diff options
author | nobody <nobody@28c7f869-5b4e-e670-f602-82bfaf57f300> | 2005-08-26 21:18:36 +0000 |
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committer | nobody <nobody@28c7f869-5b4e-e670-f602-82bfaf57f300> | 2005-08-26 21:18:36 +0000 |
commit | c70acc013c054d977fc7df0309ae29503e3d43af (patch) | |
tree | 679d9535fc0313cba50c499fb92a64bb46999fc7 /src/GLSLShaderTest | |
parent | d73245421b294f50b9d4728bcbc717876f83d250 (diff) |
This commit was manufactured by cvs2svn to create tagexp-1_4_0-build6
'exp-1_4_0-build6'.
Diffstat (limited to 'src/GLSLShaderTest')
-rw-r--r-- | src/GLSLShaderTest/ObjLoadGLSL.java | 346 | ||||
-rw-r--r-- | src/GLSLShaderTest/SphereGLSL.java | 345 | ||||
-rw-r--r-- | src/GLSLShaderTest/build.xml | 69 | ||||
-rw-r--r-- | src/GLSLShaderTest/dimple.frag | 57 | ||||
-rw-r--r-- | src/GLSLShaderTest/dimple.vert | 41 | ||||
-rw-r--r-- | src/GLSLShaderTest/polkadot3d.frag | 48 | ||||
-rw-r--r-- | src/GLSLShaderTest/polkadot3d.vert | 58 | ||||
-rw-r--r-- | src/GLSLShaderTest/simple.frag | 62 | ||||
-rw-r--r-- | src/GLSLShaderTest/simple.vert | 129 | ||||
-rw-r--r-- | src/GLSLShaderTest/wood.frag | 66 | ||||
-rw-r--r-- | src/GLSLShaderTest/wood.vert | 25 |
11 files changed, 1246 insertions, 0 deletions
diff --git a/src/GLSLShaderTest/ObjLoadGLSL.java b/src/GLSLShaderTest/ObjLoadGLSL.java new file mode 100644 index 0000000..12369cd --- /dev/null +++ b/src/GLSLShaderTest/ObjLoadGLSL.java @@ -0,0 +1,346 @@ +/* + * $RCSfile$ + * + * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution 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 Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any + * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND + * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY + * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL + * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF + * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS + * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR + * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, + * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND + * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR + * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed, licensed or + * intended for use in the design, construction, operation or + * maintenance of any nuclear facility. + * + * $Revision$ + * $Date$ + * $State$ + */ + +import com.sun.j3d.loaders.objectfile.ObjectFile; +import com.sun.j3d.loaders.ParsingErrorException; +import com.sun.j3d.loaders.IncorrectFormatException; +import com.sun.j3d.loaders.Scene; +import com.sun.j3d.utils.shader.StringIO; +import java.applet.Applet; +import java.awt.*; +import java.awt.event.*; +import com.sun.j3d.utils.applet.MainFrame; +import com.sun.j3d.utils.universe.*; +import javax.media.j3d.*; +import javax.vecmath.*; +import java.util.Enumeration; +import java.io.*; +import com.sun.j3d.utils.behaviors.vp.*; +import java.net.URL; +import java.net.MalformedURLException; + +public class ObjLoadGLSL extends Applet { + + private String shaderName = "polkadot3d"; + private boolean spin = false; + private boolean noTriangulate = false; + private boolean noStripify = false; + private double creaseAngle = 60.0; + private URL filename = null; + private SimpleUniverse u; + private BoundingSphere bounds; + + public BranchGroup createSceneGraph() { + // Create the root of the branch graph + BranchGroup objRoot = new BranchGroup(); + + // Create a Transformgroup to scale all objects so they + // appear in the scene. + TransformGroup objScale = new TransformGroup(); + Transform3D t3d = new Transform3D(); + t3d.setScale(0.7); + objScale.setTransform(t3d); + objRoot.addChild(objScale); + + // Create the transform group node and initialize it to the + // identity. Enable the TRANSFORM_WRITE capability so that + // our behavior code can modify it at runtime. Add it to the + // root of the subgraph. + TransformGroup objTrans = new TransformGroup(); + objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); + objScale.addChild(objTrans); + + int flags = ObjectFile.RESIZE; + if (!noTriangulate) flags |= ObjectFile.TRIANGULATE; + if (!noStripify) flags |= ObjectFile.STRIPIFY; + ObjectFile f = new ObjectFile(flags, + (float)(creaseAngle * Math.PI / 180.0)); + Scene s = null; + try { + s = f.load(filename); + } + catch (FileNotFoundException e) { + e.printStackTrace(); + System.exit(1); + } + catch (ParsingErrorException e) { + e.printStackTrace(); + System.exit(1); + } + catch (IncorrectFormatException