From 41f0cc8b1a0ab45d6aa05dfe1f5a522317864fd5 Mon Sep 17 00:00:00 2001
From: Kenneth Russel <kbrussel@alum.mit.edu>
Date: Tue, 8 Jul 2003 09:20:04 +0000
Subject: Added sharing of display lists and textures among OpenGL contexts
 through new methods in GLDrawableFactory; GLContext has not been exposed in
 the public API. Tested with new simple TestContextSharing demonstration on
 Windows, Linux and Mac OS X.

git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@10 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
---
 .../testContextSharing/TestContextSharing.java     | 270 +++++++++++++++++++++
 1 file changed, 270 insertions(+)
 create mode 100644 src/demos/testContextSharing/TestContextSharing.java

(limited to 'src/demos/testContextSharing')

diff --git a/src/demos/testContextSharing/TestContextSharing.java b/src/demos/testContextSharing/TestContextSharing.java
new file mode 100644
index 0000000..88f453a
--- /dev/null
+++ b/src/demos/testContextSharing/TestContextSharing.java
@@ -0,0 +1,270 @@
+/*
+ * Copyright (c) 2003 Sun Microsystems, Inc. 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.
+ * 
+ * Neither the name of Sun Microsystems, Inc. or the names of
+ * contributors may 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. SUN
+ * MIDROSYSTEMS, INC. ("SUN") AND ITS 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 SUN OR
+ * ITS 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
+ * 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.
+ * 
+ * Sun gratefully acknowledges that this software was originally authored
+ * and developed by Kenneth Bradley Russell and Christopher John Kline.
+ */
+
+package demos.testContextSharing;
+
+import java.awt.*;
+import java.util.*;
+
+import net.java.games.jogl.*;
+
+/** A simple demonstration of sharing of display lists between drawables. */
+
+public class TestContextSharing {
+  private int gearDisplayList;
+  private Frame delayedFrame;
+
+  public static void main(String[] args) {
+    new TestContextSharing().run(args);
+  }
+
+  public void run(String[] args) {
+    GLCanvas canvas1 = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities());
+    canvas1.addGLEventListener(new Listener());
+    canvas1.setSize(256, 256);
+    Frame frame1 = new Frame("Canvas 1");
+    frame1.setLayout(new BorderLayout());
+    frame1.add(canvas1, BorderLayout.CENTER);
+
+    GLCanvas canvas2 = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities(), canvas1);
+    canvas2.addGLEventListener(new Listener());
+    canvas2.setSize(256, 256);
+    Frame frame2 = new Frame("Canvas 2");
+    frame2.setLayout(new BorderLayout());
+    frame2.add(canvas2, BorderLayout.CENTER);
+
+    Random random = new Random(System.currentTimeMillis());
+    Frame frame;
+    if (random.nextBoolean()) {
+      frame = frame1;
+      delayedFrame = frame2;
+    } else {
+      frame = frame2;
+      delayedFrame = frame1;
+    }
+    System.err.println("Showing first frame");
+    frame.pack();
+    frame.show();
+    new Thread(new Runnable() {
+        public void run() {
+          try {
+            Thread.sleep(1000);
+          } catch (InterruptedException e) {
+          }
+          System.err.println("Showing other frame");
+          delayedFrame.pack();
+          delayedFrame.show();
+          delayedFrame.setLocation(256, 0);
+        }
+      }).start();
+  }
+
+  class Listener implements GLEventListener {
+    public void init(GLDrawable drawable) {
+      drawable.setGL(new DebugGL(drawable.getGL()));
+
+      GL gl = drawable.getGL();
+
+      float pos[] = { 5.0f, 5.0f, 10.0f, 0.0f };
+      gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, pos);
+      gl.glEnable(GL.GL_CULL_FACE);
+      gl.glEnable(GL.GL_LIGHTING);
+      gl.glEnable(GL.GL_LIGHT0);
+      gl.glEnable(GL.GL_DEPTH_TEST);
+
+      initializeDisplayList(gl);
+
+      gl.glEnable(GL.GL_NORMALIZE);
+    }
+
+    public void display(GLDrawable drawable) {
+      GL gl = drawable.getGL();
+
+      gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
+
+      System.err.println("Drawing display list " + gearDisplayList);
+      gl.glCallList(gearDisplayList);
+    }
+
+    public void reshape(GLDrawable drawable, int x, int y, int width, int height) {
+      GL gl = drawable.getGL();
+
+      float h = (float)height / (float)width;
+            
+      gl.glMatrixMode(GL.GL_PROJECTION);
+      gl.glLoadIdentity();
+      gl.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
+      gl.glMatrixMode(GL.GL_MODELVIEW);
+      gl.glLoadIdentity();
+      gl.glTranslatef(0.0f, 0.0f, -40.0f);
+    }
+
+    // Unused routines
+    public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
+  }
+
+  private synchronized void initializeDisplayList(GL gl) {
+    if (gearDisplayList != 0) {
+      return;
+    }
+
+    gearDisplayList = gl.glGenLists(1);
+    gl.glNewList(gearDisplayList, GL.GL_COMPILE);
+    float red[] = { 0.8f, 0.1f, 0.0f, 1.0f };
+    gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, red);
