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April 1, 2013 19:48
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Simple Dynamic Shadows in Java2D
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import java.awt.BorderLayout; | |
import java.awt.Canvas; | |
import java.awt.Color; | |
import java.awt.Dimension; | |
import java.awt.Graphics2D; | |
import java.awt.Paint; | |
import java.awt.Polygon; | |
import java.awt.RadialGradientPaint; | |
import java.awt.RenderingHints; | |
import java.awt.Shape; | |
import java.awt.event.ComponentAdapter; | |
import java.awt.event.ComponentEvent; | |
import java.awt.event.MouseEvent; | |
import java.awt.event.MouseMotionAdapter; | |
import java.awt.geom.Ellipse2D; | |
import java.awt.geom.Point2D; | |
import java.awt.geom.Rectangle2D; | |
import java.awt.image.BufferStrategy; | |
import java.util.ArrayList; | |
import java.util.List; | |
import javax.swing.JFrame; | |
/** | |
* @author Matt DesLauriers, mattdesl | |
*/ | |
public class ShadowTest { | |
public static void main(String[] args) { | |
new ShadowTest().run(); | |
} | |
/** The gradient radius for our shadow. */ | |
protected final static float GRADIENT_SIZE = 200f; | |
/** The fractions for our shadow gradient, going from 0.0 (black) to 1.0 (transparent). */ | |
protected final static float[] GRADIENT_FRACTIONS = new float[]{0f, 1f}; | |
/** The colors for our shadow, going from opaque black to transparent black. */ | |
protected final static Color[] GRADIENT_COLORS = new Color[] { Color.black, new Color(0f,0f,0f,0f) }; | |
/** A Polygon object which we will re-use for each shadow geometry. */ | |
protected final static Polygon POLYGON = new Polygon(); | |
/** The size of the game canvas, initially 640x480. */ | |
private static int width = 640, height = 480; | |
/** Returns the width of the game canvas. */ | |
public static int getWidth() { | |
return Math.max(0, width); | |
} | |
/** Returns the height of the game canvas. */ | |
public static int getHeight() { | |
return Math.max(0, height); | |
} | |
/** The buffer strategy used for smooth active rendering. */ | |
protected BufferStrategy strategy; | |
/** True if the game loop is running. */ | |
protected boolean running; | |
/** The current frames per second, used for debugging performance. */ | |
protected int fps = 60; | |
/** Timer used for adding entities every N seconds. */ | |
private float tickTimer; | |
/** A list of entities to render. */ | |
protected List<Shape> entities = new ArrayList<Shape>(); | |
/** The mouse position */ | |
protected int mouseX, mouseY; | |
/////// GUI VARIABLES /////// | |
/** The frame for our GUI. */ | |
protected JFrame frame = new JFrame("Shooter Game"); | |
/** Constructs a new Game object; run() should be called to start the rendering. */ | |
public ShadowTest() { | |
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); | |
//set up our Canvas which will be used for active rendering (game loop) | |
final Canvas canvas = new Canvas(); | |
canvas.setIgnoreRepaint(true); | |
canvas.setPreferredSize(new Dimension(width, height)); | |
canvas.addComponentListener(new ComponentAdapter() { //on resize... | |
public void componentResized(ComponentEvent arg0) { | |
width = canvas.getWidth(); | |
height = canvas.getHeight(); | |
} | |
}); | |
//set background as per assignment requirement | |
canvas.setBackground(Color.darkGray); | |
//listen to mouse events | |
canvas.addMouseMotionListener(new MouseMoveListener()); | |
frame.add(canvas, BorderLayout.CENTER); | |
//pack to proper size | |
frame.pack(); | |
//center frame on user's screen | |
frame.setLocationRelativeTo(null); | |
//show the frame | |
frame.setVisible(true); | |
//set up a buffer strategy used for smooth rendering | |
//needs to be called after JFrame is valid and visible | |
canvas.createBufferStrategy(2); | |
strategy = canvas.getBufferStrategy(); | |
} | |
/** Stops the game loop. */ | |
public void stop() { | |
running = false; | |
} | |
/** Called to initialize the game loop. */ | |
public void run() { | |
init(); | |
int frames = 0; | |
long lastTime, lastSec; | |
lastTime = lastSec = System.nanoTime(); | |
running = true; | |
while (running) { | |
long deltaTime = System.nanoTime() - lastTime; | |
lastTime += deltaTime; | |
//update the game by a little | |
update(deltaTime / 1e9); | |
//pretty standard buffer strategy game loop | |
do { | |
do { | |
Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); | |
//clear screen | |
g.setColor(Color.white); | |
g.clearRect(0, 0, width, height); | |
render(g); | |
g.dispose(); | |
} while (strategy.contentsRestored()); | |
strategy.show(); | |
} while (strategy.contentsLost()); | |
//count FPS | |
frames++; | |
if (System.nanoTime() - lastSec >= 1e9) { | |
fps = frames; | |
frames = 0; | |
lastSec += 1e9; | |
} | |
//sync frame rate to 60 FPS | |
do { | |
Thread.yield(); | |
} while (System.nanoTime() - lastTime < 1e9/60); | |
} | |
} | |