e) { + e.printStackTrace(); + System.exit(1); + } + + // Set vertex and fragment shader program for all Shape3D nodes in scene + String vertexProgram = null; + String fragmentProgram = null; + try { + vertexProgram = StringIO.readFully(shaderName + ".vert"); + fragmentProgram = StringIO.readFully(shaderName + ".frag"); + } + catch (IOException e) { + e.printStackTrace(); + System.exit(1); + } + Shader[] shaders = new Shader[2]; + shaders[0] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, + Shader.SHADER_TYPE_VERTEX, + vertexProgram); + shaders[1] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, + Shader.SHADER_TYPE_FRAGMENT, + fragmentProgram); + ShaderProgram shaderProgram = new GLSLShaderProgram(); + shaderProgram.setShaders(shaders); + setShaderProgram(s.getSceneGroup(), shaderProgram); + + objTrans.addChild(s.getSceneGroup()); + + bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); + + if (spin) { + Transform3D yAxis = new Transform3D(); + Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, + 0, 0, + 4000, 0, 0, + 0, 0, 0); + + RotationInterpolator rotator = + new RotationInterpolator(rotationAlpha, objTrans, yAxis, + 0.0f, (float) Math.PI*2.0f); + rotator.setSchedulingBounds(bounds); + objTrans.addChild(rotator); + } + + // Set up the background + Color3f bgColor = new Color3f(0.05f, 0.05f, 0.5f); + Background bgNode = new Background(bgColor); + bgNode.setApplicationBounds(bounds); + objRoot.addChild(bgNode); + + return objRoot; + } + + private void usage() + { + System.out.println( + "Usage: java ObjLoadGLSL [-s] [-S shaderName] [-n] [-t] [-c degrees] <.obj file>"); + System.out.println(" -s Spin (no user interaction)"); + System.out.println(" -S Set shader name (default is 'simple')"); + System.out.println(" -n No triangulation"); + System.out.println(" -t No stripification"); + System.out.println( + " -c Set crease angle for normal generation (default is 60 without"); + System.out.println( + " smoothing group info, otherwise 180 within smoothing groups)"); + System.exit(0); + } // End of usage + + + + public void init() { + if (filename == null) { + // Applet + try { + URL path = getCodeBase(); + filename = new URL(path.toString() + "./galleon.obj"); + } + catch (MalformedURLException e) { + System.err.println(e); + System.exit(1); + } + } + + setLayout(new BorderLayout()); + GraphicsConfiguration config = + SimpleUniverse.getPreferredConfiguration(); + + Canvas3D c = new Canvas3D(config); + add("Center", c); + + // Create a simple scene and attach it to the virtual universe + BranchGroup scene = createSceneGraph(); + u = new SimpleUniverse(c); + + // add mouse behaviors to the ViewingPlatform + ViewingPlatform viewingPlatform = u.getViewingPlatform(); + + PlatformGeometry pg = new PlatformGeometry(); + + // Set up the ambient light + Color3f ambientColor = new Color3f(0.1f, 0.1f, 0.1f); + AmbientLight ambientLightNode = new AmbientLight(ambientColor); + ambientLightNode.setInfluencingBounds(bounds); + pg.addChild(ambientLightNode); + + // Set up the directional lights + Color3f light1Color = new Color3f(1.0f, 0.2f, 0.4f); + Vector3f light1Direction = new Vector3f(-1.0f, -1.0f, -1.0f); + Color3f light2Color = new Color3f(1.0f, 1.0f, 0.9f); + Vector3f light2Direction = new Vector3f(1.0f, 1.0f, 1.0f); + + DirectionalLight light1 + = new DirectionalLight(light1Color, light1Direction); + light1.setInfluencingBounds(bounds); + pg.addChild(light1); + + DirectionalLight light2 + = new DirectionalLight(light2Color, light2Direction); + light2.setInfluencingBounds(bounds); + pg.addChild(light2); + + viewingPlatform.setPlatformGeometry( pg ); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + viewingPlatform.setNominalViewingTransform(); + + if (!spin) { + OrbitBehavior orbit = new OrbitBehavior(c, + OrbitBehavior.REVERSE_ALL); + BoundingSphere bounds = + new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); + orbit.setSchedulingBounds(bounds); + viewingPlatform.setViewPlatformBehavior(orbit); + } + + /* + // Limit the frame rate to 100 Hz + u.getViewer().getView().setMinimumFrameCycleTime(10); + */ + + u.addBranchGraph(scene); + } + + // Set shader program for all nodes in specified branch graph + private void setShaderProgram(BranchGroup g, ShaderProgram shaderProgram) { + ShaderAppearance myApp = new ShaderAppearance(); + Material mat = new Material(); + myApp.setShaderProgram(shaderProgram); + myApp.setMaterial(mat); + setShaderProgram(g, myApp); + } + + // Recursively set shader program for all children of specified group + private void setShaderProgram(Group