diff options
author | phil <[email protected]> | 2016-11-04 23:04:11 +1300 |
---|---|---|
committer | phil <[email protected]> | 2016-11-04 23:04:11 +1300 |
commit | 7a8ff3f043c5140e0f40a4df72fc27085b8e8b71 (patch) | |
tree | 9f420f033a8160a82089ef4c60c6c953d2c133f6 /src/classes/org | |
parent | 3a573d43a87978741d03d7aecc2bf638a43d77c3 (diff) |
Added a lot more GL2ES2 examples
And converted to struct based lights and material in shaders
Diffstat (limited to 'src/classes/org')
35 files changed, 5285 insertions, 513 deletions
diff --git a/src/classes/org/jdesktop/j3d/examples/alternate_appearance/AlternateAppearanceBoundsTestGL2ES2.java b/src/classes/org/jdesktop/j3d/examples/alternate_appearance/AlternateAppearanceBoundsTestGL2ES2.java new file mode 100644 index 0000000..c24b79a --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/alternate_appearance/AlternateAppearanceBoundsTestGL2ES2.java @@ -0,0 +1,314 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jdesktop.j3d.examples.alternate_appearance; + +import java.awt.Container; +import java.awt.event.ActionEvent; +import java.awt.event.ActionListener; + +import javax.swing.BoxLayout; +import javax.swing.JApplet; +import javax.swing.JCheckBox; +import javax.swing.JComboBox; +import javax.swing.JLabel; +import javax.swing.JPanel; +import javax.swing.border.TitledBorder; + +import org.jdesktop.j3d.examples.gl2es2pipeline.SimpleShaderAppearance; +import org.jogamp.java3d.AlternateAppearance; +import org.jogamp.java3d.AmbientLight; +import org.jogamp.java3d.Appearance; +import org.jogamp.java3d.BoundingLeaf; +import org.jogamp.java3d.BoundingSphere; +import org.jogamp.java3d.Bounds; +import org.jogamp.java3d.BranchGroup; +import org.jogamp.java3d.Canvas3D; +import org.jogamp.java3d.DirectionalLight; +import org.jogamp.java3d.Group; +import org.jogamp.java3d.Material; +import org.jogamp.java3d.Shape3D; +import org.jogamp.java3d.utils.applet.MainFrame; +import org.jogamp.java3d.utils.universe.SimpleUniverse; +import org.jogamp.vecmath.Color3f; +import org.jogamp.vecmath.Point3d; +import org.jogamp.vecmath.Vector3f; + +public class AlternateAppearanceBoundsTestGL2ES2 extends JApplet implements ActionListener +{ + + Material mat1, altMat; + Appearance app, otherApp; + JComboBox<?> altAppMaterialColor; + JComboBox<?> appMaterialColor; + JCheckBox useBoundingLeaf; + JCheckBox override; + JComboBox<?> boundsType; + private Group content1 = null; + AlternateAppearance altApp; + Shape3D[] shapes1; + boolean boundingLeafOn = false; + // Globally used colors + Color3f white = new Color3f(1.0f, 1.0f, 1.0f); + Color3f red = new Color3f(1.0f, 0.0f, 0.0f); + Color3f green = new Color3f(0.0f, 1.0f, 0.0f); + Color3f blue = new Color3f(0.0f, 0.0f, 1.0f); + Color3f[] colors = { white, red, green, blue }; + + private Bounds worldBounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), // Center + 1000.0); // Extent + private Bounds smallBounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), // Center + 0.25); // Extent + private Bounds tinyBounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), // Center + 0.05); // Extent + private BoundingLeaf leafBounds = null; + private int currentBounds = 2; + + private Bounds[] allBounds = { tinyBounds, smallBounds, worldBounds }; + + DirectionalLight light1 = null; + + // Get the current bounding leaf position + //private int currentPosition = 0; + // Point3f pos = (Point3f)positions[currentPosition].value; + + private SimpleUniverse u = null; + + public AlternateAppearanceBoundsTestGL2ES2() + { + } + + @Override + public void init() + { + System.setProperty("sun.awt.noerasebackground", "true"); + Container contentPane = getContentPane(); + + Canvas3D c = new Canvas3D(SimpleUniverse.getPreferredConfiguration()); + contentPane.add("Center", c); + + BranchGroup scene = createSceneGraph(); + // SimpleUniverse is a Convenience Utility class + u = new SimpleUniverse(c); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + u.getViewingPlatform().setNominalViewingTransform(); + u.addBranchGraph(scene); + + // Create GUI + JPanel p = new JPanel(); + BoxLayout boxlayout = new BoxLayout(p, BoxLayout.Y_AXIS); + p.add(createBoundsPanel()); + p.add(createMaterialPanel()); + p.setLayout(boxlayout); + + contentPane.add("South", p); + } + + @Override + public void destroy() + { + u.cleanup(); + } + + BranchGroup createSceneGraph() + { + BranchGroup objRoot = new BranchGroup(); + + // Create an alternate appearance + otherApp = new SimpleShaderAppearance(true, false); + //otherApp = new Appearance(); + altMat = new Material(); + altMat.setCapability(Material.ALLOW_COMPONENT_WRITE); + altMat.setDiffuseColor(new Color3f(0.0f, 1.0f, 0.0f)); + otherApp.setMaterial(altMat); + + altApp = new AlternateAppearance(); + altApp.setAppearance(otherApp); + altApp.setCapability(AlternateAppearance.ALLOW_BOUNDS_WRITE); + altApp.setCapability(AlternateAppearance.ALLOW_INFLUENCING_BOUNDS_WRITE); + altApp.setInfluencingBounds(worldBounds); + objRoot.addChild(altApp); + + // Build foreground geometry + Appearance app1 = new SimpleShaderAppearance(true, false); + //Appearance app1 = new Appearance(); + mat1 = new Material(); + mat1.setCapability(Material.ALLOW_COMPONENT_WRITE); + mat1.setDiffuseColor(new Color3f(1.0f, 0.0f, 0.0f)); + app1.setMaterial(mat1); + content1 = new SphereGroup(0.05f, // radius of spheres + 0.15f, // x spacing + 0.15f, // y spacing + 5, // number of spheres in X + 5, // number of spheres in Y + app1, // appearance + true); // alt app override = true + objRoot.addChild(content1); + shapes1 = ((SphereGroup) content1).getShapes(); + + // Add lights + light1 = new DirectionalLight(); + light1.setEnable(true); + light1.setColor(new Color3f(0.2f, 0.2f, 0.2f)); + light1.setDirection(new Vector3f(1.0f, 0.0f, -1.0f)); + light1.setInfluencingBounds(worldBounds); + light1.setCapability(DirectionalLight.ALLOW_INFLUENCING_BOUNDS_WRITE); + light1.setCapability(DirectionalLight.ALLOW_BOUNDS_WRITE); + objRoot.addChild(light1); + + // Add an ambient light to dimly illuminate the rest of + // the shapes in the scene to help illustrate that the + // directional lights are being scoped... otherwise it looks + // like we're just removing shapes from the scene + AmbientLight ambient = new AmbientLight(); + ambient.setEnable(true); + ambient.setColor(new Color3f(1.0f, 1.0f, 1.0f)); + ambient.setInfluencingBounds(worldBounds); + objRoot.addChild(ambient); + + // Define a bounding leaf + leafBounds = new BoundingLeaf(allBounds[currentBounds]); + leafBounds.setCapability(BoundingLeaf.ALLOW_REGION_WRITE); + objRoot.addChild(leafBounds); + if (boundingLeafOn) + { + altApp.setInfluencingBoundingLeaf(leafBounds); + } + else + { + altApp.setInfluencingBounds(allBounds[currentBounds]); + } + + return objRoot; + } + + JPanel createBoundsPanel() + { + JPanel panel = new JPanel(); + panel.setBorder(new TitledBorder("Scopes")); + + String boundsValues[] = { "Tiny Bounds", "Small Bounds", "Big Bounds" }; + + boundsType = new JComboBox<Object>(boundsValues); + boundsType.addActionListener(this); + boundsType.setSelectedIndex(2); + panel.add(new