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  • Color Picking Troubles - LWJGL/OpenGL

    - by Tom Johnson
    I'm attempting to check which object the user is hovering over. While everything seems to be just how I'd think it should be, I'm not able to get the correct color due to the second time I draw (without picking colors). Here is my rendering code: public void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.pick(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.render(); } And here is what gets called on each block/tile on "scene.pick()": public void pick() { glColor3ub((byte) pickingColor.x, (byte) pickingColor.y, (byte) pickingColor.z); draw(); glReadBuffer(GL_FRONT); ByteBuffer buffer = BufferUtils.createByteBuffer(4); glReadPixels(Mouse.getX(), Mouse.getY(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer); int r = buffer.get(0) & 0xFF; int g = buffer.get(1) & 0xFF; int b = buffer.get(2) & 0xFF; if(r == pickingColor.x && g == pickingColor.y && b == pickingColor.z) { hovered = true; } else { hovered = false; } } I believe the problem is that in the method of each tile/block called by scene.pick(), it is reading the color from the regular drawing state, after that method is called somehow. I believe this because when I remove the "glReadBuffer(GL_FRONT)" line from the pick method, it seems to almost fix it, but then it will also select blocks behind the one you are hovering as it is not only looking at the front. If you have any ideas of what to do, please be sure to reply!/ EDIT: Adding scene.render(), tile.render(), and tile.draw() scene.render: public void render() { for(int x = 0; x < tiles.length; x++) { for(int z = 0; z < tiles.length; z++) { tiles[x][z].render(); } } } tile.render: public void render() { glColor3f(color.x, color.y, color.z); draw(); if(hovered) { glColor3f(1, 1, 1); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); draw(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } tile.draw: public void draw() { float x = position.x, y = position.y, z = position.z; //Top glBegin(GL_QUADS); glVertex3f(x, y + size, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x, y + size, z + size); glEnd(); //Left glBegin(GL_QUADS); glVertex3f(x, y, z); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x, y + size, z); glEnd(); //Right glBegin(GL_QUADS); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x + size, y, z + size); glEnd(); } (The game is like an isometric game. That's why I only draw 3 faces.)

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  • Custom Text and Binary Payloads using WebSocket (TOTD #186)

    - by arungupta
    TOTD #185 explained how to process text and binary payloads in a WebSocket endpoint. In summary, a text payload may be received as public void receiveTextMessage(String message) {    . . . } And binary payload may be received as: public void recieveBinaryMessage(ByteBuffer message) {    . . .} As you realize, both of these methods receive the text and binary data in raw format. However you may like to receive and send the data using a POJO. This marshaling and unmarshaling can be done in the method implementation but JSR 356 API provides a cleaner way. For encoding and decoding text payload into POJO, Decoder.Text (for inbound payload) and Encoder.Text (for outbound payload) interfaces need to be implemented. A sample implementation below shows how text payload consisting of JSON structures can be encoded and decoded. public class MyMessage implements Decoder.Text<MyMessage>, Encoder.Text<MyMessage> {     private JsonObject jsonObject;    @Override    public MyMessage decode(String string) throws DecodeException {        this.jsonObject = new JsonReader(new StringReader(string)).readObject();               return this;    }     @Override    public boolean willDecode(String string) {        return true;    }     @Override    public String encode(MyMessage myMessage) throws EncodeException {        return myMessage.jsonObject.toString();    } public JsonObject getObject() { return jsonObject; }} In this implementation, the decode method decodes incoming text payload to MyMessage, the encode method encodes MyMessage for the outgoing text payload, and the willDecode method returns true or false if the message can be decoded. The encoder and decoder implementation classes need to be specified in the WebSocket endpoint as: @WebSocketEndpoint(value="/endpoint", encoders={MyMessage.class}, decoders={MyMessage.class}) public class MyEndpoint { public MyMessage receiveMessage(MyMessage message) { . . . } } Notice the updated method signature where the application is working with MyMessage instead of the raw string. Note that the encoder and decoder implementations just illustrate the point and provide no validation or exception handling. Similarly Encooder.Binary and Decoder.Binary interfaces need to be implemented for encoding and decoding binary payload. Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) TOTD #183 - Getting Started with WebSocket in GlassFish TOTD #184 - Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark TOTD #185: Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • Is this the right way to write a ProtocolDecoder in MINA?