g, + ShaderAppearance myApp) { + + Enumeration e = g.getAllChildren(); + while (e.hasMoreElements()) { + Node n = (Node)(e.nextElement()); + if (n instanceof Group) { + setShaderProgram((Group)n, myApp); + } + else if (n instanceof Shape3D) { + Shape3D s = (Shape3D)n; + s.setAppearance(myApp); + } + } + } + + // Caled if running as a program + public ObjLoadGLSL(String[] args) { + if (args.length != 0) { + for (int i = 0 ; i < args.length ; i++) { + if (args[i].startsWith("-")) { + if (args[i].equals("-s")) { + spin = true; + } else if (args[i].equals("-n")) { + noTriangulate = true; + } else if (args[i].equals("-t")) { + noStripify = true; + } else if (args[i].equals("-c")) { + if (i < args.length - 1) { + creaseAngle = (new Double(args[++i])).doubleValue(); + } else usage(); + } else if (args[i].equals("-S")) { + if (i < args.length - 1) { + shaderName = args[++i]; + } else usage(); + } else { + usage(); + } + } else { + try { + if ((args[i].indexOf("file:") == 0) || + (args[i].indexOf("http") == 0)) { + filename = new URL(args[i]); + } + else if (args[i].charAt(0) != '/') { + filename = new URL("file:./" + args[i]); + } + else { + filename = new URL("file:" + args[i]); + } + } + catch (MalformedURLException e) { + System.err.println(e); + System.exit(1); + } + } + } + } + } + + + + // Running as an applet + public ObjLoadGLSL() { + } + + public void destroy() { + u.cleanup(); + } + + + + // + // The following allows ObjLoadGLSL to be run as an application + // as well as an applet + // + public static void main(String[] args) { + new MainFrame(new ObjLoadGLSL(args), 700, 700); + } +} diff --git a/src/GLSLShaderTest/SphereGLSL.java b/src/GLSLShaderTest/SphereGLSL.java new file mode 100644 index 0000000..87d589e --- /dev/null +++ b/src/GLSLShaderTest/SphereGLSL.java @@ -0,0 +1,345 @@ +/* + * $RCSfile$ + * + * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution 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 Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any + * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND + * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY + * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL + * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF + * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS + * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR + * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, + * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND + * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR + * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed, licensed or + * intended for use in the design, construction, operation or + * maintenance of any nuclear facility. + * + * $Revision$ + * $Date$ + * $State$ + */ + +import java.applet.Applet; +import java.awt.*; +import java.io.*; +import com.sun.j3d.utils.applet.MainFrame; +import com.sun.j3d.utils.geometry.Sphere; +import com.sun.j3d.utils.shader.StringIO; +import com.sun.j3d.utils.universe.*; +import javax.media.j3d.*; +import javax.vecmath.*; +import java.util.Enumeration; +import java.net.URL; +import java.net.MalformedURLException; + +/** + * Simple GLSL Shader test program + */ +public class SphereGLSL extends Applet { + + // Constants for type of light to use + private static final int DIRECTIONAL_LIGHT = 0; + private static final int POINT_LIGHT = 1; + private static final int SPOT_LIGHT = 2; + + // Flag indicates type of lights: directional, point, or spot + // lights. This flag is set based on command line argument + private static int lightType = DIRECTIONAL_LIGHT; + + private SimpleUniverse u = null; + + public BranchGroup createSceneGraph(SimpleUniverse u) { + Color3f eColor = new Color3f(0.0f, 0.0f, 0.0f); + Color3f sColor = new Color3f(1.0f, 1.0f, 1.0f); + Color3f objColor = new Color3f(0.6f, 0.6f, 0.6f); + Color3f lColor1 = new Color3f(1.0f, 0.0f, 0.0f); + Color3f lColor2 = new Color3f(0.0f, 1.0f, 0.0f); + Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f); + Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f); + + Transform3D t; + + // Create the root of the branch graph + BranchGroup objRoot = new BranchGroup(); + + // Create a Transformgroup to scale all objects so they + // appear in the scene. + TransformGroup objScale = new TransformGroup(); + Transform3D t3d = new Transform3D(); + t3d.setScale(0.4); + objScale.setTransform(t3d); + objRoot.addChild(objScale); + + // Create a bounds for the background and lights + BoundingSphere bounds = + new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); + + // Set