+    gear(gl, 1.0f, 4.0f, 1.0f, 20, 0.7f);
+    gl.glEndList();
+  }
+
+  private void gear(GL gl,
+                    float inner_radius,
+                    float outer_radius,
+                    float width,
+                    int teeth,
+                    float tooth_depth)
+  {
+    int i;
+    float r0, r1, r2;
+    float angle, da;
+    float u, v, len;
+
+    r0 = inner_radius;
+    r1 = outer_radius - tooth_depth / 2.0f;
+    r2 = outer_radius + tooth_depth / 2.0f;
+            
+    da = 2.0f * (float) Math.PI / teeth / 4.0f;
+            
+    gl.glShadeModel(GL.GL_FLAT);
+
+    gl.glNormal3f(0.0f, 0.0f, 1.0f);
+
+    /* draw front face */
+    gl.glBegin(GL.GL_QUAD_STRIP);
+    for (i = 0; i <= teeth; i++)
+      {
+        angle = i * 2.0f * (float) Math.PI / teeth;
+        gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
+        gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
+        if(i < teeth)
+          {
+            gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
+            gl.glVertex3f(r1 * (float)Math.cos(angle + 3.0f * da), r1 * (float)Math.sin(angle + 3.0f * da), width * 0.5f);
+          }
+      }
+    gl.glEnd();
+
+    /* draw front sides of teeth */
+    gl.glBegin(GL.GL_QUADS);
+    for (i = 0; i < teeth; i++)
+      {
+        angle = i * 2.0f * (float) Math.PI / teeth;
+        gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
+        gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), width * 0.5f);
+        gl.glVertex3f(r2 * (float)Math.cos(angle + 2.0f * da), r2 * (float)Math.sin(angle + 2.0f * da), width * 0.5f);
+        gl.glVertex3f(r1 * (float)Math.cos(angle + 3.0f * da), r1 * (float)Math.sin(angle + 3.0f * da), width * 0.5f);
+      }
+    gl.glEnd();
+    
+    /* draw back face */
+    gl.glBegin(GL.GL_QUAD_STRIP);
+    for (i = 0; i <= teeth; i++)
+      {
+        angle = i * 2.0f * (float) Math.PI / teeth;
+        gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
+        gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
+        gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
+        gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
+      }
+    gl.glEnd();
+    
+    /* draw back sides of teeth */
+    gl.glBegin(GL.GL_QUADS);
+    for (i = 0; i < teeth; i++)
+      {
+        angle = i * 2.0f * (float) Math.PI / teeth;
+        gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
+        gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), -width * 0.5f);
+        gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), -width * 0.5f);
+        gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
+      }
+    gl.glEnd();
+    
+    /* draw outward faces of teeth */
+    gl.glBegin(GL.GL_QUAD_STRIP);
+    for (i = 0; i < teeth; i++)
+      {
+        angle = i * 2.0f * (float) Math.PI / teeth;
+        gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), width * 0.5f);
+        gl.glVertex3f(r1 * (float)Math.cos(angle), r1 * (float)Math.sin(angle), -width * 0.5f);
+        u = r2 * (float)Math.cos(angle + da) - r1 * (float)Math.cos(angle);
+        v = r2 * (float)Math.sin(angle + da) - r1 * (float)Math.sin(angle);
+        len = (float)Math.sqrt(u * u + v * v);
+        u /= len;
+        v /= len;
+        gl.glNormal3f(v, -u, 0.0f);
+        gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), width * 0.5f);
+        gl.glVertex3f(r2 * (float)Math.cos(angle + da), r2 * (float)Math.sin(angle + da), -width * 0.5f);
+        gl.glNormal3f((float)Math.cos(angle), (float)Math.sin(angle), 0.0f);
+        gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), width * 0.5f);
+        gl.glVertex3f(r2 * (float)Math.cos(angle + 2 * da), r2 * (float)Math.sin(angle + 2 * da), -width * 0.5f);
+        u = r1 * (float)Math.cos(angle + 3 * da) - r2 * (float)Math.cos(angle + 2 * da);
+        v = r1 * (float)Math.sin(angle + 3 * da) - r2 * (float)Math.sin(angle + 2 * da);
+        gl.glNormal3f(v, -u, 0.0f);
+        gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), width * 0.5f);
+        gl.glVertex3f(r1 * (float)Math.cos(angle + 3 * da), r1 * (float)Math.sin(angle + 3 * da), -width * 0.5f);
+        gl.glNormal3f((float)Math.cos(angle), (float)Math.sin(angle), 0.0f);
+      }
+    gl.glVertex3f(r1 * (float)Math.cos(0), r1 * (float)Math.sin(0), width * 0.5f);
+    gl.glVertex3f(r1 * (float)Math.cos(0), r1 * (float)Math.sin(0), -width * 0.5f);
+    gl.glEnd();
+    
+    gl.glShadeModel(GL.GL_SMOOTH);
+    
+    /* draw inside radius cylinder */
+    gl.glBegin(GL.GL_QUAD_STRIP);
+    for (i = 0; i <= teeth; i++)
+      {
+        angle = i * 2.0f * (float) Math.PI / teeth;
+        gl.glNormal3f(-(float)Math.cos(angle), -(float)Math.sin(angle), 0.0f);
+        gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), -width * 0.5f);
+        gl.glVertex3f(r0 * (float)Math.cos(angle), r0 * (float)Math.sin(angle), width * 0.5f);
+      }
+    gl.glEnd();
+  }
+}
-- 
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