JLabel("Bounds")); + panel.add(boundsType); + + useBoundingLeaf = new JCheckBox("Enable BoundingLeaf", boundingLeafOn); + useBoundingLeaf.addActionListener(this); + panel.add(useBoundingLeaf); + + override = new JCheckBox("Enable App Override", false); + override.addActionListener(this); + panel.add(override); + + return panel; + + } + + JPanel createMaterialPanel() + { + JPanel panel = new JPanel(); + panel.setBorder(new TitledBorder("Appearance Attributes")); + + String colorVals[] = { "WHITE", "RED", "GREEN", "BLUE" }; + + altAppMaterialColor = new JComboBox<Object>(colorVals); + altAppMaterialColor.addActionListener(this); + altAppMaterialColor.setSelectedIndex(2); + panel.add(new JLabel("Alternate Appearance MaterialColor")); + panel.add(altAppMaterialColor); + + appMaterialColor = new JComboBox<Object>(colorVals); + appMaterialColor.addActionListener(this); + appMaterialColor.setSelectedIndex(1); + panel.add(new JLabel("Normal Appearance MaterialColor")); + panel.add(appMaterialColor); + + return panel; + + } + + @Override + public void actionPerformed(ActionEvent e) + { + int i; + + Object target = e.getSource(); + if (target == altAppMaterialColor) + { + altMat.setDiffuseColor(colors[altAppMaterialColor.getSelectedIndex()]); + } + else if (target == useBoundingLeaf) + { + boundingLeafOn = useBoundingLeaf.isSelected(); + if (boundingLeafOn) + { + leafBounds.setRegion(allBounds[currentBounds]); + altApp.setInfluencingBoundingLeaf(leafBounds); + } + else + { + altApp.setInfluencingBoundingLeaf(null); + altApp.setInfluencingBounds(allBounds[currentBounds]); + } + + } + else if (target == boundsType) + { + currentBounds = boundsType.getSelectedIndex(); + if (boundingLeafOn) + { + leafBounds.setRegion(allBounds[currentBounds]); + altApp.setInfluencingBoundingLeaf(leafBounds); + } + else + { + altApp.setInfluencingBoundingLeaf(null); + altApp.setInfluencingBounds(allBounds[currentBounds]); + } + + } + else if (target == override) + { + for (i = 0; i < shapes1.length; i++) + shapes1[i].setAppearanceOverrideEnable(override.isSelected()); + } + else if (target == appMaterialColor) + { + mat1.setDiffuseColor(colors[appMaterialColor.getSelectedIndex()]); + } + + } + + public static void main(String[] args) + { + System.setProperty("sun.awt.noerasebackground", "true"); + System.setProperty("j3d.rend", "jogl2es2"); + System.setProperty("j3d.displaylist", "false"); + new MainFrame(new AlternateAppearanceBoundsTestGL2ES2(), 800, 800); + } + +} diff --git a/src/classes/org/jdesktop/j3d/examples/appearance/AppearanceMixedGL2ES2.java b/src/classes/org/jdesktop/j3d/examples/appearance/AppearanceMixedGL2ES2.java new file mode 100644 index 0000000..e3ec631 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/appearance/AppearanceMixedGL2ES2.java @@ -0,0 +1,530 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jdesktop.j3d.examples.appearance; + +import java.awt.GraphicsConfiguration; + +import org.jdesktop.j3d.examples.Resources; +import org.jdesktop.j3d.examples.gl2es2pipeline.SimpleShaderAppearance; +import org.jogamp.java3d.Alpha; +import org.jogamp.java3d.AmbientLight; +import org.jogamp.java3d.Appearance; +import org.jogamp.java3d.Background; +import org.jogamp.java3d.BoundingSphere; +import org.jogamp.java3d.BranchGroup; +import org.jogamp.java3d.Canvas3D; +import org.jogamp.java3d.ColoringAttributes; +import org.jogamp.java3d.DirectionalLight; +import org.jogamp.java3d.GraphicsContext3D; +import org.jogamp.java3d.Group; +import org.jogamp.java3d.IndexedTriangleArray; +import org.jogamp.java3d.Material; +import org.jogamp.java3d.PointAttributes; +import org.jogamp.java3d.PolygonAttributes; +import org.jogamp.java3d.RotationInterpolator; +import org.jogamp.java3d.Shape3D; +import org.jogamp.java3d.TextureAttributes; +import org.jogamp.java3d.Transform3D; +import org.jogamp.java3d.TransformGroup; +import org.jogamp.java3d.TransparencyAttributes; +import org.jogamp.java3d.utils.image.TextureLoader; +import org.jogamp.java3d.utils.universe.SimpleUniverse; +import org.jogamp.vecmath.Color3f; +import org.jogamp.vecmath.Point3d; +import org.jogamp.vecmath.Point3f; +import org.jogamp.vecmath.Vector3d; +import org.jogamp.vecmath.Vector3f; + +public class AppearanceMixedGL2ES2 extends javax.swing.JFrame { + + private java.net.URL texImage = null; + private java.net.URL bgImage = null; + private SimpleUniverse univ = null; + private BranchGroup scene = null; + + static class MyCanvas3D extends Canvas3D { + private GraphicsContext3D gc; + + private static final int vertIndices[] = { 0, 1, 2, 0, 2, 3 }; + private static final int normalIndices[] = { 0, 0, 0, 1, 1, 1 }; + private IndexedTriangleArray tri = + new IndexedTriangleArray(4, IndexedTriangleArray.COORDINATES | + IndexedTriangleArray.NORMALS, 6); + + private Point3f vert[] = { + new Point3f(-0.12f, -0.12f, 0.0f), + new Point3f( 0.12f, -0.12f, 0.0f), + new Point3f( 0.12f, 0.12f, 0.0f), + new Point3f(-0.12f, 0.12f, 0.0f), + }; + + private Point3f min[] = { + new Point3f(-0.24f, -0.24f, -0.20f), + new Point3f( 0.04f, -0.28f, -0.24f), + new Point3f( 0.00f, 0.00f, -0.24f), + new Point3f(-0.32f, 0.08f, -0.20f), + }; + + private Point3f max[] = { + new Point3f(-0.04f, -0.04f, 0.12f), + new Point3f( 0.32f, -0.04f, 0.16f), + new Point3f( 0.36f, 0.28f, 0.20f), + new Point3f(-0.04f, 0.24f, 0.16f), + }; + + private Point3f delta[] = { + new Point3f(-0.0021f, -0.0017f, 0.0014f), + new Point3f( 0.0025f, -0.0013f, -0.0018f), + new Point3f( 0.0021f, 0.0017f, 0.0018f), + new Point3f(-0.0025f, 0.0013f, -0.0014f), + }; + + private Vector3f normals[]; + private Vector3f v01 = new Vector3f(); + private Vector3f v02 = new Vector3f(); + private Vector3f v03 = new Vector3f(); + + public void renderField(int fieldDesc) { + computeVert(); + computeNormals(); + gc.draw(tri); + } + + private void computeVert() { + for (int i = 0; i < 4; i++) { + vert[i].add(delta[i]); + if (vert[i].x > max[i].x) { + vert[i].x = max[i].x; + delta[i].x *= -1.0f; + } + if (vert[i].x < min[i].x) { + vert[i].x = min[i].x; + delta[i].x *= -1.0f; + } + if (vert[i].y > max[i].y) { + vert[i].y = max[i].y; + delta[i].y *= -1.0f; + } + if (vert[i].y < min[i].y) { + vert[i].y = min[i].y; + delta[i].y *= -1.0f; + } + if (vert[i].z > max[i].z) { + vert[i].z = max[i].z; + delta[i].z *= -1.0f; + } + if (vert[i].z < min[i].z) { + vert[i].z = min[i].z; + delta[i].z *= -1.0f; + } + } + tri.setCoordinates(0, vert); + } + + private void computeNormals() { + v01.sub(vert[1], vert[0]); + v02.sub(vert[2], vert[0]); + v03.sub(vert[3], vert[0]); + normals[0].cross(v01, v02); + normals[0].normalize(); + normals[1].cross(v02, v03); + normals[1].normalize(); + tri.setNormals(0, normals); + } + + public MyCanvas3D(GraphicsConfiguration gcfg) { + super(gcfg); + + // Allocate memory for normals + normals = new Vector3f[2]; + normals[0] = new Vector3f(); + normals[1] = new Vector3f(); + + // Set up the indices + tri.setCoordinateIndices(0, vertIndices); + tri.setNormalIndices(0, normalIndices); + + // Set up the graphics context + gc = getGraphicsContext3D(); + + // Create the appearance for the triangle fan + Appearance app = new SimpleShaderAppearance(true, false); + Color3f