Bugzilla – Attachment 95 Details for
Bug 284
JOGL does not paint when window size==display size and not window.isActive
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Test case
Gears.java (text/plain), 11.69 KB, created by
Sven Gothel
on 2007-02-27 12:47:00 CET
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Description:
Test case
Filename:
MIME Type:
Creator:
Sven Gothel
Created:
2007-02-27 12:47:00 CET
Size:
11.69 KB
patch
obsolete
> >import java.awt.*; >import java.awt.event.*; > >import javax.media.opengl.*; >import com.sun.opengl.util.*; > >/** > * 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 > */ > >public class Gears implements GLEventListener, MouseListener, MouseMotionListener { > public static void main(String[] args) { > Frame frame = new Frame("Gear Demo"); > > /** Lines added by jesmith to demonstrate Full-Screen painting problem **/ > /**/ frame.setUndecorated(true); > /**/ > /**/ GLCapabilities capabilities = new GLCapabilities(); > /**/ capabilities.setDoubleBuffered(true); > /**/ capabilities.setSampleBuffers(true); > /**/ capabilities.setNumSamples(4); > /**/ GLCanvas canvas = new GLCanvas(capabilities); > /************************************************************************/ > > // was: GLCanvas canvas = new GLCanvas(); > > canvas.addGLEventListener(new Gears()); > frame.add(canvas); > // was: frame.setSize(300, 300); > > /** Lines added by jesmith to demonstrate Full-Screen painting problem **/ > /**/ Dimension ss = Toolkit.getDefaultToolkit().getScreenSize(); > /**/ frame.setBounds(new Rectangle(0, 0, ss.width, ss.height)); > /************************************************************************/ > > 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(); > } > > 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(GLAutoDrawable drawable) { > // Use debug pipeline > // drawable.setGL(new DebugGL(drawable.getGL())); > > GL gl = drawable.getGL(); > > System.err.println("INIT GL IS: " + gl.getClass().getName()); > > System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities()); > > 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, 0); > 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, 0); > 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, 0); > 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, 0); > gear(gl, 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(GLAutoDrawable 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)); > 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); > } > > public void display(GLAutoDrawable drawable) { > angle += 2.0f; > > GL gl = drawable.getGL(); > if ((drawable instanceof GLJPanel) && > !((GLJPanel) drawable).isOpaque() && > ((GLJPanel) drawable).shouldPreserveColorBufferIfTranslucent()) { > gl.glClear(GL.GL_DEPTH_BUFFER_BIT); > } else { > 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(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {} > > public static 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) {} >} >
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