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From: <ka...@us...> - 2011-07-08 17:47:22
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Revision: 3556
http://java-game-lib.svn.sourceforge.net/java-game-lib/?rev=3556&view=rev
Author: kappa1
Date: 2011-07-08 17:47:16 +0000 (Fri, 08 Jul 2011)
Log Message:
-----------
Remove dead code from AWTGears example
Modified Paths:
--------------
trunk/LWJGL/src/java/org/lwjgl/test/opengl/awt/AWTGears.java
Modified: trunk/LWJGL/src/java/org/lwjgl/test/opengl/awt/AWTGears.java
===================================================================
--- trunk/LWJGL/src/java/org/lwjgl/test/opengl/awt/AWTGears.java 2011-07-02 20:50:27 UTC (rev 3555)
+++ trunk/LWJGL/src/java/org/lwjgl/test/opengl/awt/AWTGears.java 2011-07-08 17:47:16 UTC (rev 3556)
@@ -35,18 +35,9 @@
import java.awt.Color;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
-import java.nio.FloatBuffer;
-import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
-import org.lwjgl.LWJGLUtil;
-import org.lwjgl.Sys;
-import org.lwjgl.opengl.AWTGLCanvas;
-import org.lwjgl.opengl.GLContext;
-import static org.lwjgl.opengl.ARBTransposeMatrix.*;
-import static org.lwjgl.opengl.GL11.*;
-
/**
* <p>
* AWT version of the gears demo
@@ -57,23 +48,6 @@
*/
public class AWTGears extends Frame {
- /** AWT GL canvas */
- private AWTGLCanvas canvas0;
-
- private float view_rotx = 20.0f;
-
- private float view_roty = 30.0f;
-
- private float view_rotz;
-
- private int gear1;
-
- private int gear2;
-
- private int gear3;
-
- private float angle;
-
/**
* C'tor
*/
@@ -94,185 +68,6 @@
setVisible(true);
}
- private void setup() {
- // setup ogl
- FloatBuffer pos = BufferUtils.createFloatBuffer(4).put(new float[] { 5.0f, 5.0f, 10.0f, 0.0f});
- FloatBuffer red = BufferUtils.createFloatBuffer(4).put(new float[] { 0.8f, 0.1f, 0.0f, 1.0f});
- FloatBuffer green = BufferUtils.createFloatBuffer(4).put(new float[] { 0.0f, 0.8f, 0.2f, 1.0f});
- FloatBuffer blue = BufferUtils.createFloatBuffer(4).put(new float[] { 0.2f, 0.2f, 1.0f, 1.0f});
- pos.flip();
- red.flip();
- green.flip();
- blue.flip();
-
- glLight(GL_LIGHT0, GL_POSITION, pos);
- glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_DEPTH_TEST);
-
- /* make the gears */
- gear1 = glGenLists(1);
- glNewList(gear1, GL_COMPILE);
- glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
- gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
- glEndList();
-
- gear2 = glGenLists(1);
- glNewList(gear2, GL_COMPILE);
- glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
- gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
- glEndList();
-
- gear3 = glGenLists(1);
- glNewList(gear3, GL_COMPILE);
- glMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
- gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
- glEndList();
-
- glEnable(GL_NORMALIZE);
-
- glMatrixMode(GL_PROJECTION);
-
- System.err.println("LWJGL: " + Sys.getVersion() + " / " + LWJGLUtil.getPlatformName());
- System.err.println("GL_VENDOR: " + glGetString(GL_VENDOR));
- System.err.println("GL_RENDERER: " + glGetString(GL_RENDERER));
- System.err.println("GL_VERSION: " + glGetString(GL_VERSION));
- System.err.println();
- System.err.println("glLoadTransposeMatrixfARB() supported: " + GLContext.getCapabilities().GL_ARB_transpose_matrix);
- if (!GLContext.getCapabilities().GL_ARB_transpose_matrix) {
- // --- not using extensions
- glLoadIdentity();
- } else {
- // --- using extensions
- final FloatBuffer identityTranspose = BufferUtils.createFloatBuffer(16).put(
- new float[] { 1, 0, 0, 0, 0, 1, 0, 0,
- 0, 0, 1, 0, 0, 0, 0, 1});
- identityTranspose.flip();
- glLoadTransposeMatrixARB(identityTranspose);
- }
-
- float h = (float) 300 / (float) 300;
- glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -40.0f);
- }
-
- /**
- * Draw a gear wheel. You'll probably want to call this function when
- * building a display list since we do a lot of trig here.
- *
- * @param inner_radius radius of hole at center
- * @param outer_radius radius at center of teeth
- * @param width width of gear
- * @param teeth number of teeth
- * @param tooth_depth depth of tooth
- */
- 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;
-
- glShadeModel(GL_FLAT);
-
- glNormal3f(0.0f, 0.0f, 1.0f);
-
- /* draw front face */
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= teeth; i++) {
- angle = i * 2.0f * (float) Math.PI / teeth;
- glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
- glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
- if (i < teeth) {
- glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
- glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da),
- width * 0.5f);
- }
- }
- glEnd();
-
- /* draw front sides of teeth */
- glBegin(GL_QUADS);
- for (i = 0; i < teeth; i++) {
- angle = i * 2.0f * (float) Math.PI / teeth;
- glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
- glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
- glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f);
- glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f);
- }
- glEnd();
-
- /* draw back face */
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= teeth; i++) {
- angle = i * 2.0f * (float) Math.PI / teeth;
- glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
- glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
- glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
- glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
- }
- glEnd();
-
- /* draw back sides of teeth */
- glBegin(GL_QUADS);
- for (i = 0; i < teeth; i++) {
- angle = i * 2.0f * (float) Math.PI / teeth;
- glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
- glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
- glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
- glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
- }
- glEnd();
-
- /* draw outward faces of teeth */
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i < teeth; i++) {
- angle = i * 2.0f * (float) Math.PI / teeth;
- glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
- 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;
- glNormal3f(v, -u, 0.0f);
- glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
- glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
- glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
- glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f);
- 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);
- glNormal3f(v, -u, 0.0f);
- glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f);
- glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
- glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
- }
- glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f);
- glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f);
- glEnd();
-
- glShadeModel(GL_SMOOTH);
-
- /* draw inside radius cylinder */
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= teeth; i++) {
- angle = i * 2.0f * (float) Math.PI / teeth;
- glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f);
- glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
- glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
- }
- glEnd();
- }
-
public static void main(String[] args) throws LWJGLException {
new AWTGears();
}
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