black = new Color3f(0.0f, 0.0f, 0.0f); + Color3f white = new Color3f(1.0f, 1.0f, 1.0f); + Color3f objColor = new Color3f(0.0f, 0.0f, 0.8f); + app.setMaterial(new Material(objColor, black, objColor, + white, 80.0f)); + gc.setAppearance(app); + + // Set up the global lights + Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f); + Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f); + Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f); + gc.addLight(new AmbientLight(alColor)); + gc.addLight(new DirectionalLight(lColor1, lDir1)); + } + } + + + private BranchGroup createSceneGraph() { + // Create the root of the branch graph + BranchGroup objRoot = new BranchGroup(); + + // 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 + //TextureLoader bgTexture = new TextureLoader(bgImage, this); + //Background bg = new Background(bgTexture.getImage()); + //bg.setApplicationBounds(bounds); + //objRoot.addChild(bg); + + // Set up the global lights + Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f); + Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f); + Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f); + + AmbientLight aLgt = new AmbientLight(alColor); + aLgt.setInfluencingBounds(bounds); + DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1); + lgt1.setInfluencingBounds(bounds); + objRoot.addChild(aLgt); + objRoot.addChild(lgt1); + + // Create a bunch of objects with a behavior and add them + // into the scene graph. + + int row, col; + Appearance[][] app = new SimpleShaderAppearance [3][3]; + + for (row = 0; row < 3; row++) + for (col = 0; col < 3; col++) + app[row][col] = createAppearance(row * 3 + col); + + for (int i = 0; i < 3; i++) { + double ypos = (double)(i - 1) * 0.6; + for (int j = 0; j < 3; j++) { + double xpos = (double)(j - 1) * 0.6; + objRoot.addChild(createObject(app[i][j], 0.12, xpos, ypos)); + } + } + + // Let Java 3D perform optimizations on this scene graph. + objRoot.compile(); + + return objRoot; + } + + + private Appearance createAppearance(int idx) { + Appearance app = new SimpleShaderAppearance(true, false);; + + // Globally used colors + Color3f black = new Color3f(0.0f, 0.0f, 0.0f); + Color3f white = new Color3f(1.0f, 1.0f, 1.0f); + + switch (idx) { + // Unlit solid + case 0: + { + // Set up the coloring properties + Color3f objColor = new Color3f(1.0f, 0.2f, 0.4f); + ColoringAttributes ca = new ColoringAttributes(); + ca.setColor(objColor); + app.setColoringAttributes(ca); + break; + } + + + // Unlit wire frame + case 1: + { + // Set up the coloring properties + Color3f objColor = new Color3f(0.5f, 0.0f, 0.2f); + ColoringAttributes ca = new ColoringAttributes(); + ca.setColor(objColor); + app.setColoringAttributes(ca); + + // Set up the polygon attributes + PolygonAttributes pa = new PolygonAttributes(); + pa.setPolygonMode(pa.POLYGON_LINE); + pa.setCullFace(pa.CULL_NONE); + app.setPolygonAttributes(pa); + break; + } + + // Unlit points + case 2: + { + // Set up the coloring properties + Color3f objColor = new Color3f(0.2f, 0.2f, 1.0f); + ColoringAttributes ca = new ColoringAttributes(); + ca.setColor(objColor); + app.setColoringAttributes(ca); + + // Set up the polygon attributes + PolygonAttributes pa = new PolygonAttributes(); + pa.setPolygonMode(pa.POLYGON_POINT); + pa.setCullFace(pa.CULL_NONE); + app.setPolygonAttributes(pa); + + // Set up point attributes + PointAttributes pta = new PointAttributes(); + pta.setPointSize(5.0f); + app.setPointAttributes(pta); + break; + } + + // Lit solid + case 3: + { + // Set up the material properties + Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f); + app.setMaterial(new Material(objColor, black, objColor, + white, 80.0f)); + break; + } + + // Texture mapped, lit solid + case 4: + {app = new SimpleShaderAppearance(true, true);; + // Set up the texture map + TextureLoader tex = new TextureLoader(texImage, this); + app.setTexture(tex.getTexture()); + + TextureAttributes texAttr = new TextureAttributes(); + texAttr.setTextureMode(TextureAttributes.MODULATE); + app.setTextureAttributes(texAttr); + + + // Set up the material properties + app.setMaterial(new Material(white, black, white, black, 1.0f)); + break; + } + + // Transparent, lit solid + case 5: + { + // Set up the transparency properties + TransparencyAttributes ta = new TransparencyAttributes(); + ta.setTransparencyMode(ta.BLENDED); + ta.setTransparency(0.6f); + app.setTransparencyAttributes(ta); + + // Set up the polygon attributes + PolygonAttributes pa = new PolygonAttributes(); + pa.setCullFace(pa.CULL_NONE); + app.setPolygonAttributes(pa); + + // Set up the material properties + Color3f objColor = new Color3f(0.7f, 0.8f, 1.0f); + app.setMaterial(new Material(objColor, black, objColor, + black, 1.0f)); + break; + } + + // Lit solid, no specular + case 6: + { + // Set up the material properties + Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f); + app.setMaterial(new Material(objColor, black, objColor, + black, 80.0f)); + break; + } + + // Lit solid, specular only + case 7: + { + + // Set up the material properties + Color3f objColor = new Color3f(0.8f, 0.0f, 0.0f); + app.setMaterial(new Material(black, black, black, + white, 80.0f)); + break; + } + + // Another lit solid with a different color + case 8: + { + // Set up the material properties + Color3f objColor = new Color3f(0.8f, 0.8f, 0.0f); + app.setMaterial(new Material(objColor, black, objColor, + white, 80.0f)); + break; + } + + default: + { + ColoringAttributes ca = new ColoringAttributes(); + ca.setColor(new Color3f(0.0f, 1.0f, 0.0f)); + app.setColoringAttributes(ca); + } + } + + return app; + } + + + private Group createObject(Appearance app, double scale, + double xpos, double ypos) { + + // Create a transform group node to scale and position the object. + Transform3D t = new Transform3D(); + t.set(scale, new Vector3d(xpos, ypos, 0.0)); + TransformGroup objTrans = new TransformGroup(t); + + // Create a second transform group node and initialize it to the + // identity. Enable the TRANSFORM_WRITE capability so that + // our behavior code can modify it at runtime. + TransformGroup spinTg = new TransformGroup(); + spinTg.