedException e)
+ {}
+ }
+
+ if (getAutoMakeContextCurrent()) {
+ if(glj!=null)
+ glj.gljFree(); // just to be sure ..
+ }
+
+ synchronized (this) {
+ globalThreadNumber--;
+ }
+
+ isRunning = false;
+ }
+
+ /**
+ * Here we can (re)start or suspend animation ...
+ *
+ * If the thread should be (re)started and is not alive -> killed,
+ * or never be started, it will be started !
+ *
+ * @param suspend if true the thread will be suspended,
+ * if false, the thread will be (re)started
+ *
+ * @see gl4java.awt.GLAnimCanvas#isAlive
+ * @see gl4java.awt.GLAnimCanvas#start
+ */
+ public void setSuspended(boolean suspend)
+ {
+ setSuspended(suspend, false);
+ }
+
+ /**
+ * Here we can (re)start or suspend animation ...
+ *
+ * If the thread should be (re)started and is not alive -> killed,
+ * or never be started, it will be started !
+ *
+ * @param suspend if true the thread will be suspended,
+ * if false, the thread will be (re)started
+ *
+ * @param reInit if true the ReInit will be called additionally,
+ * where the user can set additional initialisations
+ *
+ * @see gl4java.awt.GLAnimCanvas#isAlive
+ * @see gl4java.awt.GLAnimCanvas#start
+ * @see gl4java.awt.GLAnimCanvas#run
+ */
+ public synchronized void setSuspended(boolean suspend, boolean reInit)
+ {
+ if(suspend) {
+ shallWeRender=false;
+ } else if(isAlive()==false) {
+ start();
+ } else {
+ // the thread is alive, but suspended and should be
+ // re-started
+ shallWeRender=true;
+ resetFpsCounter();
+
+ if(reInit)
+ ReInit();
+
+ threadSuspended=false;
+ notifyAll();
+ }
+ }
+
+ /**
+ * is the thread alive, means is started and not died ?
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLAnimCanvas#start
+ * @see gl4java.awt.GLAnimCanvas#stop
+ */
+ public boolean isAlive()
+ {
+ if(killme==null) return false;
+ return killme.isAlive();
+ }
+
+ /**
+ * is the thread suspended, means is started but waiting,
+ * or not alive (ok :-| - but it is practical)
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLAnimCanvas#start
+ * @see gl4java.awt.GLAnimCanvas#stop
+ */
+ public boolean isSuspended()
+ {
+ if(killme==null) return true;
+ return threadSuspended;
+ }
+
+ private double fps=0; // frame-per-sec
+ private long fps_duration =0; // milli-secs
+ private long fps_start=0; // milli-secs
+ private long fps_frames =0; // number of frames
+ private boolean fps_isCounting =true; // shall i count
+
+ /**
+ * resets the Fps Counter
+ * <p>
+ * this function is called automatically by
+ * start and after setSuspended suspends the
+ * animation thread !
+ *
+ * @see gl4java.awt.GLAnimCanvas#start
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ */
+ public void resetFpsCounter()
+ {
+ fps=0; // frame-per-sec
+ fps_duration =0; // milli-secs
+ fps_frames =0; // number of frames
+ fps_isCounting =true; // shall i count
+ fps_start=System.currentTimeMillis();
+ }
+
+ /**
+ * stops the Fps Counter and sets all values
+ * fot the getFps* methods
+ * <p>
+ * this function is called automatically by
+ * run, if the thread is suspended via setSuspended(true)
+ * <p>
+ * All data's are print out on System.out
+ * if GLContext.gljClassDebug is set !
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ */
+ public void stopFpsCounter()
+ {
+ if(fps_isCounting==true)
+ {
+ long fps_end=System.currentTimeMillis();
+ fps_duration = fps_end-fps_start;
+ double timed= ((double)fps_duration)/1000.0;
+ if(timed==0) timed=1.0;
+ fps = ((double)fps_frames)/timed ;
+ fps_isCounting=false;
+ }
+ if(GLContext.gljClassDebug)
+ {
+ System.out.println("\nfps = "+String.valueOf(fps));
+ System.out.println("time = "+String.valueOf(fps_duration)+" ms");
+ System.out.println("frames = "+String.valueOf(fps_frames));
+ if(fps_frames==0) fps_frames=1;
+ System.out.println("time/f = "+String.valueOf(fps_duration/fps_frames)+" ms");
+ }
+ }
+
+ /**
+ * sets if the Fps data shall be printed to System.out
+ * while stopFpsCounter is called !
+ * <p>
+ * GLContext.gljClassDebug is set to true by default !
+ *
+ * @see gl4java.awt.GLAnimCanvas#run
+ * @see gl4java.awt.GLAnimCanvas#setSuspended
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ *
+ * @deprecated Now GLContext.gljClassDebug is used !
+ * calculated, no pre-sync needed.
+ * @see gl4java.GLContext#gljClassDebug
+ */
+ public void setVerboseFps(boolean v)
+ {
+ System.out.println("GLAnimCanvas.setVerboseFps(boolean) is deprecated and without functionality. Please set gl4java.GLContext.gljClassDebug instead for verbose output !");
+ }
+
+ /**
+ * returns the calculated frames per secounds
+ * <p>
+ * this data is avaiable after calling stopFpsCounter
+ *
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ */
+ public double getFps()
+ {
+ return fps;
+ }
+
+ /**
+ * returns the calculated duration in millisecs
+ * <p>
+ * this data is avaiable after calling stopFpsCounter
+ *
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ */
+ public long getFpsDuration()
+ {
+ return fps_duration;
+ }
+
+ /**
+ * returns the calculated frames number
+ * <p>
+ * this data is avaiable after calling stopFpsCounter
+ *
+ * @see gl4java.awt.GLAnimCanvas#resetFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#stopFpsCounter
+ * @see gl4java.awt.GLAnimCanvas#getFps
+ * @see gl4java.awt.GLAnimCanvas#getFpsDuration
+ * @see gl4java.awt.GLAnimCanvas#getFpsFrames
+ * @see gl4java.awt.GLAnimCanvas#setVerboseFps
+ */
+ public long getFpsFrames()
+ {
+ return fps_frames;
+ }
+
+ /**
+ * Just set the FramePerSecounds for Animation
+ *
+ * @deprecated Now the frames per seconds are allways
+ * calculated, no pre-sync needed.
+ * @see #setAnimateFps(double)
+ */
+ public void setAnimateFps(double fps, int synFrames)
+ {
+ setAnimateFps(fps);
+ }
+
+ /**
+ * Just set the FramePerSecounds for Animation
+ *
+ * @see gl4java.awt.GLAnimCanvas#getMaxFps
+ */
+ public void setAnimateFps(double fps)
+ {
+ FramesPerSec=fps;
+ mSecPerFrame = (long) ( (1.0/FramesPerSec) * 1000.0 ) ;
+ if(GLContext.gljClassDebug)
+ {
+ System.out.println("\nset fps := "+
+ String.valueOf(fps)+
+ " -> "+String.valueOf(mSecPerFrame)+
+ " [ms/frame]"
+ );
+ }
+ resetFpsCounter();
+ }
+
+ /**
+ * Just get the maximum number of Frames per secounds,
+ * which is calculated with the time, one frame needs to render !
+ *
+ * this value is avaiable after the thread is started
+ * and the first frames are rendered !
+ *
+ * @see gl4java.awt.GLAnimCanvas#setAnimateFps
+ */
+ public double getMaxFps()
+ {
+ return (1.0/(double)_f_dur)*1000.0;
+ }
+
+}
+