Bugzilla – Attachment 54 Details for
Bug 161
NVidia stereo driver support
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Fullscreen version of Gears demo
GearsFullscreen.java (text/plain), 14.62 KB, created by
Sven Gothel
on 2005-05-26 15:07:00 CEST
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Description:
Fullscreen version of Gears demo
Filename:
MIME Type:
Creator:
Sven Gothel
Created:
2005-05-26 15:07:00 CEST
Size:
14.62 KB
patch
obsolete
>import java.awt.*; >import java.awt.event.*; > >import net.java.games.jogl.*; > >public class GearsFullscreen { > private GraphicsDevice dev; > private DisplayMode origMode; > private boolean fullScreen; > private Frame frame; > private Animator animator; > private int initWidth = 300; > private int initHeight = 300; > > public static void main(String[] args) { > new GearsFullscreen().run(args); > } > > public void run(String[] args) { > dev = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice(); > origMode = dev.getDisplayMode(); > DisplayMode newMode = null; > > if (dev.isFullScreenSupported()) { > newMode = ScreenResSelector.showSelectionDialog(); > if (newMode != null) { > initWidth = newMode.getWidth(); > initHeight = newMode.getHeight(); > } > } else { > System.err.println("NOTE: full-screen mode not supported; running in window instead"); > } > > frame = new Frame("Gear Demo"); > if (newMode != null) { > frame.setUndecorated(true); > } > GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities()); > > canvas.addGLEventListener(new GearRenderer()); > frame.add(canvas); > frame.setSize(initWidth, initHeight); > animator = new Animator(canvas); > frame.addWindowListener(new WindowAdapter() { > public void windowClosing(WindowEvent e) { > runExit(); > } > }); > frame.setVisible(true); > > if (dev.isFullScreenSupported() && (newMode != null)) { > dev.setFullScreenWindow(frame); > if (dev.isDisplayChangeSupported()) { > dev.setDisplayMode(newMode); > fullScreen = true; > } else { > // Not much point in having a full-screen window in this case > dev.setFullScreenWindow(null); > final Frame f2 = frame; > try { > EventQueue.invokeAndWait(new Runnable() { > public void run() { > f2.setVisible(false); > f2.setUndecorated(false); > f2.setVisible(true); > f2.setSize(initWidth, initHeight); > } > }); > } catch (Exception e) { > e.printStackTrace(); > } > System.err.println("NOTE: was not able to change display mode; full-screen disabled"); > } > } > > animator.start(); > } > > 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; > > public void init(GLDrawable drawable) { > // Use debug pipeline > // drawable.setGL(new DebugGL(drawable.getGL())); > > GL gl = drawable.getGL(); > > // FIXME: workaround for Windows full-screen bug when > // sun.java2d.noddraw=true and similar bug on Mac OS X > if (fullScreen) { > final GLDrawable tmpDrawable = drawable; > EventQueue.invokeLater(new Runnable() { > public void run() { > frame.setBounds(0, 0, initWidth, initHeight); > tmpDrawable.setSize(initWidth, initHeight); > frame.toFront(); > } > }); > } > > System.err.println("INIT GL IS: " + gl.getClass().getName()); > > gl.setSwapInterval(1); > > 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(gl, 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(gl, 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(gl, 1.3f, 2.0f, 0.5f, 10, 0.7f); > gl.glEndList(); > > gl.glEnable(GL.GL_NORMALIZE); > > drawable.addMouseListener(this); > drawable.addMouseMotionListener(this); > > drawable.addKeyListener(new KeyAdapter() { > public void keyPressed(KeyEvent e) { > dispatchKey(e.getKeyCode()); > } > }); > } > > 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); > > 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; > > GL gl = drawable.getGL(); > 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(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(); > } > > // 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) {} > > public void dispatchKey(int keyCode) { > switch (keyCode) { > case KeyEvent.VK_Q: > case KeyEvent.VK_ESCAPE: > runExit(); > } > } > } > > public void runExit() { > // 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(); > try { > EventQueue.invokeAndWait(new Runnable() { > public void run() { > if (fullScreen) { > try { > dev.setDisplayMode(origMode); > } catch (Exception e1) { > } > try { > dev.setFullScreenWindow(null); > } catch (Exception e2) { > } > fullScreen = false; > } > } > }); > } catch (Exception e) { > e.printStackTrace(); > } > System.exit(0); > } > }).start(); > } >} >
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