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + + // Create a simple shape leaf node and set the appearance + Shape3D shape = new Tetrahedron(); + shape.setAppearance(app); + + // add it to the scene graph. + spinTg.addChild(shape); + + // 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 rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, + 0, 0, + 5000, 0, 0, + 0, 0, 0); + + RotationInterpolator rotator = + new RotationInterpolator(rotationAlpha, spinTg, yAxis, + 0.0f, (float) Math.PI*2.0f); + + BoundingSphere bounds = + new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); + + rotator.setSchedulingBounds(bounds); + + // Add the behavior and the transform group to the object + objTrans.addChild(rotator); + objTrans.addChild(spinTg); + + return objTrans; + } + + + private Canvas3D createUniverse() { + // Get the preferred graphics configuration for the default screen + GraphicsConfiguration config = + SimpleUniverse.getPreferredConfiguration(); + + // Create a MyCanvas3D using the preferred configuration + MyCanvas3D c = new MyCanvas3D(config); + + // Create simple universe with view branch + univ = new SimpleUniverse(c); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + univ.getViewingPlatform().setNominalViewingTransform(); + + // Ensure at least 5 msec per frame (i.e., < 200Hz) + univ.getViewer().getView().setMinimumFrameCycleTime(5); + + return c; + } + + /** + * Creates new form AppearanceMixed + */ + public AppearanceMixedGL2ES2() { + + if (bgImage == null) { + // the path to the image for an applet + bgImage = Resources.getResource("resources/images/bg.jpg"); + if (bgImage == null) { + System.err.println("resources/images/bg.jpg not found"); + System.exit(1); + } + } + + if (texImage == null) { + // the path to the image for an applet + texImage = Resources.getResource("resources/images/stone.jpg"); + if (texImage == null) { + System.err.println("resources/images/stone.jpg not found"); + System.exit(1); + } + } + + // Initialize the GUI components + initComponents(); + + // Create Canvas3D and SimpleUniverse; add canvas to drawing panel + Canvas3D c = createUniverse(); + drawingPanel.add(c, java.awt.BorderLayout.CENTER); + + // Create the content branch and add it to the universe + scene = createSceneGraph(); + univ.addBranchGraph(scene); + } + + // ---------------------------------------------------------------- + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() { + drawingPanel = new javax.swing.JPanel(); + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + setTitle("AppearanceMixed"); + drawingPanel.setLayout(new java.awt.BorderLayout()); + + drawingPanel.setPreferredSize(new java.awt.Dimension(700, 700)); + getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER); + + pack(); + }// </editor-fold>//GEN-END:initComponents + + /** + * @param args the command line arguments + */ + public static void main(String args[]) {System.setProperty("sun.awt.noerasebackground", "true"); + System.setProperty("j3d.rend", "jogl2es2");System.setProperty("j3d.displaylist", "false"); + java.awt.EventQueue.invokeLater(new Runnable() { + public void run() { + new AppearanceMixedGL2ES2().setVisible(true); + } + }); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + private javax.swing.JPanel drawingPanel; + // End of variables declaration//GEN-END:variables + +} diff --git a/src/classes/org/jdesktop/j3d/examples/background/BackgroundGeometryGL2ES2.java b/src/classes/org/jdesktop/j3d/examples/background/BackgroundGeometryGL2ES2.java new file mode 100644 index 0000000..709dd78 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/background/BackgroundGeometryGL2ES2.java @@ -0,0 +1,263 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jdesktop.j3d.examples.background; + +import java.awt.GraphicsConfiguration; + +import org.jdesktop.j3d.examples.Resources; +import org.jdesktop.j3d.examples.gl2es2pipeline.SimpleShaderAppearance; +import org.jogamp.java3d.Appearance; +import org.jogamp.java3d.Background; +import org.jogamp.java3d.BoundingSphere; +import org.jogamp.java3d.BranchGroup; +import org.jogamp.java3d.Canvas3D; +import org.jogamp.java3d.DirectionalLight; +import org.jogamp.java3d.Material; +import org.jogamp.java3d.Transform3D; +import org.jogamp.java3d.TransformGroup; +import org.jogamp.java3d.utils.behaviors.mouse.MouseRotate; +import org.jogamp.java3d.utils.behaviors.mouse.MouseTranslate; +import org.jogamp.java3d.utils.behaviors.mouse.MouseZoom; +import org.jogamp.java3d.utils.geometry.Box; +import org.jogamp.java3d.utils.geometry.Sphere; +import org.jogamp.java3d.utils.image.TextureLoader; +import org.jogamp.java3d.utils.universe.SimpleUniverse; +import org.jogamp.vecmath.Color3f; +import org.jogamp.vecmath.Point3d; +import org.jogamp.vecmath.Vector3f; + +public class BackgroundGeometryGL2ES2 extends javax.swing.JFrame { + + private SimpleUniverse univ = null; + private BranchGroup scene = null; + private java.net.URL bgImage = null; + private BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); + + 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(0.4); + 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. + TransformGroup objTrans = new TransformGroup(); + objScale.addChild(objTrans); + + Background bg = new Background(); + bg.setApplicationBounds(bounds); + BranchGroup backGeoBranch = new BranchGroup(); + Sphere sphereObj = new Sphere(1.0f, Sphere.GENERATE_NORMALS | + Sphere.GENERATE_NORMALS_INWARD | + Sphere.GENERATE_TEXTURE_COORDS | + Sphere.GENERATE_TEXTURE_COORDS_Y_UP, 45); + Appearance backgroundApp = new SimpleShaderAppearance(true, false);//sphereObj.getAppearance(); + sphereObj.setAppearance(backgroundApp); + backGeoBranch.addChild(sphereObj); + bg.setGeometry(backGeoBranch); + objTrans.addChild(bg); + + TextureLoader tex = new TextureLoader(bgImage, + new String("RGB"), + TextureLoader.BY_REFERENCE | TextureLoader.Y_UP, + this); + if (tex != null) + backgroundApp.setTexture(tex.getTexture()); + + Vector3f tranlation = new Vector3f(2.0f, 0.0f, 0.0f); + Transform3D modelTransform = new Transform3D(); + Transform3D tmpTransform = new Transform3D(); + double angleInc = Math.PI/8.0; + double angle = 0.0; + int numBoxes = 16; + + float scaleX[] = {0.1f, 0.2f, 0.2f, 0.3f, + 0.2f, 0.1f, 0.2f, 0.3f, + 0.1f, 0.3f, 0.2f, 0.3f, + 0.1f, 0.3f, 0.2f, 0.3f}; + + float scaleY[] = {0.3f, 0.4f, 0.3f, 0.4f, + 0.3f, 0.4f, 0.3f, 0.4f, + 0.3f, 0.3f, 0.3f, 0.3f, + 0.3f, 0.3f, 0.3f, 0.4f}; + + float scaleZ[] = {0.3f, 0.2f, 0.1f, 0.1f, + 0.3f, 0.2f, 0.1f, 0.3f, + 0.3f, 0.2f, 0.1f, 0.3f, + 0.3f, 0.2f, 0.1f, 0.2f}; + + Appearance a1 = new SimpleShaderAppearance(true, false); + + Color3f eColor = new Color3f(0.0f, 0.0f, 0.0f); + Color3f sColor = new Color3f(0.5f, 0.5f, 1.0f); + Color3f oColor = new Color3f(0.5f, 0.5f, 0.3f); + + Material m = new Material(oColor, eColor, oColor, sColor, 100.0f); + m.setLightingEnable(true); + a1.setMaterial(m); + + for (int i=0; i<numBoxes; i++, angle += angleInc) { + modelTransform.rotY(angle); + tmpTransform.set(tranlation); + modelTransform.mul(tmpTransform); + + TransformGroup tgroup = new TransformGroup(modelTransform); + objTrans.addChild(tgroup); + + tgroup.addChild( new Box(scaleX[i],scaleY[i],scaleZ[i], + Box.GENERATE_NORMALS,a1)); + } + + + // Shine it with two lights. + Color3f lColor1 = new Color3f(0.7f, 0.7f, 0.7f); + Color3f lColor2 = new Color3f(0.2f, 0.2f, 0.1f); + Vector3f lDir1 = new Vector3f(-1.0f, -1.0f, -1.0f); + Vector3f lDir2 = new Vector3f(0.0f, 0.0f, -1.0f); + DirectionalLight lgt1 = new DirectionalLight(lColor1, lDir1); + DirectionalLight lgt2 = new DirectionalLight(lColor2, lDir2); + lgt1.setInfluencingBounds(bounds); + lgt2.setInfluencingBounds(bounds); + objScale.addChild(lgt1); + objScale.addChild(lgt2); + + return objRoot; + } + + private Canvas3D createUniverse() { + // Get the preferred graphics configuration for the default screen + GraphicsConfiguration config = + SimpleUniverse.getPreferredConfiguration(); + + // Create a Canvas3D using the preferred configuration + Canvas3D c = new Canvas3D(config); + + // Create simple universe with view branch + univ = new