Bugzilla – Attachment 43 Details for
Bug 143
Pbuffer creation in display() causes exception
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Test case for bug
GearsPbuffer.java (text/plain), 13.17 KB, created by
Sven Gothel
on 2005-02-22 14:39:00 CET
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Description:
Test case for bug
Filename:
MIME Type:
Creator:
Sven Gothel
Created:
2005-02-22 14:39:00 CET
Size:
13.17 KB
patch
obsolete
>import java.awt.*; >import java.awt.event.*; > >import net.java.games.jogl.*; > >/** > * Gears.java <BR> > * author: Brian Paul (converted to Java by Ron Cemer and Sven Goethel) <P> > * > * This version is equal to Brian Paul's version 1.2 1999/10/21 > */ > >class c3dShadowCanvas implements GLEventListener { > public void init(GLDrawable drawable) { > drawable.setGL(new DebugGL(drawable.getGL())); > GL gl = drawable.getGL(); > GLU glu = drawable.getGLU(); > } > public void display(GLDrawable drawable) { > GL gl = drawable.getGL(); > GLU glu = drawable.getGLU(); > } > // Unused routines > public void reshape(GLDrawable drawable, int x, int y, int width, int height) {} > public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {} >} > >public class GearsPbuffer { > public static void main(String[] args) { > Frame frame = new Frame("Gear Demo"); > GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities()); > > // Use debug pipeline > // canvas.setGL(new DebugGL(canvas.getGL())); > System.err.println("CANVAS GL IS: " + canvas.getGL().getClass().getName()); > System.err.println("CANVAS GLU IS: " + canvas.getGLU().getClass().getName()); > > canvas.addGLEventListener(new GearRenderer()); > frame.add(canvas); > frame.setSize(300, 300); > final Animator animator = new Animator(canvas); > frame.addWindowListener(new WindowAdapter() { > public void windowClosing(WindowEvent e) { > // Run this on another thread than the AWT event queue to > // make sure the call to Animator.stop() completes before > // exiting > new Thread(new Runnable() { > public void run() { > animator.stop(); > System.exit(0); > } > }).start(); > } > }); > frame.show(); > animator.start(); > } > > static class GearRenderer implements GLEventListener, MouseListener, MouseMotionListener { > private float view_rotx = 20.0f, view_roty = 30.0f, view_rotz = 0.0f; > private int gear1, gear2, gear3; > private float angle = 0.0f; > > private int prevMouseX, prevMouseY; > private boolean mouseRButtonDown = false; > > private GL gl; > private GLDrawable gldrawable; > > private int count=0; > private GLPbuffer pbuffer; > > public void init(GLDrawable drawable) { > gl = drawable.getGL(); > this.gldrawable = drawable; > System.err.println("INIT GL IS: " + gl.getClass().getName()); > > float pos[] = { 5.0f, 5.0f, 10.0f, 0.0f }; > float red[] = { 0.8f, 0.1f, 0.0f, 1.0f }; > float green[] = { 0.0f, 0.8f, 0.2f, 1.0f }; > float blue[] = { 0.2f, 0.2f, 1.0f, 1.0f }; > > 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); > > /* make the gears */ > gear1 = gl.glGenLists(1); > gl.glNewList(gear1, GL.GL_COMPILE); > gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, red); > gear(1.0f, 4.0f, 1.0f, 20, 0.7f); > gl.glEndList(); > > gear2 = gl.glGenLists(1); > gl.glNewList(gear2, GL.GL_COMPILE); > gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, green); > gear(0.5f, 2.0f, 2.0f, 10, 0.7f); > gl.glEndList(); > > gear3 = gl.glGenLists(1); > gl.glNewList(gear3, GL.GL_COMPILE); > gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT_AND_DIFFUSE, blue); > gear(1.3f, 2.0f, 0.5f, 10, 