Bugzilla – Attachment 782 Details for
Bug 1277
GLCanvas content draws in wrong position when canvas moves after JFrame containing it is setVisible(true) on EDT
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Test program
Gears.java (text/plain), 13.11 KB, created by
Robin Stevens
on 2016-05-03 18:20:27 CEST
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Description:
Test program
Filename:
MIME Type:
Creator:
Robin Stevens
Created:
2016-05-03 18:20:27 CEST
Size:
13.11 KB
patch
obsolete
>import java.awt.BorderLayout; >import java.awt.Color; >import java.awt.Dimension; >import java.awt.EventQueue; >import java.awt.Graphics; >import java.awt.event.ActionEvent; >import java.awt.event.ActionListener; > >import javax.swing.JButton; >import javax.swing.JFrame; >import javax.swing.JPanel; > >import com.jogamp.common.GlueGenVersion; >import com.jogamp.opengl.GL2; >import com.jogamp.opengl.GLAutoDrawable; >import com.jogamp.opengl.GLEventListener; >import com.jogamp.opengl.GLProfile; >import com.jogamp.opengl.JoglVersion; >import com.jogamp.opengl.awt.GLCanvas; > >/** > * Gears.java <BR> > * author: Brian Paul (converted to Java by Ron Cemer and Sven Gothel) <P> > * > * This version is equal to Brian Paul's version 1.2 1999/10/21 > */ > >public class Gears implements GLEventListener { > private float view_rotx = 20.0f, view_roty = 30.0f; > private final float view_rotz = 0.0f; > private int gear1=0, gear2=0, gear3=0; > private float angle = 0.0f; > private final int swapInterval; > public static void main(String[] args) throws Exception{ > EventQueue.invokeLater(new Runnable() { > @Override > public void run() { > try { > showUI(); > } catch (Exception aE) { > aE.printStackTrace(); > } > } > }); > } > private static void showUI() throws Exception{ > final JFrame frame = new JFrame("Gear Demo"); > frame.setSize(800, 500); > frame.setLayout(new BorderLayout()); > > final GLCanvas canvas = new GLCanvas(); > > final Gears gears = new Gears(); > canvas.addGLEventListener(gears); > canvas.addGLEventListener(new GLEventListener() { > @Override > public void init(GLAutoDrawable drawable) { > StringBuilder sb = new StringBuilder(); > GlueGenVersion.getInstance().getFullManifestInfo(sb); > System.out.println("***GlueGenVersion***"); > System.out.println(sb); > > sb = new StringBuilder(); > JoglVersion.getInstance().getFullManifestInfo(sb); > System.out.println("***JoglVersion***"); > System.out.println(sb); > canvas.removeGLEventListener(this); > } > > @Override > public void dispose(GLAutoDrawable drawable) { > > } > > @Override > public void display(GLAutoDrawable drawable) { > > } > > @Override > public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { > > } > }); > > frame.add(canvas, BorderLayout.CENTER); > frame.validate(); > > final JPanel bottomPanel = new JPanel(){ > @Override > protected void paintComponent(Graphics g) { > super.paintComponent(g); > g.setColor(Color.PINK); > g.fillRect(0,0,getWidth(),getHeight()); > } > > @Override > public Dimension getPreferredSize() { > return new Dimension(200,200); > } > }; > > JButton button = new JButton("Toggle panel at bottom"); > button.addActionListener(new ActionListener() { > private boolean added = false; > @Override > public void actionPerformed(ActionEvent e) { > if ( added ){ > frame.remove(bottomPanel); > } else{ > frame.add(bottomPanel, BorderLayout.SOUTH); > } > frame.revalidate(); > frame.repaint(); > added = !added; > } > }); > frame.add(button, BorderLayout.NORTH); > > frame.setVisible(true); > } > > public Gears(int swapInterval) { > this.swapInterval = swapInterval; > } > > public Gears() { > this.swapInterval = 1; > } > > public void setGears(int g1, int g2, int g3) { > gear1 = g1; > gear2 = g2; > gear3 = g3; > } > > @Override > public void init(GLAutoDrawable drawable) { > System.err.println("Gears: Init: "+drawable); > // Use debug pipeline > // drawable.setGL(new DebugGL(drawable.getGL())); > > GL2 gl = drawable.getGL().getGL2(); > > System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities()); > System.err.println("INIT GL IS: " + gl.getClass().getName()); > System.err.println("GL_VENDOR: " + gl.glGetString(GL2.GL_VENDOR)); > System.err.println("GL_RENDERER: " + gl.glGetString(GL2.GL_RENDERER)); > System.err.println("GL_VERSION: " + gl.glGetString(GL2.GL_VERSION)); > > float pos[] = { 5.0f, 5.0f, 10.0f, 0.0f }; > float red[] = { 0.8f, 0.1f, 0.0f, 0.7f }; > float green[] = { 0.0f, 0.8f, 0.2f, 0.7f }; > float blue[] = { 0.2f, 0.2f, 1.0f, 0.7f }; > > gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, pos, 0); > gl.glEnable(GL2.GL_CULL_FACE); > gl.glEnable(GL2.GL_LIGHTING); > gl.glEnable(GL2.GL_LIGHT0); > gl.glEnable(GL2.GL_DEPTH_TEST); > > /* make the gears */ > if(0>=gear1) { > gear1 = gl.glGenLists(1); > gl.glNewList(gear1, GL2.GL_COMPILE); > gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, red, 0); > gear(gl, 1.0f, 4.0f, 1.0f, 20, 0.7f); > gl.glEndList(); > System.err.println("gear1 list created: "+gear1); > } else { > System.err.println("gear1 list reused: "+gear1); > } > > if(0>=gear2) { > gear2 = gl.glGenLists(1); > gl.glNewList(gear2, GL2.GL_COMPILE); > gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, green, 0); > gear(gl, 0.5f, 2.0f, 2.0f, 10, 0.7f); > gl.glEndList(); > System.err.println("gear2 list created: "+gear2); > } else { > System.err.println("gear2 list reused: "+gear2); > } > > if(0>=gear3) { > gear3 = gl.glGenLists(1); > gl.glNewList(gear3, GL2.GL_COMPILE); > gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, blue, 0); > gear(gl, 1.3f, 2.0f, 0.5f, 10, 0.7f); > gl.glEndList(); > System.err.println("gear3 list created: "+gear3); > } else { > System.err.println("gear3 list reused: "+gear3); > } > > gl.glEnable(GL2.GL_NORMALIZE); > } > > @Override > public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { > System.err.println("Gears: Reshape "+x+"/"+y+" "+width+"x"+height); > GL2 gl = drawable.getGL().getGL2(); > > gl.setSwapInterval(swapInterval); > > float h = (float)height / (float)width; > > gl.glMatrixMode(GL2.GL_PROJECTION); > > gl.glLoadIdentity(); > gl.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f); > gl.glMatrixMode(GL2.GL_MODELVIEW); > gl.glLoadIdentity(); > gl.glTranslatef(0.0f, 0.0f, -40.0f); > } > > @Override > public void dispose(GLAutoDrawable drawable) { > System.err.println("Gears: Dispose"); > setGears(0, 0, 0); > } > > @Override > public void display(GLAutoDrawable drawable) { > // Turn the gears' teeth > angle += 2.0f; > > // Get the GL corresponding to the drawable we are animating > GL2 gl = drawable.getGL().getGL2(); > > gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); > > // Special handling for the case where the GLJPanel is translucent > // and wants to be composited with other Java 2D content > if (GLProfile.isAWTAvailable() && > (drawable instanceof com.jogamp.opengl.awt.GLJPanel) && > !((com.jogamp.opengl.awt.GLJPanel) drawable).isOpaque() && > ((com.jogamp.opengl.awt.GLJPanel) drawable).shouldPreserveColorBufferIfTranslucent()) { > gl.glClear(GL2.GL_DEPTH_BUFFER_BIT); > } else { > gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); > } > > // Rotate the entire assembly of gears based on how the user > // dragged the mouse around > 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); > > // Place the first gear and call its display list > gl.glPushMatrix(); > gl.glTranslatef(-3.0f, -2.0f, 0.0f); > gl.glRotatef(angle, 0.0f, 0.0f, 1.0f); > gl.glCallList(gear1); > gl.glPopMatrix(); > > // Place the second gear and call its display list > 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(); > > // Place the third gear and call its display list > 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(); > > // Remember that every push needs a pop; this one is paired with > // rotating the entire gear assembly > gl.glPopMatrix(); > } > > public static void gear(GL2 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(GL2.GL_FLAT); > > gl.glNormal3f(0.0f, 0.0f, 1.0f); > > /* draw front face */ > gl.glBegin(GL2.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(GL2.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(GL2.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(GL2.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(GL2.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(GL2.GL_SMOOTH); > > /* draw inside radius cylinder */ > gl.glBegin(GL2.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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