SimpleUniverse(c); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + univ.getViewingPlatform().setNominalViewingTransform(); + + // Ensure at least 5 msec per frame (i.e., < 200Hz) + univ.getViewer().getView().setMinimumFrameCycleTime(5); + + TransformGroup viewTrans = + univ.getViewingPlatform().getViewPlatformTransform(); + + // Create the rotate behavior node + MouseRotate behavior1 = new MouseRotate(viewTrans); + scene.addChild(behavior1); + behavior1.setSchedulingBounds(bounds); + + // Create the zoom behavior node + MouseZoom behavior2 = new MouseZoom(viewTrans); + scene.addChild(behavior2); + behavior2.setSchedulingBounds(bounds); + + // Create the translate behavior node + MouseTranslate behavior3 = new MouseTranslate(viewTrans); + scene.addChild(behavior3); + behavior3.setSchedulingBounds(bounds); + + return c; + } + + /** + * Creates new form BackgroundGeometry + */ + public BackgroundGeometryGL2ES2() { + + if (bgImage == null) { + // the path to the image for an applet + bgImage = Resources.getResource("resources/images/bg.jpg"); + if (bgImage == null) { + System.err.println("resources/images/bg.jpg not found"); + System.exit(1); + } + } + + // Initialize the GUI components + initComponents(); + + // Create the content branch and add it to the universe + scene = createSceneGraph(); + + // Create Canvas3D and SimpleUniverse; add canvas to drawing panel + Canvas3D c = createUniverse(); + drawingPanel.add(c, java.awt.BorderLayout.CENTER); + + // Let Java 3D perform optimizations on this scene graph. + scene.compile(); + + univ.addBranchGraph(scene); + } + + // ---------------------------------------------------------------- + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() { + drawingPanel = new javax.swing.JPanel(); + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + setTitle("BackgroundGeometry"); + drawingPanel.setLayout(new java.awt.BorderLayout()); + + drawingPanel.setOpaque(false); + drawingPanel.setPreferredSize(new java.awt.Dimension(700, 700)); + getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER); + + pack(); + }// </editor-fold>//GEN-END:initComponents + + /** + * @param args the command line arguments + */ + public static void main(String args[]) {System.setProperty("sun.awt.noerasebackground", "true"); + System.setProperty("j3d.rend", "jogl2es2");System.setProperty("j3d.displaylist", "false"); + java.awt.EventQueue.invokeLater(new Runnable() { + @Override + public void run() { + new BackgroundGeometryGL2ES2().setVisible(true); + } + }); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + private javax.swing.JPanel drawingPanel; + // End of variables declaration//GEN-END:variables + +} diff --git a/src/classes/org/jdesktop/j3d/examples/collision/TickTockCollisionGL2ES2.java b/src/classes/org/jdesktop/j3d/examples/collision/TickTockCollisionGL2ES2.java new file mode 100644 index 0000000..44db453 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/collision/TickTockCollisionGL2ES2.java @@ -0,0 +1,254 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ +package org.jdesktop.j3d.examples.collision; + +import java.awt.GraphicsConfiguration; + +import org.jdesktop.j3d.examples.gl2es2pipeline.Cube; +import org.jdesktop.j3d.examples.gl2es2pipeline.SimpleShaderAppearance; +import org.jogamp.java3d.Alpha; +import org.jogamp.java3d.Appearance; +import org.jogamp.java3d.Background; +import org.jogamp.java3d.BoundingSphere; +import org.jogamp.java3d.BranchGroup; +import org.jogamp.java3d.Canvas3D; +import org.jogamp.java3d.ColoringAttributes; +import org.jogamp.java3d.Group; +import org.jogamp.java3d.RenderingAttributes; +import org.jogamp.java3d.RotationInterpolator; +import org.jogamp.java3d.Shape3D; +import org.jogamp.java3d.Transform3D; +import org.jogamp.java3d.TransformGroup; + +import org.jogamp.java3d.utils.universe.SimpleUniverse; +import org.jogamp.vecmath.Color3f; +import org.jogamp.vecmath.Point3d; +import org.jogamp.vecmath.Vector3d; + +/** + * Simple Java 3D example program to display how collision work. + */ +public class TickTockCollisionGL2ES2 extends javax.swing.JFrame +{ + + private SimpleUniverse univ = null; + private BranchGroup scene = null; + + 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(0.4); + objScale.setTransform(t3d); + objRoot.addChild(objScale); + + // Create a bounds for the background and behaviors + BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); + + // Set up the background + Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f); + Background bg = new Background(bgColor); + bg.setApplicationBounds(bounds); + objScale.addChild(bg); + + // Create a pair of transform group nodes and initialize them to + // identity. Enable the TRANSFORM_WRITE capability so that + // our behaviors can modify them at runtime. Add them to the + // root of the subgraph. + TransformGroup objTrans1 = new TransformGroup(); + objTrans1.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + objScale.addChild(objTrans1); + + TransformGroup objTrans2 = new TransformGroup(); + objTrans2.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + objTrans1.addChild(objTrans2); + + // Create the positioning and scaling transform group node. + Transform3D t = new Transform3D(); + t.set(0.3, new Vector3d(0.0, -1.5, 0.0)); + TransformGroup objTrans3 = new TransformGroup(t); + objTrans2.addChild(objTrans3); + + // Create a simple shape leaf node, add it to the scene graph. + objTrans3.addChild(new Cube()); + + // Create a new Behavior object that will perform the desired + // rotation on the specified transform object and add it into + // the scene graph. + Transform3D yAxis1 = new Transform3D(); + yAxis1.rotX(Math.PI / 2.0); + Alpha tickTockAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 5000, 2500, 200, 5000, 2500, 200); + + RotationInterpolator tickTock = new RotationInterpolator(tickTockAlpha, objTrans1, yAxis1, -(float) Math.PI / 2.0f, + (float) Math.PI / 2.0f); + tickTock.setSchedulingBounds(bounds); + objTrans2.addChild(tickTock); + + // Create a new Behavior object that will perform the desired + // rotation on the specified transform object and add it into + // the scene graph. + Transform3D yAxis2 = new Transform3D(); + Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0); + + RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans2, yAxis2, 0.0f, (float) Math.PI * 2.0f); + rotator.setSchedulingBounds(bounds); + objTrans2.addChild(rotator); + + // Now create a pair of rectangular boxes, each with a collision + // detection behavior attached. The behavior will highlight the + // object when it is in a state of collision. + + Group box1 = createBox(0.3, new Vector3d(-1.3, 0.0, 0.0)); + Group box2 = createBox(0.3, new Vector3d(1.3, 0.0, 0.0)); + + objScale.addChild(box1); + objScale.addChild(box2); + + // Have Java 3D perform optimizations on this scene graph. + objRoot.compile(); + + return objRoot; + } + + private static Group createBox(double scale, Vector3d pos) + { + // Create a transform group node to scale and position the object. + Transform3D t = new Transform3D(); + t.set(scale, pos); + TransformGroup objTrans = new TransformGroup(t); + + // Create