0.7f); > gl.glEndList(); > > gl.glEnable(GL.GL_NORMALIZE); > > drawable.addMouseListener(this); > drawable.addMouseMotionListener(this); > } > > public void reshape(GLDrawable drawable, int x, int y, int width, int height) { > float h = (float)height / (float)width; > > gl.glMatrixMode(GL.GL_PROJECTION); > > System.err.println("GL_VENDOR: " + gl.glGetString(GL.GL_VENDOR)); > System.err.println("GL_RENDERER: " + gl.glGetString(GL.GL_RENDERER)); > System.err.println("GL_VERSION: " + gl.glGetString(GL.GL_VERSION)); > System.err.println(); > System.err.println("glLoadTransposeMatrixfARB() supported: " + > gl.isFunctionAvailable("glLoadTransposeMatrixfARB")); > if (!gl.isFunctionAvailable("glLoadTransposeMatrixfARB")) { > // --- not using extensions > gl.glLoadIdentity(); > } else { > // --- using extensions > final float[] identityTranspose = new float[] { > 1, 0, 0, 0, > 0, 1, 0, 0, > 0, 0, 1, 0, > 0, 0, 0, 1 > }; > gl.glLoadTransposeMatrixfARB(identityTranspose); > } > 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); > } > > public void display(GLDrawable drawable) { > angle += 2.0f; > > count++; > if (count==10) { > if (drawable.canCreateOffscreenDrawable()) { > // init pbuffer > GLCapabilities caps = new GLCapabilities(); > caps.setDoubleBuffered( false ); > pbuffer = drawable.createOffscreenDrawable(caps, 200, 200 ); > pbuffer.addGLEventListener(new c3dShadowCanvas()); > // FIXME: This line causes the problem > pbuffer.display(); > } > } > > // FIXME: This is a workaround for the actual bug > if (pbuffer != null && pbuffer.isInitialized()) { > pbuffer.display(); > } > > gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); > > gl.glPushMatrix(); > gl.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f); > gl.glRotatef(view_roty, 0.0f, 1.0f, 0.0f); > gl.glRotatef(view_rotz, 0.0f, 0.0f, 1.0f); > > gl.glPushMatrix(); > gl.glTranslatef(-3.0f, -2.0f, 0.0f); > gl.glRotatef(angle, 0.0f, 0.0f, 1.0f); > gl.glCallList(gear1); > gl.glPopMatrix(); > > gl.glPushMatrix(); > gl.glTranslatef(3.1f, -2.0f, 0.0f); > gl.glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f); > gl.glCallList(gear2); > gl.glPopMatrix(); > > gl.glPushMatrix(); > gl.glTranslatef(-3.1f, 4.2f, 0.0f); > gl.glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f); > gl.glCallList(gear3); > gl.glPopMatrix(); > > gl.glPopMatrix(); > } > > public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {} > > private void gear(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(); > } > > // Methods required for the implementation of MouseListener > public void mouseEntered(MouseEvent e) {} > public void mouseExited(MouseEvent e) {} > > public void mousePressed(MouseEvent e) { > prevMouseX = e.getX(); > prevMouseY = e.getY(); > if ((e.getModifiers() & e.BUTTON3_MASK) != 0) { > mouseRButtonDown = true; > } > } > > public void mouseReleased(MouseEvent e) { > if ((e.getModifiers() & e.BUTTON3_MASK) != 0) { > mouseRButtonDown = false; > } > } > > public void mouseClicked(MouseEvent e) {} > > // Methods required for the implementation of MouseMotionListener > public void mouseDragged(MouseEvent e) { > int x = e.getX(); > int y = e.getY(); > Dimension size = e.getComponent().getSize(); > > float thetaY = 360.0f * ( (float)(x-prevMouseX)/(float)size.width); > float thetaX = 360.0f * ( (float)(prevMouseY-y)/(float)size.height); > > prevMouseX = x; > prevMouseY = y; > > view_rotx += thetaX; > view_roty += thetaY; > } > > public void mouseMoved(MouseEvent e) {} > } >} >
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