up the background + Background bg = new Background(bgColor); + bg.setApplicationBounds(bounds); + objScale.addChild(bg); + + // Create a Sphere object, generate one copy of the sphere, + // and add it into the scene graph. + ShaderAppearance a = new ShaderAppearance(); + Material m = new Material(objColor, eColor, objColor, sColor, 100.0f); + m.setLightingEnable(true); + String vertexProgram = null; + String fragmentProgram = null; + try { + vertexProgram = StringIO.readFully("./simple.vert"); + fragmentProgram = StringIO.readFully("./simple.frag"); + } + catch (IOException e) { + /* + e.printStackTrace(); + System.exit(1); + */ + System.err.println(e); + } + Shader[] shaders = new Shader[2]; + shaders[0] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, + Shader.SHADER_TYPE_VERTEX, + vertexProgram); + shaders[1] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, + Shader.SHADER_TYPE_FRAGMENT, + fragmentProgram); + ShaderProgram shaderProgram = new GLSLShaderProgram(); + shaderProgram.setShaders(shaders); + + a.setShaderProgram(shaderProgram); + a.setMaterial(m); + Sphere sph = new Sphere(1.0f, Sphere.GENERATE_NORMALS, 200, a); + objScale.addChild(sph); + + // Create the transform group node for the each light and initialize + // it to the identity. Enable the TRANSFORM_WRITE capability so that + // our behavior code can modify it at runtime. Add them to the root + // of the subgraph. + TransformGroup l1RotTrans = new TransformGroup(); + l1RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + objScale.addChild(l1RotTrans); + + TransformGroup l2RotTrans = new TransformGroup(); + l2RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + objScale.addChild(l2RotTrans); + + // Create transformations for the positional lights + t = new Transform3D(); + Vector3d lPos1 = new Vector3d(0.0, 0.0, 2.0); + t.set(lPos1); + TransformGroup l1Trans = new TransformGroup(t); + l1RotTrans.addChild(l1Trans); + + t = new Transform3D(); + Vector3d lPos2 = new Vector3d(0.5, 0.8, 2.0); + t.set(lPos2); + TransformGroup l2Trans = new TransformGroup(t); + l2RotTrans.addChild(l2Trans); + + /* + // Create Geometry for point lights + ColoringAttributes caL1 = new ColoringAttributes(); + ColoringAttributes caL2 = new ColoringAttributes(); + caL1.setColor(lColor1); + caL2.setColor(lColor2); + Appearance appL1 = new Appearance(); + Appearance appL2 = new Appearance(); + appL1.setColoringAttributes(caL1); + appL2.setColoringAttributes(caL2); + l1Trans.addChild(new Sphere(0.05f, appL1)); + l2Trans.addChild(new Sphere(0.05f, appL2)); + */ + + // Create lights + AmbientLight aLgt = new AmbientLight(alColor); + + Light lgt1 = null; + Light lgt2 = null; + + Point3f lPoint = new Point3f(0.0f, 0.0f, 0.0f); + Point3f atten = new Point3f(1.0f, 0.0f, 0.0f); + Vector3f lDirect1 = new Vector3f(lPos1); + Vector3f lDirect2 = new Vector3f(lPos2); + lDirect1.negate(); + lDirect2.negate(); + + switch (lightType) { + case DIRECTIONAL_LIGHT: + lgt1 = new DirectionalLight(lColor1, lDirect1); + lgt2 = new DirectionalLight(lColor2, lDirect2); + break; + case POINT_LIGHT: + lgt1 = new PointLight(lColor1, lPoint, atten); + lgt2 = new PointLight(lColor2, lPoint, atten); + break; + case SPOT_LIGHT: + lgt1 = new SpotLight(lColor1, lPoint, atten, lDirect1, + 25.0f * (float)Math.PI / 180.0f, 10.0f); + lgt2 = new SpotLight(lColor2, lPoint, atten, lDirect2, + 25.0f * (float)Math.PI / 180.0f, 10.0f); + break; + } + + // Set the influencing bounds + aLgt.setInfluencingBounds(bounds); + lgt1.setInfluencingBounds(bounds); + lgt2.setInfluencingBounds(bounds); + + // Add the lights into the scene graph + objScale.addChild(aLgt); + l1Trans.addChild(lgt1); + l2Trans.addChild(lgt2); + + // Create a new Behavior object that will perform the desired + // operation on the specified transform object and add it into the + // scene graph. + Transform3D yAxis = new Transform3D(); + Alpha rotor1Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, + 0, 0, + 4000, 0, 0, + 0, 0, 0); + RotationInterpolator rotator1 = + new RotationInterpolator(rotor1Alpha, + l1RotTrans, + yAxis, + 0.0f, (float) Math.PI*2.0f); + rotator1.setSchedulingBounds(bounds); + l1RotTrans.addChild(rotator1); + + // Create a new Behavior object that will perform the desired + // operation on the specified transform object and add it into the + // scene graph. + Alpha rotor2Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, + 0, 0, + 1000, 0, 0, + 0, 0, 0); + RotationInterpolator rotator2 = + new RotationInterpolator(rotor2Alpha, + l2RotTrans, + yAxis, + 0.0f, 