a simple shape leaf node and add it to the scene graph + Shape3D shape = new Cube(0.5 / 2, 5.0 / 2, 1.0 / 2); + objTrans.addChild(shape); + + // Create a new ColoringAttributes object for the shape's + // appearance and make it writable at runtime. + Appearance app = new SimpleShaderAppearance(); + shape.setAppearance(app); + RenderingAttributes ra = new RenderingAttributes(); + ra.setIgnoreVertexColors(true); + app.setRenderingAttributes(ra); + ColoringAttributes ca = new ColoringAttributes(); + ca.setColor(0.6f, 0.3f, 0.0f); + app.setCapability(Appearance.ALLOW_COLORING_ATTRIBUTES_WRITE); + app.setColoringAttributes(ca); + + // Create a new Behavior object that will perform the collision + // detection on the specified object, and add it into + // the scene graph. + CollisionDetector cd = new CollisionDetector(shape); + BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); + cd.setSchedulingBounds(bounds); + + // Add the behavior to the scene graph + objTrans.addChild(cd); + + return objTrans; + } + + private Canvas3D createUniverse() + { + // Get the preferred graphics configuration for the default screen + GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); + + // Create a Canvas3D using the preferred configuration + Canvas3D c = new Canvas3D(config); + + // Create simple universe with view branch + univ = new SimpleUniverse(c); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + univ.getViewingPlatform().setNominalViewingTransform(); + + // Ensure at least 5 msec per frame (i.e., < 200Hz) + univ.getViewer().getView().setMinimumFrameCycleTime(5); + + return c; + } + + /** + * Creates new form TickTockCollision + */ + public TickTockCollisionGL2ES2() + { + // Initialize the GUI components + initComponents(); + + // Create Canvas3D and SimpleUniverse; add canvas to drawing panel + Canvas3D c = createUniverse(); + drawingPanel.add(c, java.awt.BorderLayout.CENTER); + + // Create the content branch and add it to the universe + scene = createSceneGraph(); + univ.addBranchGraph(scene); + } + + // ---------------------------------------------------------------- + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() + { + drawingPanel = new javax.swing.JPanel(); + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + setTitle("TickTockCollision"); + drawingPanel.setLayout(new java.awt.BorderLayout()); + + drawingPanel.setPreferredSize(new java.awt.Dimension(700, 700)); + getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER); + + pack(); + }// </editor-fold>//GEN-END:initComponents + + /** + * @param args the command line arguments + */ + public static void main(String args[]) + { + System.setProperty("sun.awt.noerasebackground", "true"); + System.setProperty("j3d.rend", "jogl2es2"); + System.setProperty("j3d.displaylist", "false"); + java.awt.EventQueue.invokeLater(new Runnable() { + @Override + public void run() + { + new TickTockCollisionGL2ES2().setVisible(true); + } + }); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + private javax.swing.JPanel drawingPanel; + // End of variables declaration//GEN-END:variables + +} diff --git a/src/classes/org/jdesktop/j3d/examples/depth_func/DepthFuncTestGL2ES2.java b/src/classes/org/jdesktop/j3d/examples/depth_func/DepthFuncTestGL2ES2.java new file mode 100644 index 0000000..ed34922 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/depth_func/DepthFuncTestGL2ES2.java @@ -0,0 +1,347 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jdesktop.j3d.examples.depth_func; + +import org.jogamp.java3d.RenderingAttributes; + + +/** + *The goal of that example is to show the use of different ZBuffer comparison modes. + */ +public class DepthFuncTestGL2ES2 extends javax.swing.JFrame +{ + + RenderFrameGL2ES2 rf; + + /** + * Creates new form DepthFuncTest + */ + public DepthFuncTestGL2ES2(){ + initComponents(); + } + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() + { + java.awt.GridBagConstraints gridBagConstraints; + + jPanel1 = new javax.swing.JPanel(); + jLabel1 = new javax.swing.JLabel(); + normalComboBox = new javax.swing.JComboBox(); + wfCheckBox = new javax.swing.JCheckBox(); + jPanel2 = new javax.swing.JPanel(); + jLabel3 = new javax.swing.JLabel(); + shadedComboBox = new javax.swing.JComboBox(); + shadedCheckBox = new javax.swing.JCheckBox(); + jPanel3 = new javax.swing.JPanel(); + jLabel4 = new javax.swing.JLabel(); + rotatingComboBox = new javax.swing.JComboBox(); + + getContentPane().setLayout(new java.awt.GridBagLayout()); + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + jPanel1.setBorder(new javax.swing.border.TitledBorder("WireFrame Object")); + jLabel1.setFont(new java.awt.Font("Dialog", 0, 12)); + jLabel1.setText("Depth function"); + jLabel1.setToolTipText("Mode for normal object"); + jPanel1.add(jLabel1); + jLabel1.getAccessibleContext().setAccessibleParent(shadedComboBox); + + normalComboBox.setFont(new java.awt.Font("Dialog", 0, 12)); + normalComboBox.setModel(new javax.swing.DefaultComboBoxModel(new String[] { "ALWAYS", "NEVER", "EQUAL", "NOT_EQUAL", "LESS", "LESS_OR_EQUAL", "GREATER", "GREATER_OR_EQUAL" })); + normalComboBox.setSelectedIndex(6); + normalComboBox.setPreferredSize(new java.awt.Dimension(150, 22)); + normalComboBox.addActionListener(new java.awt.event.ActionListener() + { + @Override + public void actionPerformed(java.awt.event.ActionEvent evt) + { + normalComboBoxActionPerformed(evt); + } + }); + + jPanel1.add(normalComboBox); + + wfCheckBox.setFont(new java.awt.Font("Dialog", 0, 12)); + wfCheckBox.setText("Write Depth Buffer"); + wfCheckBox.setToolTipText("Depth will be written for the object, if selected"); + wfCheckBox.addActionListener(new java.awt.event.ActionListener() + { + @Override + public void actionPerformed(java.awt.event.ActionEvent evt) + { + wfCheckBoxActionPerformed(evt); + } + }); + + jPanel1.add(wfCheckBox); + + gridBagConstraints = new java.awt.GridBagConstraints(); + gridBagConstraints.gridx = 0; + gridBagConstraints.gridy = 0; + gridBagConstraints.fill = java.awt.GridBagConstraints.BOTH; + getContentPane().add(jPanel1, gridBagConstraints); + + jPanel2.setBorder(new javax.swing.border.TitledBorder("Shaded Object")); + jLabel3.setFont(new java.awt.Font("Dialog", 0, 12)); + jLabel3.setText("Depth Function"); + jLabel3.setToolTipText("Mode of shaded object"); + jPanel2.add(jLabel3); + + shadedComboBox.setFont(new java.awt.Font("Dialog", 0, 12)); + shadedComboBox.setModel(new javax.swing.DefaultComboBoxModel(new String[] { "ALWAYS", "NEVER", "EQUAL", "NOT_EQUAL", "LESS", "LESS_OR_EQUAL", "GREATER", "GREATER_OR_EQUAL" })); + shadedComboBox.setSelectedIndex(4); + shadedComboBox.addActionListener(new java.awt.event.ActionListener() + { + @Override + public void actionPerformed(java.awt.event.ActionEvent evt) + { + shadedComboBoxActionPerformed(evt); + } + }); + + jPanel2.add(shadedComboBox); + + shadedCheckBox.setFont(new java.awt.Font("Dialog", 0, 12)); + shadedCheckBox.setSelected(true); + shadedCheckBox.setText("Write Depth Buffer"); + shadedCheckBox.setToolTipText("Depth will be written for the object, if selected"); + shadedCheckBox.addActionListener(new