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📄 lwjglswtcanvas.java

📁 java 3d game jme 工程开发源代码
💻 JAVA
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/* * Copyright (c) 2003-2009 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright *   notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright *   notice, this list of conditions and the following disclaimer in the *   documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors  *   may be used to endorse or promote products derived from this software  *   without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */package com.jmex.swt.lwjgl;import java.util.logging.Level;import java.util.logging.Logger;import org.eclipse.swt.graphics.Point;import org.eclipse.swt.opengl.GLCanvas;import org.eclipse.swt.opengl.GLData;import org.eclipse.swt.widgets.Composite;import org.lwjgl.LWJGLException;import org.lwjgl.opengl.ARBMultisample;import org.lwjgl.opengl.GL11;import org.lwjgl.opengl.GLContext;import com.jme.input.InputSystem;import com.jme.system.DisplaySystem;import com.jme.system.canvas.JMECanvas;import com.jme.system.canvas.JMECanvasImplementor;import com.jme.system.lwjgl.LWJGLDisplaySystem;import com.jme.util.GameTaskQueue;import com.jme.util.GameTaskQueueManager;/** * <code>LWJGLCanvas</code> *  * @author Joshua Slack */public class LWJGLSWTCanvas extends GLCanvas implements JMECanvas {    private static final Logger logger = Logger.getLogger(LWJGLSWTCanvas.class            .getName());    private static final long serialVersionUID = 1L;    private JMECanvasImplementor impl;    private boolean updateInput = false;    private double syncNS = 0f;    private int syncRate = 0;    private boolean inited = false;    private Runnable renderRunner;    private long lastRender = 0;    private boolean shouldAutoKillContext = true;    private boolean glInitialized = false;    private boolean drawWhenDirty = false;    private boolean dirty = true;    private boolean doUpdateOnly = false;    public LWJGLSWTCanvas(Composite parent, int style, GLData data)            throws LWJGLException {        super(parent, style, data);        renderRunner = new Runnable() {            public void run() {                if (!inited) {                    init();                }                if (syncRate > 0) {                    long sinceLast = System.nanoTime() - lastRender;                    if (sinceLast < syncNS) {                        try {                            Thread.sleep((Math                                    .round((syncNS - sinceLast) / 1000000L)));                        } catch (InterruptedException e) {                        }                    }                    lastRender = System.nanoTime();                }                render();            }        };    }    public void setImplementor(JMECanvasImplementor impl) {        this.impl = impl;    }    public void init() {                if( glInitialized ){            return;        }        glInitialized = true;                        try {            LWJGLDisplaySystem display = (LWJGLDisplaySystem) DisplaySystem                    .getDisplaySystem();            display.switchContext(this);            setCurrent();            GLContext.useContext(this);            // Complete canvas initialization.            Point size = this.getSize();            display.initForCanvas(Math.max(size.x, 1), Math.max(size.y, 1));            // Perform game initialization.            impl.doSetup();            // TODO Should this be moved into initForCanvas?            if (DisplaySystem.getDisplaySystem().getMinSamples() != 0                    && GLContext.getCapabilities().GL_ARB_multisample) {                GL11.glEnable(ARBMultisample.GL_MULTISAMPLE_ARB);            }            inited = true;        } catch (Exception e) {            logger.log(Level.SEVERE, "Exception in initGL()", e);        }    }    public void render() {        if (!isDisposed()) {            try {                setCurrent();                ((LWJGLDisplaySystem) DisplaySystem.getDisplaySystem())                        .switchContext(this);                GLContext.useContext(this);                if (!doUpdateOnly) {                    if (updateInput) {                        InputSystem.update();                    }                        GameTaskQueueManager.getManager().getQueue(                            GameTaskQueue.UPDATE).execute();                        impl.doUpdate();                        if (!drawWhenDirty || dirty) {                        GameTaskQueueManager.getManager().getQueue(                                GameTaskQueue.RENDER).execute();                            impl.doRender();                            swapBuffers();                    }                } else {                    impl.doUpdate();                }                dirty = false;            } catch (LWJGLException e) {                logger.log(Level.SEVERE, "Exception in render()", e);            }            getDisplay().asyncExec(renderRunner);        }    }    public boolean isDoUpdateOnly() {        return doUpdateOnly;    }    /**     * Use this to bypass the game task queue and other workings of canvas     * @param doUpdateOnly     */    public void setDoUpdateOnly(boolean doUpdateOnly) {        this.doUpdateOnly = doUpdateOnly;    }    public boolean isUpdateInput() {        return updateInput;    }    public void setUpdateInput(boolean doUpdate) {        updateInput = doUpdate;    }    public void setTargetRate(int fps) {        this.syncRate = fps;        this.syncNS = 1000000000.0 / syncRate;    }    public int getTargetSyncRate() {        return syncRate;    }    public void setDrawWhenDirty(boolean whenDirty) {        this.drawWhenDirty = whenDirty;    }    public boolean isDrawWhenDirty() {        return drawWhenDirty;    }    public void makeDirty() {        dirty = true;    }    public boolean isDirty() {        return dirty;    }        @Override    public void dispose() {                if ( shouldAutoKillContext ) {            glInitialized = false;            super.dispose();}    }    public void setAutoKillGfxContext( boolean shouldAutoKillGfxContext ) {        this.shouldAutoKillContext = shouldAutoKillGfxContext;    }    public boolean shouldAutoKillGfxContext() {        return shouldAutoKillContext;    }        public void killGfxContext() {        glInitialized = false;        super.dispose();    }}

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