0.0f); + bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); + rotator2.setSchedulingBounds(bounds); + l2RotTrans.addChild(rotator2); + + // Create a position interpolator and attach it to the view + // platform + TransformGroup vpTrans = + u.getViewingPlatform().getViewPlatformTransform(); + Transform3D axisOfTranslation = new Transform3D(); + Alpha transAlpha = new Alpha(-1, + Alpha.INCREASING_ENABLE | + Alpha.DECREASING_ENABLE, + 0, 0, + 5000, 0, 0, + 5000, 0, 0); + axisOfTranslation.rotY(-Math.PI/2.0); + PositionInterpolator translator = + new PositionInterpolator(transAlpha, + vpTrans, + axisOfTranslation, + 2.0f, 3.5f); + translator.setSchedulingBounds(bounds); + objScale.addChild(translator); + + // Let Java 3D perform optimizations on this scene graph. + objRoot.compile(); + + return objRoot; + } + + public SphereGLSL() { + } + + public void init() { + setLayout(new BorderLayout()); + GraphicsConfiguration config = + SimpleUniverse.getPreferredConfiguration(); + + Canvas3D c = new Canvas3D(config); + add("Center", c); + + u = new SimpleUniverse(c); + BranchGroup scene = createSceneGraph(u); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + u.getViewingPlatform().setNominalViewingTransform(); + + /* + // Limit the frame rate to 100 Hz + u.getViewer().getView().setMinimumFrameCycleTime(10); + */ + + u.addBranchGraph(scene); + } + + public void destroy() { + u.cleanup(); + } + + // + // The following allows SphereGLSL to be run as an application + // as well as an applet + // + public static void main(String[] args) { + // Parse the Input Arguments + String usage = "Usage: java SphereGLSL [-point | -spot | -dir]"; + for (int i = 0; i < args.length; i++) { + if (args[i].startsWith("-")) { + if (args[i].equals("-point")) { + /* + System.out.println("Using point lights"); + lightType = POINT_LIGHT; + */ + System.out.println("Point lights not yet implemented, option ignored"); + } + else if (args[i].equals("-spot")) { + /* + System.out.println("Using spot lights"); + lightType = SPOT_LIGHT; + */ + System.out.println("Spot lights not yet implemented, option ignored"); + } + else if (args[i].equals("-dir")) { + System.out.println("Using directional lights"); + lightType = DIRECTIONAL_LIGHT; + } + else { + System.out.println(usage); + System.exit(0); + } + } + else { + System.out.println(usage); + System.exit(0); + } + } + + new MainFrame(new SphereGLSL(), 700, 700); + } +} diff --git a/src/GLSLShaderTest/build.xml b/src/GLSLShaderTest/build.xml new file mode 100644 index 0000000..47e5a36 --- /dev/null +++ b/src/GLSLShaderTest/build.xml @@ -0,0 +1,69 @@ +<?xml version="1.0"?> + +<!-- +/* + * $RCSfile$ + * + * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution 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 Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any + * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND + * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY + * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL + * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF + * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS + * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR + * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, + * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND + * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR + * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed, licensed or + * intended for use in the design, construction, operation or + * maintenance of any nuclear facility. + * + * $Revision$ + * $Date$ + * $State$ + */ + --> + +<project basedir="." default="compile"> + <target name="compile"> + <javac + destdir="." srcdir="." + source="1.4" target="1.4" + debug="true" deprecation="true"> + </javac> + </target> + + <target name="all" depends="compile"> + </target> + + <target description="Clean all build products." name="clean"> + <delete> + <fileset dir="."