java.awt.event.ActionListener() + { + @Override + public void actionPerformed(java.awt.event.ActionEvent evt) + { + shadedCheckBoxActionPerformed(evt); + } + }); + + jPanel2.add(shadedCheckBox); + + gridBagConstraints = new java.awt.GridBagConstraints(); + gridBagConstraints.gridx = 0; + gridBagConstraints.gridy = 1; + gridBagConstraints.fill = java.awt.GridBagConstraints.BOTH; + getContentPane().add(jPanel2, gridBagConstraints); + + jPanel3.setBorder(new javax.swing.border.TitledBorder("Rotating Cube")); + jLabel4.setFont(new java.awt.Font("Dialog", 0, 12)); + jLabel4.setText("Raster Operator - Raster Ops are not availible in GL2ES2"); + jLabel4.setToolTipText("Raster mode of rotating object (try NOOP)"); + jPanel3.add(jLabel4); + + rotatingComboBox.setFont(new java.awt.Font("Dialog", 0, 12)); + rotatingComboBox.setModel(new javax.swing.DefaultComboBoxModel(new String[] { "CLEAR", "AND", "AND_REVERSE", "COPY", "AND_INVERTED", "NOOP", "XOR", "OR", "NOR", "EQUIV", "INVERT", "OR_REVERSE", "COPY_INVERTED", "OR_INVERTED", "NAND", "SET" })); + rotatingComboBox.setSelectedIndex(3); + rotatingComboBox.addActionListener(new java.awt.event.ActionListener() + { + @Override + public void actionPerformed(java.awt.event.ActionEvent evt) + { + rotatingComboBoxActionPerformed(evt); + } + }); + + //Raster Ops are not availible in GL2ES2 + //jPanel3.add(rotatingComboBox); + + gridBagConstraints = new java.awt.GridBagConstraints(); + gridBagConstraints.gridx = 0; + gridBagConstraints.gridy = 2; + gridBagConstraints.fill = java.awt.GridBagConstraints.BOTH; + getContentPane().add(jPanel3, gridBagConstraints); + + setBounds(0, 0, 403, 240); + } + // </editor-fold>//GEN-END:initComponents + + private void rotatingComboBoxActionPerformed(java.awt.event.ActionEvent evt)//GEN-FIRST:event_rotatingComboBoxActionPerformed + {//GEN-HEADEREND:event_rotatingComboBoxActionPerformed + String selectedItem = rotatingComboBox.getSelectedItem().toString(); // how to avoid a cast and all that goes with it. (lazyness) + int mode = RenderingAttributes.ROP_COPY; + if ( "CLEAR".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_CLEAR; + } + else if ( "AND".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_AND; + } + else if ( "AND_REVERSE".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_AND_REVERSE; + } + else if ( "COPY".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_COPY; + } + else if ( "AND_INVERTED".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_AND_INVERTED; + } + else if ( "NOOP".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_NOOP; + } + else if ( "XOR".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_XOR; + } + else if ( "OR".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_OR; + } + else if ( "NOR".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_NOR; + } + else if ( "EQUIV".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_EQUIV; + } + else if ( "INVERT".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_INVERT; + } + else if ( "OR_REVERSE".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_OR_REVERSE; + } + else if ( "COPY_INVERTED".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_COPY_INVERTED; + } + else if ( "OR_INVERTED".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_OR_INVERTED; + } + else if ( "NAND".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_NAND; + } + else if ( "SET".equals(selectedItem) ) + { + mode = RenderingAttributes.ROP_SET; + } + else + { + System.out.println("oops. wrong mode in ROP combo: "+selectedItem); + } + + rf.setRotatingObjectROPMode( mode ); + }//GEN-LAST:event_rotatingComboBoxActionPerformed + + private void shadedCheckBoxActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_shadedCheckBoxActionPerformed + rf.setStaticObjectDBWriteStatus( shadedCheckBox.isSelected() ); + }//GEN-LAST:event_shadedCheckBoxActionPerformed + + private void wfCheckBoxActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_wfCheckBoxActionPerformed + rf.setStaticWFObjectDBWriteStatus( wfCheckBox.isSelected() ); + }//GEN-LAST:event_wfCheckBoxActionPerformed + + private void shadedComboBoxActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_shadedComboBoxActionPerformed + //int func = RenderingAttributes.LESS_OR_EQUAL; + String selectedItem = shadedComboBox.getSelectedItem().toString(); // how to avoid a cast and all that goes with it. (lazyness) + rf.setStaticObjectTestFunc( getID( selectedItem ) ); + }//GEN-LAST:event_shadedComboBoxActionPerformed + + private void normalComboBoxActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_normalComboBoxActionPerformed + //int func = RenderingAttributes.LESS_OR_EQUAL; + String selectedItem = normalComboBox.getSelectedItem().toString(); // how to avoid a cast and all that goes with it. (lazyness) + rf.setStaticWFObjectTestFunc( getID( selectedItem ) ); + }//GEN-LAST:event_normalComboBoxActionPerformed + + int getID( String selectedItem ) + { + int func = RenderingAttributes.LESS_OR_EQUAL; + if ( "LESS_OR_EQUAL".equals(selectedItem) ) + { + func = RenderingAttributes.LESS_OR_EQUAL; + } + else if ( "NEVER".equals(selectedItem) ) + { + func = RenderingAttributes.NEVER; + } + else if ( "ALWAYS".equals(selectedItem) ) + { + func = RenderingAttributes.ALWAYS; + } + else if ( "GREATER".equals(selectedItem) ) + { + func = RenderingAttributes.GREATER; + } + else if ( "GREATER_OR_EQUAL".equals(selectedItem) ) + { + func = RenderingAttributes.GREATER_OR_EQUAL; + } + else if ( "LESS".equals(selectedItem) ) + { + func = RenderingAttributes.LESS; + } + else if ( "EQUAL".equals(selectedItem) ) + { + func = RenderingAttributes.EQUAL; + } + else if ( "NOT_EQUAL".equals(selectedItem) ) + { + func = RenderingAttributes.NOT_EQUAL; + } + return func; + } + + /** + * @param args the command line arguments + */ + public static void main(String args[]) {System.setProperty("sun.awt.noerasebackground", "true"); + System.setProperty("j3d.rend", "jogl2es2"); + System.setProperty("j3d.displaylist", "false"); + java.awt.EventQueue.invokeLater(new Runnable() { + @Override + public void run() { + DepthFuncTestGL2ES2 dpt = new DepthFuncTestGL2ES2(); + dpt.rf = new RenderFrameGL2ES2( dpt ); + dpt.setVisible(true); + dpt.rf.setVisible(true); + } + }); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + private javax.swing.JLabel jLabel1; + private javax.swing.JLabel jLabel3; + private javax.swing.JLabel jLabel4; + private javax.swing.JPanel jPanel1; + private javax.swing.JPanel jPanel2; + private javax.swing.JPanel jPanel3; + private javax.swing.JComboBox<?> normalComboBox; + private javax.swing.JComboBox<?> rotatingComboBox; + private javax.swing.JCheckBox shadedCheckBox; + private javax.swing.JComboBox<?