    - by phpscriptcoder
    public class CustomProtocolDecoder extends CumulativeProtocolDecoder{ byte currentCmd = -1; int currentSize = -1; boolean isFirst = false; @Override protected boolean doDecode(IoSession is, ByteBuffer bb, ProtocolDecoderOutput pdo) throws Exception { if(currentCmd == -1) { currentCmd = bb.get(); currentSize = Packet.getSize(currentCmd); isFirst = true; } while(bb.remaining() > 0) { if(!isFirst) { currentCmd = bb.get(); currentSize = Packet.getSize(currentCmd); } else isFirst = false; //System.err.println(currentCmd + " " + bb.remaining() + " " + currentSize); if(bb.remaining() >= currentSize - 1) { Packet p = PacketDecoder.decodePacket(bb, currentCmd); pdo.write(p); } else { bb.flip(); return false; } } if(bb.remaining() == 0) return true; else return false; } } Anyone see anything wrong with this code? When a lot of packets are received at once, even when only one client is connected, one of them might get cut off at the end (12 bytes instead of 15 bytes, for example) which is obviously bad.

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  • Java Fx Data bind not working with File Read

    - by rjha94
    Hi I am using a very simple JavaFx client to upload files. I read the file in chunks of 1 MB (using Byte Buffer) and upload using multi part POST to a PHP script. I want to update the progress bar of my client to show progress after each chunk is uploaded. The calculations for upload progress look correct but the progress bar is not updated. I am using bind keyword. I am no JavaFx expert and I am hoping some one can point out my mistake. I am writing this client to fix the issues posted here (http://stackoverflow.com/questions/2447837/upload-1gb-files-using-chunking-in-php) /* * Main.fx * * Created on Mar 16, 2010, 1:58:32 PM */ package webgloo; import javafx.stage.Stage; import javafx.scene.Scene; import javafx.scene.layout.VBox; import javafx.geometry.VPos; import javafx.scene.control.Button; import javafx.scene.control.Label; import javafx.scene.layout.HBox; import javafx.scene.layout.LayoutInfo; import javafx.scene.text.Font; import javafx.scene.control.ProgressBar; import java.io.FileInputStream; /** * @author rajeev jha */ var totalBytes:Float = 1; var bytesWritten:Float = 0; var progressUpload:Float; var uploadURI = "http://www.test1.com/test/receiver.php"; var postMax = 1024000 ; function uploadFile(inputFile: java.io.File) { totalBytes = inputFile.length(); bytesWritten = 1; println("To-Upload - {totalBytes}"); var is = new FileInputStream(inputFile); var fc = is.getChannel(); //1 MB byte buffer var chunkCount = 0; var bb = java.nio.ByteBuffer.allocate(postMax); while(fc.read(bb) >= 0){ println("loop:start"); bb.flip(); var limit = bb.limit(); var bytes = GigaFileUploader.getBufferBytes(bb.array(), limit); var content = GigaFileUploader.createPostContent(inputFile.getName(), bytes); GigaFileUploader.upload(uploadURI, content); bytesWritten = bytesWritten + limit ; progressUpload = 1.0 * bytesWritten / totalBytes ; println("Progress is - {progressUpload}"); chunkCount++; bb.clear(); println("loop:end"); } } var label = Label { font: Font { size: 12 } text: bind "Uploaded - {bytesWritten * 100 / (totalBytes)}%" layoutInfo: LayoutInfo { vpos: VPos.CENTER maxWidth: 120 minWidth: 120 width: 120 height: 30 } } def jFileChooser = new javax.swing.JFileChooser(); jFileChooser.setApproveButtonText("Upload"); var button = Button { text: "Upload" layoutInfo: LayoutInfo { width: 100 height: 30 } action: function () { var outputFile = jFileChooser.showOpenDialog(null); if (outputFile == javax.swing.JFileChooser.APPROVE_OPTION) { uploadFile(jFileChooser.getSelectedFile()); } } } var hBox = HBox { spacing: 10 content: [label, button] } var progressBar = ProgressBar { progress: bind progressUpload layoutInfo: LayoutInfo { width: 240 height: 30 } } var vBox = VBox { spacing: 10 content: [hBox, progressBar] layoutX: 10 layoutY: 10 } Stage { title: "Upload File" width: 270 height: 120 scene: Scene { content: [vBox] } resizable: false }