> + <include name="**/*.class"/> + </fileset> + </delete> + </target> + +</project> diff --git a/src/GLSLShaderTest/dimple.frag b/src/GLSLShaderTest/dimple.frag new file mode 100644 index 0000000..70d2982 --- /dev/null +++ b/src/GLSLShaderTest/dimple.frag @@ -0,0 +1,57 @@ + +// +// dimple.frag: Fragment shader for bump mapping dimples (bumps) +// +// author: John Kessenich +// +// Copyright (c) 2002: 3Dlabs, Inc. +// +// +varying vec3 LightDir; +varying vec3 EyeDir; +varying vec3 Normal; + +const vec3 color = vec3(0.7, 0.6, 0.18); + +//const float Density = 16.0; +//const float Size = 0.25; + +//uniform float Density; +//uniform float Size; +float Density = 27.6; +float Size = 0.13025; + + +//uniform float Scale; + +const float SpecularFactor = 0.5; + +void main (void) +{ + vec3 litColor; + + vec2 c = Density * (gl_TexCoord[0].xy); + vec2 p = fract(c) - vec2(0.5); + float d = (p.x * p.x) + (p.y * p.y); + if (d >= Size) + p = vec2(0.0); + + vec3 normDelta = vec3(-p.x, -p.y, 1.0); + + litColor = color * max(0.0, dot(normDelta, LightDir)); + + float t = 2.0 * dot(LightDir, normDelta); + vec3 reflectDir = t * normDelta; + reflectDir = LightDir - reflectDir; + +// vec3 reflectDir = LightDir - 2.0 * dot(LightDir, normDelta) * normDelta; + + float spec = max(dot(EyeDir, reflectDir), 0.0); + spec = spec * spec; + spec = spec * spec; + spec *= SpecularFactor; + + litColor = min(litColor + spec, vec3(1.0)); + gl_FragColor = vec4(litColor, 1.0); +// gl_FragColor = vec4(Scale); +} diff --git a/src/GLSLShaderTest/dimple.vert b/src/GLSLShaderTest/dimple.vert new file mode 100644 index 0000000..0707d71 --- /dev/null +++ b/src/GLSLShaderTest/dimple.vert @@ -0,0 +1,41 @@ + +// +// dimple.vert: Vertex shader for bump mapping dimples (bumps) +// +// author: John Kessenich +// +// Copyright (c) 2002: 3Dlabs, Inc. +// + +varying vec3 LightDir; +varying vec3 EyeDir; +varying vec3 Normal; + +//uniform vec3 LightPosition; +//uniform float Scale; +vec3 LightPosition = vec3(0.0, 0.0, 5.0); +float Scale = 1.0; + +void main(void) +{ + vec4 pos = gl_ModelViewMatrix * gl_Vertex; + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + vec3 eyeDir = vec3(pos); +// gl_TexCoord[0] = gl_MultiTexCoord0; + gl_TexCoord[0] = gl_Vertex; + + vec3 n = normalize(gl_NormalMatrix * gl_Normal); + vec3 t = normalize(cross(vec3(1.141, 2.78, 3.14), n)); + vec3 b = cross(n, t); + + vec3 v; + v.x = dot(LightPosition, t); + v.y = dot(LightPosition, b); + v.z = dot(LightPosition, n); + LightDir = normalize(v); + + v.x = dot(eyeDir, t); + v.y = dot(eyeDir, b); + v.z = dot(eyeDir, n); + EyeDir = normalize(v); +} diff --git a/src/GLSLShaderTest/polkadot3d.frag b/src/GLSLShaderTest/polkadot3d.frag new file mode 100644 index 0000000..b341454 --- /dev/null +++ b/src/GLSLShaderTest/polkadot3d.frag @@ -0,0 +1,48 @@ +// +// Fragment shader for 3 dimensional polka dot shader. +// +// Author: Joshua Doss +// +// Copyright (C) 2002-2004 3Dlabs Inc. Ltd. +// +// See 3Dlabs-License.txt for license information +// +varying float LightIntensity; +varying vec3 MCPosition; + +//Create uniform variables so dots can be spaced and scaled by user +//uniform vec3 Spacing; +//uniform float DotSize; +const vec3 Spacing = vec3 (0.314, 0.36, 0.261); +const float DotSize = 0.123; + +//Create colors as uniform variables so they can be easily changed +//uniform vec3 ModelColor, PolkaDotColor; +const vec3 ModelColor = vec3 (0.75, 0.2, 0.1); +const vec3 PolkaDotColor = vec3 (1, 1, 1); + +void main(void) +{ + float insidesphere, sphereradius, scaledpointlength; + vec3 scaledpoint, finalcolor; + + // Scale the coordinate system + // The following line of code is not yet implemented in current drivers: + // mcpos = mod(Spacing, MCposition); + // We will use a workaround found below for now + scaledpoint = MCPosition - (Spacing * floor(MCPosition/Spacing)); + + // Bring the scaledpoint vector into the center of the scaled coordinate system + scaledpoint = scaledpoint - Spacing/2.0; + + // Find the length of the scaledpoint vector and compare it to the dotsize + scaledpointlength = length(scaledpoint); + insidesphere = step(scaledpointlength,DotSize); + + // Determine final output color before lighting + finalcolor = vec3(mix(ModelColor, PolkaDotColor, insidesphere)); + + // Output final color and factor in lighting + gl_FragColor = clamp((vec4( finalcolor, 1.0 ) * LightIntensity), vec4(0.0), vec4(1.0)); +} + diff --git a/src/GLSLShaderTest/polkadot3d.vert b/src/GLSLShaderTest/polkadot3d.vert new file mode 100644 index 0000000..86f432f --- /dev/null +++ b/src/GLSLShaderTest/polkadot3d.vert @@ -0,0 +1,58 @@ +// This is the Vertex Shader for three dimensional polka dots. +// +// author(s): Joshua Doss +// +// Copyright (C) 2002-2004 3Dlabs Inc. Ltd. + +//Create uniform variables for lighting to allow user interaction +//uniform float SpecularContribution; +//uniform vec3 LightPosition; + +const float SpecularContribution = 0.36; +const vec3 LightPosition = vec3 (0, 4, 5); + +varying vec3 MCPosition; +varying float LightIntensity; + +void main(void) +{ + float diffusecontribution = 1.0 - SpecularContribution; + + // compute the vertex position in eye coordinates + vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex); + + // compute the transformed normal + vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); + + // compute a vector from the model to the light position + vec3 lightVec = normalize(LightPosition - ecPosition); + + // compute the reflection vector + vec3 reflectVec = reflect(-lightVec, tnorm); + + // compute a unit vector in direction of viewing position + vec3 viewVec = normalize(-ecPosition); + + // calculate amount of diffuse light based on normal and light angle + float diffuse = max(dot(lightVec, tnorm), 0.0); + float spec = 0.0; + + // if there is diffuse lighting, calculate specular + if(diffuse > 0.0) + { + spec = max(dot(reflectVec, viewVec), 0.0); + spec = pow(spec, 16.0); + } + + // add up the light sources, since this is a varying (global) it will pass to frag shader + LightIntensity = diffusecontribution * diffuse * 1.5 + + SpecularContribution * spec; + + // the varying variable MCPosition will be used by the fragment shader to determine where + // in model space the current pixel is + MCPosition = vec3 (gl_Vertex); + + // send vertex information + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +} + diff --git a/src/GLSLShaderTest/simple.frag b/src/GLSLShaderTest/simple.frag new file mode 100644 index 0000000..61c83ec --- /dev/null +++ b/src/GLSLShaderTest/simple.frag @@ -0,0 +1,62 @@ +/* + * $RCSfile$ + * + * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution 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 Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any + * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND + * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY + * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL + * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF + * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS + * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR + * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, + * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND + * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR + * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed, licensed or + * intended for use in the design, construction, operation or + * maintenance of any nuclear facility. + * + * $Revision$ + * $Date$ + * $State$ + */ + +// Simple GLSL fragment program to attenuate the input fragment color as a +// function of the distance of the fragment position from the center +// of the window + +const float windowSize = 700.0; // TODO: this should be a built-in parameter! + +void main() +{ + // Compute distance from center in range [0.0, 1.0] + vec2 dist = min(abs((gl_FragCoord.xy - (windowSize)/2.0) / windowSize), 1.0); + vec2 invDist = 1.0 - dist; + + // Compute attenuation + float atten = invDist.x * invDist.y; + vec4 outcolor = (gl_Color + gl_SecondaryColor) * atten; + + gl_FragColor = outcolor; +} diff --git a/src/GLSLShaderTest/simple.vert b/src/GLSLShaderTest/simple.vert new file mode 100644 index 0000000..c593816 --- /dev/null +++ b/src/GLSLShaderTest/simple.vert @@ -0,0 +1,129 @@ +/* + * $RCSfile$ + * + * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution 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 Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any + * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND + * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY + * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL + * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF + * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS + * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR + * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, + * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND + * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR + * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed, licensed or + * intended for use in the design, construction, operation or + * maintenance of any nuclear facility. + * + * $Revision$ + * $Date$ + * $State$ + */ + +// A simple GLSL vertex program for handling 2 directional lights with +// separate specular + +void directionalLight( + in int i, + in vec3 normal, + inout vec4 ambient, + inout vec4 diffuse, + inout vec4 specular) +{ + // Normalized light direction and half vector + // (shouldn't they be pre-normalized?!) + vec3 lightDirection = normalize(vec3(gl_LightSource[i].position)); + vec3 halfVector = normalize(vec3(gl_LightSource[i].halfVector)); + + float nDotVP; // normal . light_direction + float nDotHV; // normal . light_half_vector + float pf; // power factor + + nDotVP = max(0.0, dot(normal, lightDirection)); + nDotHV = max(0.0, dot(normal, halfVector)); + + if (nDotVP == 0.0) { + pf = 0.0; + } + else { + pf = pow(nDotHV, gl_FrontMaterial.shininess); + } + + ambient += gl_LightSource[i].ambient; + diffuse += gl_LightSource[i].diffuse * nDotVP; + specular += gl_LightSource[i].specular * pf; +} + + +const int numEnabledLights = 2; // TODO: this should be a built-in parameter! + +void main() +{ + //vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; + //vec3 ecPosition3 = ecPosition.xyz / ecPosition.w; + vec3 tnorm = normalize(vec3(gl_NormalMatrix * gl_Normal)); + vec4 amb = vec4(0.0); + vec4 diff = vec4(0.0); + vec4 spec = vec4(0.0); + int i; + + // Transform the vertex + vec4 outPosition = gl_ModelViewProjectionMatrix * gl_Vertex; + + for (i = 0; i < numEnabledLights; i++) { + directionalLight(i, tnorm, amb, diff, spec); + } + + // Apply the result of the lighting equation + vec4 outSecondaryColor = vec4(vec3(spec * gl_FrontMaterial.specular), 1.0); + vec3 color0 = vec3(gl_FrontLightModelProduct.sceneColor + + amb * gl_FrontMaterial.ambient + + diff * gl_FrontMaterial.diffuse); + + // Generate a pseudo-random noise pattern + vec3 xyz = clamp((outPosition.xyz + 1.0) * 0.5, 0.0, 1.0); + + xyz = fract(xyz * 262144.0); + float randSeed = fract(3.0 * xyz.x + 5.0 * xyz.y + 7.0 * xyz.z); + + vec3 altColor; + + randSeed = fract(37.0 * randSeed); + altColor.x = randSeed * 0.5 + 0.5; + randSeed = fract(37.0 * randSeed); + altColor.y = randSeed * 0.5 + 0.5; + randSeed = fract(37.0 * randSeed); + altColor.z = randSeed * 0.5 + 0.5; + randSeed = fract(37.0 * randSeed); + float altAlpha = randSeed * 0.5; + + // Apply noise and output final vertex color + vec4 outColor; + outColor = vec4(mix(color0, altColor, altAlpha), 1.0); + + gl_FrontColor = outColor; + gl_FrontSecondaryColor = outSecondaryColor; + gl_Position = outPosition; +} diff --git a/src/GLSLShaderTest/wood.frag b/src/GLSLShaderTest/wood.frag new file mode 100644 index 0000000..eecf91f --- /dev/null +++ b/src/GLSLShaderTest/wood.frag @@ -0,0 +1,66 @@ +// +// Simple fragment shader for wood +// +// Author: John Kessenich +// +// Copyright (c) 2002-2004 3Dlabs Inc. Ltd. +// +// See 3Dlabs-License.txt for license information +// + +//uniform float GrainSizeRecip; +//uniform vec3 DarkColor; +//uniform vec3 spread; +const float GrainSizeRecip = 1.0; +const vec3 DarkColor = vec3 (0.6, 0.3, 0.1); +const vec3 spread = vec3 (0.15, 0.075, 0.0); + +varying float lightIntensity; +varying vec3 Position; + +void main (void) +{ + // + // cheap noise + // + vec3 location = Position; + vec3 floorvec = vec3(floor(10.0 * Position.x), 0.0, floor(10.0 * Position.z)); + vec3 noise = Position * 10.0 - floorvec - 0.5; + noise *= noise; + location += noise * 0.12; + + // + // distance from axis + // + float dist = location.x * location.x + location.z * location.z; + float grain = dist * GrainSizeRecip; + + // + // grain effects as function of distance + // + float brightness = fract(grain); + if (brightness > 0.5) + brightness = (1.0 - brightness); + vec3 color = DarkColor + brightness * spread; + + brightness = fract(grain * 7.0); + if (brightness > 0.5) + brightness = 1.0 - brightness; + color -= brightness * spread; + + // + // also as a function of lines parallel to the axis + // + brightness = fract(grain * 47.0) * 0.60; + float line = fract(Position.z + Position.x); + float snap = floor(line * 20.0) * (1.0/20.0); + if (line < snap + 0.006) + color -= brightness * spread; + + // + // apply lighting effects from vertex processor + // + color = clamp(color * lightIntensity, 0.0, 1.0); + + gl_FragColor = vec4(color, 1.0); +} diff --git a/src/GLSLShaderTest/wood.vert b/src/GLSLShaderTest/wood.vert new file mode 100644 index 0000000..84651aa --- /dev/null +++ b/src/GLSLShaderTest/wood.vert @@ -0,0 +1,25 @@ +// +// Simple vertex shader for wood +// +// Author: John Kessenich +// +// Copyright (c) 2002-2004 3Dlabs Inc. Ltd. +// +// See 3Dlabs-License.txt for license information +// + +varying float lightIntensity; +varying vec3 Position; +//uniform vec3 LightPosition; +//uniform float Scale; +const vec3 LightPosition = vec3 (0.0,0.0,0.4); +const float Scale = 1.0; + +void main(void) +{ + vec4 pos = gl_ModelViewMatrix * gl_Vertex; + Position = vec3(gl_Vertex) * Scale; + vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); + lightIntensity = max(dot(normalize(LightPosition - vec3(pos)), tnorm), 0.0) * 1.5; + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +} |