/** Called on first run to initialize the game and any resources. */ | |
protected void init() { | |
//add the first entity | |
entities.add(new Ellipse2D.Float(125, 125, 50, 50)); | |
entities.add(new Rectangle2D.Float(125, 225, 20, 20)); | |
} | |
/** Updates the game's entities. */ | |
protected void update(double deltaTime) { | |
} | |
/** Called to render the frame. */ | |
protected void render(Graphics2D g) { | |
//we'll use nice quality interpolation | |
g.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR); | |
g.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY); | |
g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON); | |
g.setColor(Color.white); | |
g.drawString("FPS: "+fps, 10, 20); | |
//render the shadows first | |
renderShadows(g); | |
//render each entity | |
for (int i=0; i<entities.size(); i++) { | |
Shape e = entities.get(i); | |
g.setColor(Color.WHITE); | |
g.fill(e); | |
} | |
} | |
/** | |
* Renders the shadows using simple vector math. The steps are as follows: | |
* <pre> | |
* for each entity | |
* if entity is not moving: | |
* ignore entity | |
* if entity is too far from mouse: | |
* ignore entity | |
* | |
* determine unit vector from mouse to entity center | |
* get perpendicular of unit vector | |
* | |
* Create Points A + B: | |
* extrude perpendicular in either direction, by the half-size of the entity | |
* Create Points C + D: | |
* extrude A + B away from mouse position | |
* | |
* construct polygon with points A, B, C, D | |
* | |
* render with RadialGradientPaint to give it a "fade-out" appearance | |
* </pre> | |
* | |
* @param g the graphics to use for rendering | |
*/ | |
protected void renderShadows(Graphics2D g) { | |
//old Paint object for resetting it later | |
Paint oldPaint = g.getPaint(); | |
//minimum distance (squared) which will save us some checks | |
float minDistSq = GRADIENT_SIZE*GRADIENT_SIZE; | |
//amount to extrude our shadow polygon by | |
//use a large enough value to ensure that it is way off screen | |
final float SHADOW_EXTRUDE = GRADIENT_SIZE*GRADIENT_SIZE; | |
//we'll use a radial gradient from the mouse center | |
final Paint GRADIENT_PAINT = new RadialGradientPaint(new Point2D.Float(mouseX, mouseY), | |
GRADIENT_SIZE, GRADIENT_FRACTIONS, GRADIENT_COLORS); | |
final Point2D.Float mouse = new Point2D.Float(mouseX, mouseY); | |
//for each entity | |
for (int i=0; i<entities.size(); i++) { | |
Shape e = entities.get(i); | |
Rectangle2D bounds = e.getBounds2D(); | |
//radius of Entity's bounding circle | |
float r = (float)bounds.getWidth()/2f; | |
//get center of entity | |
float cx = (float)bounds.getX() + r; | |
float cy = (float)bounds.getY() + r; | |
//get direction from mouse to entity center | |
float dx = cx - mouse.x; | |
float dy = cy - mouse.y; | |
//get euclidean distance from mouse to center | |
float distSq = dx * dx + dy * dy; //avoid sqrt for performance | |
//if the entity is outside of the shadow radius, then ignore | |
if (distSq > minDistSq) | |
continue; | |
//normalize the direction to a unit vector | |
float len = (float)Math.sqrt(distSq); | |
float nx = dx; | |
float ny = dy; | |
if (len != 0) { //avoid division by 0 | |
nx /= len; | |
ny /= len; | |
} | |
//get perpendicular of unit vector | |
float px = -ny; | |
float py = nx; | |
//our perpendicular points in either direction from radius | |
Point2D.Float A = new Point2D.Float(cx - px * r, cy - py * r); | |
Point2D.Float B = new Point2D.Float(cx + px * r, cy + py * r); | |
//project the points by our SHADOW_EXTRUDE amount | |
Point2D.Float C = project(mouse, A, SHADOW_EXTRUDE); | |
Point2D.Float D = project(mouse, B, SHADOW_EXTRUDE); | |
//construct a polygon from our points | |
POLYGON.reset(); | |
POLYGON.addPoint((int)A.x, (int)A.y); | |
POLYGON.addPoint((int)B.x, (int)B.y); | |
POLYGON.addPoint((int)D.x, (int)D.y); | |
POLYGON.addPoint((int)C.x, (int)C.y); | |
//fill the polygon with the gradient paint | |
g.setPaint(GRADIENT_PAINT); | |
g.fill(POLYGON); | |
} | |
//reset to old Paint object | |
g.setPaint(oldPaint); | |
} | |
/** Projects a point from end along the vector (end - start) by the given scalar amount. */ | |
private Point2D.Float project(Point2D.Float start, Point2D.Float end, float scalar) { | |
float dx = end.x - start.x; | |
float dy = end.y - start.y; | |
//euclidean length | |
float len = (float)Math.sqrt(dx * dx + dy * dy); | |
//normalize to unit vector | |
if (len != 0) { //avoid division by 0 | |
dx /= len; | |
dy /= len; | |
} | |
//multiply by scalar amount | |
dx *= scalar; | |
dy *= scalar; | |
return new Point2D.Float(end.x + dx, end.y + dy); | |
} | |
/** Mouse motion listener for dynamic 2D shadows. */ | |
private class MouseMoveListener extends MouseMotionAdapter { | |
public void mouseMoved(MouseEvent e) { | |
mouseX = e.getX(); | |
mouseY = e.getY(); | |
} | |
public void mouseDragged(MouseEvent e) { | |
mouseX = e.getX(); | |
mouseY = e.getY(); | |
} | |
} | |
} |
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