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  • SocketChannel in Java sends data, but it doesn't get to destination application

    - by Peterson
    Hi Everybody, I'm suffering a lot to create a simple ChatServer in Java, using the NIO libraries. Wonder if someone could help me. I am doing that by using SocketChannel and Selector to handle multiple clients in a single thread. The problem is: I am able to accept new connections and get it's data, but when I try to send data back, the SocketChannel simply doesn't work. In the method write(), it returns a integer that is the same size of the data i'm passing to it, but the client never receives that data. Strangely, when I close the server application, the client receives the data. It's like the socketchannel maintains a buffer, and it only get flushed when I close the application. Here are some more details, to give you more information to help. I'm handling the events in this piece of code: private void run() throws IOException { ServerSocketChannel ssc = ServerSocketChannel.open(); // Set it to non-blocking, so we can use select ssc.configureBlocking( false ); // Get the Socket connected to this channel, and bind it // to the listening port this.serverSocket = ssc.socket(); InetSocketAddress isa = new InetSocketAddress( this.port ); serverSocket.bind( isa ); // Create a new Selector for selecting this.masterSelector = Selector.open(); // Register the ServerSocketChannel, so we can // listen for incoming connections ssc.register( masterSelector, SelectionKey.OP_ACCEPT ); while (true) { // See if we've had any activity -- either // an incoming connection, or incoming data on an // existing connection int num = masterSelector.select(); // If we don't have any activity, loop around and wait // again if (num == 0) { continue; } // Get the keys corresponding to the activity // that has been detected, and process them // one by one Set keys = masterSelector.selectedKeys(); Iterator it = keys.iterator(); while (it.hasNext()) { // Get a key representing one of bits of I/O // activity SelectionKey key = (SelectionKey)it.next(); // What kind of activity is it? if ((key.readyOps() & SelectionKey.OP_ACCEPT) == SelectionKey.OP_ACCEPT) { // Aceita a conexão Socket s = serverSocket.accept(); System.out.println( "LOG: Conexao TCP aceita de " + s.getInetAddress() + ":" + s.getPort() ); // Make sure to make it non-blocking, so we can // use a selector on it. SocketChannel sc = s.getChannel(); sc.configureBlocking( false ); // Registra a conexao no seletor, apenas para leitura sc.register( masterSelector, SelectionKey.OP_READ ); } else if ( key.isReadable() ) { SocketChannel sc = null; // It's incoming data on a connection, so // process it sc = (SocketChannel)key.channel(); // Verifica se a conexão corresponde a um cliente já existente if((clientsMap.getClient(key)) != null){ boolean closedConnection = !processIncomingClientData(key); if(closedConnection){ int id = clientsMap.getClient(key); closeClient(id); } } else { boolean clientAccepted = processIncomingDataFromNewClient(key); if(!clientAccepted){ // Se o cliente não foi aceito, sua conexão é simplesmente fechada sc.socket().close(); sc.close(); key.cancel(); } } } } // We remove the selected keys, because we've dealt // with them. keys.clear(); } } This piece of code is simply handles new clients that wants to connect to the chat. So, a client makes a TCP connection to the server, and once it gets accepted, it sends data to the server following a simply text protocol, informing his id and asking to get registrated to the server. I handle this in the method processIncomingDataFromNewClient(key). I'm also keeping a map of clients and its connections in a data structure similar to a hashtable. I? doing that because I need to recover a client Id from a connection and a connection from a client Id. This is can be shown in: clientsMap.getClient(key). But the problem itself resides in the method processIncomingDataFromNewClient(key). There, I simply read the data that the client sent to me, validate it, and if it's ok, I send a message back to the client to tell that it is connected to the chat server. Here is a similar piece of code: private boolean processIncomingDataFromNewClient(SelectionKey key){ SocketChannel sc = (SocketChannel) key.channel(); String connectionOrigin = sc.socket().getInetAddress() + ":" + sc.socket().getPort(); int id = 0; //id of the client buf.clear(); int bytesRead = 0; try { bytesRead = sc.read(buf); if(bytesRead<=0){ System.out.println("Conexão fechada pelo: " + connectionOrigin); return false; } System.out.println("LOG: " + bytesRead + " bytes lidos de " + connectionOrigin); String msg = new String(buf.array(),0,bytesRead); // Do validations with the client sent me here // gets the client id }catch (Exception e) { e.printStackTrace(); System.out.println("LOG: Oops. Cliente não conhece o protocolo. Fechando a conexão: " + connectionOrigin); System.out.println("LOG: Primeiros 10 caracteres enviados pelo cliente: " + msg); return false; } } } catch (IOException e) { System.out.println("LOG: Erro ao ler dados da conexao: " + connectionOrigin); System.out.println("LOG: "+ e.getLocalizedMessage()); System.out.println("LOG: Fechando a conexão..."); return false; } // If it gets to here, the protocol is ok and we can add the client boolean inserted = clientsMap.addClient(key, id); if(!inserted){ System.out.println("LOG: Não foi possível adicionar o cliente. Ou ele já está conectado ou já têm clientes demais. Id: " + id); System.out.println("LOG: Fechando a conexão: " + connectionOrigin); return false; } System.out.println("LOG: Novo cliente conectado! Enviando mesnsagem de confirmação. Id: " + id + " Conexao: " + connectionOrigin); /* Here is the error */ sendMessage(id, "Servidor pet: connection accepted"); System.out.println("LOG: Novo cliente conectado! Id: " + id + " Conexao: " + connectionOrigin); return true; } And finally, the method sendMessage(SelectionKey key) looks like this: private void sendMessage(int destId, String msg) { Charset charset = Charset.forName("ISO-8859-1"); CharBuffer charBuffer = CharBuffer.wrap(msg, 0, msg.length()); ByteBuffer bf = charset.encode(charBuffer); //bf.flip(); int bytesSent = 0; SelectionKey key = clientsMap.getClient(destId); SocketChannel sc = (SocketChannel) key.channel(); try { / int total_bytes_sent = 0; while(total_bytes_sent < msg.length()){ bytesSent = sc.write(bf); total_bytes_sent += bytesSent; } System.out.println("LOG: Bytes enviados para o cliente " + destId + ": "+ total_bytes_sent + " Tamanho da mensagem: " + msg.length()); } catch (IOException e) { System.out.println("LOG: Erro ao mandar mensagem para: " + destId); System.out.println("LOG: " + e.getLocalizedMessage()); } } So, what is happening is that the server, when send a message, prints something like this: LOG: Bytes sent to the client: 28 Size of the message: 28 So, it tells that it sent the data, but the chat client keeps blocking, waiting in the recv() method. So, the data never gets to it. When I close the server application, though, all the data appears in the client. I wonder why. It is important to say that the client is in C and the server JAVA, and I'm running both in the same machine, an Ubuntu Guest in virtualbox under windows. I also run both under windows host and under linuxes hosts, and keep getting the same strange problem. I'm sorry for the great lenght of this question, but I already searched a lot of places for an answer, found a lot of tutorials and questions, including here at StackOverflow, but coundn't find a reasonable explanation. I am really not liking this Java NIO, and i saw a lot of people complaining about it too. I am thinking that if I had done that in C it would have been a lot easier :-D So, if someone could help me and even discuss this behavor, it would be great! :-) Thanks everybody in advance, Péterson

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