> shadedComboBox; + private javax.swing.JCheckBox wfCheckBox; + // End of variables declaration//GEN-END:variables + +} diff --git a/src/classes/org/jdesktop/j3d/examples/depth_func/RenderFrameGL2ES2.java b/src/classes/org/jdesktop/j3d/examples/depth_func/RenderFrameGL2ES2.java new file mode 100644 index 0000000..7eaed6e --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/depth_func/RenderFrameGL2ES2.java @@ -0,0 +1,294 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jdesktop.j3d.examples.depth_func; + +import java.awt.GraphicsConfiguration; + +import org.jdesktop.j3d.examples.gl2es2pipeline.Cube; +import org.jdesktop.j3d.examples.gl2es2pipeline.SimpleShaderAppearance; +import org.jogamp.java3d.Alpha; +import org.jogamp.java3d.Appearance; +import org.jogamp.java3d.BoundingSphere; +import org.jogamp.java3d.BranchGroup; +import org.jogamp.java3d.Canvas3D; +import org.jogamp.java3d.Material; +import org.jogamp.java3d.OrderedGroup; +import org.jogamp.java3d.PointLight; +import org.jogamp.java3d.PolygonAttributes; +import org.jogamp.java3d.RenderingAttributes; +import org.jogamp.java3d.RotationInterpolator; +import org.jogamp.java3d.ScaleInterpolator; +import org.jogamp.java3d.Transform3D; +import org.jogamp.java3d.TransformGroup; +import org.jogamp.java3d.utils.behaviors.mouse.MouseRotate; +import org.jogamp.java3d.utils.geometry.Sphere; +import org.jogamp.java3d.utils.universe.SimpleUniverse; +import org.jogamp.vecmath.Color3f; +import org.jogamp.vecmath.Point3d; +import org.jogamp.vecmath.Point3f; +import org.jogamp.vecmath.Vector3f; + +public class RenderFrameGL2ES2 extends javax.swing.JFrame +{ + + DepthFuncTestGL2ES2 dpt; + + SimpleUniverse su; + + RenderingAttributes staticWFBoxRA; + RenderingAttributes staticBoxRA; + + RenderingAttributes rotatingBoxRA; + + /** Creates new form RenderFrame */ + public RenderFrameGL2ES2(DepthFuncTestGL2ES2 _dpt) + { + dpt = _dpt; + initComponents(); + initUniverse(); + } + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() + { + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + setTitle("J3D frame"); + setBounds(400, 0, 640, 480); + } + // </editor-fold>//GEN-END:initComponents + + void initUniverse() + { + GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); + + Canvas3D c = new Canvas3D(config); + add("Center", c); + su = new SimpleUniverse(c); + su.addBranchGraph(createScene()); + c.getView().setMinimumFrameCycleTime(10); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + // End of variables declaration//GEN-END:variables + + BranchGroup createScene() + { + BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); + + BranchGroup globalBG = new BranchGroup(); + BranchGroup rotObjectBG = new BranchGroup(); + OrderedGroup staticObjectOG = new OrderedGroup(); + BranchGroup lampsBG = new BranchGroup(); + OrderedGroup oGroup = new OrderedGroup(); + TransformGroup staticBoxRotTG = new TransformGroup(); + staticBoxRotTG.addChild(staticObjectOG); + TransformGroup objectsTGRot = new TransformGroup(); + TransformGroup objectsTGTrans = new TransformGroup(); + Transform3D objectsTGTransT3d = new Transform3D(); + objectsTGTransT3d.setTranslation(new Vector3f(0.0f, 0.0f, -10.0f)); + objectsTGTrans.setTransform(objectsTGTransT3d); + objectsTGRot.addChild(oGroup); + objectsTGTrans.addChild(objectsTGRot); + lampsBG.addChild(objectsTGTrans); + + //adding a sphere as backgroung so there is something else than flat black, and cut cube removal as an other implication. (seeing through) + Appearance globalSphereAppearance = new SimpleShaderAppearance(true, false); + PolygonAttributes globalSpherePA = new PolygonAttributes(); + globalSpherePA.setCullFace(PolygonAttributes.CULL_FRONT);// so that interior of the sphere is visible. + Material globalSphereMaterial = new Material(); + globalSphereMaterial.setEmissiveColor(.25f, .3f, .35f); + globalSphereAppearance.setMaterial(globalSphereMaterial); + globalSphereAppearance.setPolygonAttributes(globalSpherePA); + Sphere globalSphere = new Sphere(6.0f); + globalSphere.setAppearance(globalSphereAppearance); + globalSphere.setBounds(bounds); + oGroup.addChild(globalSphere); + + globalBG.addChild(lampsBG); + + // adding lamps. + PointLight frontLamp = new PointLight(new Color3f(1.0f, 1.0f, 1.0f), new Point3f(20, 20, 20), new Point3f(0.0f, .0f, 0.f)); + lampsBG.addChild(frontLamp); + frontLamp.setBounds(bounds); + frontLamp.setInfluencingBounds(bounds); + PointLight backLamp = new PointLight(new Color3f(1.0f, .0f, .0f), new Point3f(-20, -20, -20), new Point3f(0.0f, .0f, 0.f)); + lampsBG.addChild(backLamp); + backLamp.setBounds(bounds); + backLamp.setInfluencingBounds(bounds); + + //adding shapes. + { + //adding rotating and scaling cube + //doing the rotation + TransformGroup rotBoxTGRot = new TransformGroup(); + rotBoxTGRot.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + RotationInterpolator rotBoxRotInt = new RotationInterpolator(new Alpha(-1, 20000), rotBoxTGRot); + rotBoxRotInt.setSchedulingBounds(bounds); + rotBoxRotInt.setBounds(bounds); + + //doing the scaling + //Transform3D scaleBoxt3d = new Transform3D(); + TransformGroup rotBoxTGScale = new TransformGroup(); + rotBoxTGScale.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + ScaleInterpolator rotBoxScaleInt = new ScaleInterpolator( + new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 3000, 1500, 0, 3000, 1500, 0), rotBoxTGScale, + new Transform3D(), 0.7f, 1.6f); + rotBoxScaleInt.setSchedulingBounds(bounds); + rotBoxScaleInt.setBounds(bounds); + + Appearance rotBoxApp = new SimpleShaderAppearance(false, false); + Material rotBoxMat = new Material(); + rotBoxMat.setDiffuseColor(.4f, .4f, .4f); + rotBoxApp.setMaterial(rotBoxMat); + Cube rotBox = new Cube(1.1f / 2, 1.1f / 2, 1.1f / 2); + rotBox.setAppearance(rotBoxApp); + rotBoxTGScale.addChild(rotBox); + rotBoxTGRot.addChild(rotBoxTGScale); + TransformGroup rotBoxTG = new TransformGroup(); + rotBoxTG.addChild(rotBoxTGRot); + rotObjectBG.addChild(rotBoxTG); + rotObjectBG.addChild(rotBoxScaleInt); + rotObjectBG.addChild(rotBoxRotInt); + rotBox.setBounds(bounds); + + rotatingBoxRA = new RenderingAttributes(); + //Raster Ops are not availible in GL2ES2 + // rotatingBoxRA.setRasterOpEnable( true ); + rotatingBoxRA.setCapability(RenderingAttributes.ALLOW_RASTER_OP_WRITE); + // rotatingBoxRA.setRasterOp( rotatingBoxRA.ROP_XOR ); + rotBoxApp.setRenderingAttributes(rotatingBoxRA); + + rotBox.setAppearance(rotBoxApp); + } + + //adding static back face wireframe cube + { + Cube staticWFBoxBack = new Cube(); + Appearance staticWFBoxApp = new SimpleShaderAppearance(false, false); + Material staticWFBoxMat = new Material(); + staticWFBoxMat.setDiffuseColor(0.f, 0.f, 0.f); + staticWFBoxMat.setEmissiveColor(0.f, .4f, 0.f); + staticWFBoxApp.setMaterial(staticWFBoxMat); + PolygonAttributes staticWFBoxPABack = new PolygonAttributes(PolygonAttributes.POLYGON_LINE, PolygonAttributes.CULL_FRONT, 0.0f); + staticWFBoxApp.setPolygonAttributes(staticWFBoxPABack); + staticWFBoxRA = new RenderingAttributes(); + staticWFBoxRA.setCapability(RenderingAttributes.ALLOW_DEPTH_TEST_FUNCTION_WRITE); + staticWFBoxRA.setCapability(RenderingAttributes.ALLOW_DEPTH_ENABLE_WRITE); + staticWFBoxRA.setDepthTestFunction(RenderingAttributes.GREATER); + staticWFBoxRA.setDepthBufferWriteEnable(false); + staticWFBoxApp.setRenderingAttributes(staticWFBoxRA); + staticWFBoxBack.setAppearance(staticWFBoxApp); + staticWFBoxBack.setBounds(bounds); + staticObjectOG.addChild(staticWFBoxBack); + } + + //adding static front face wireframe cube + { + Cube staticWFBox = new Cube(); + Appearance staticWFBoxApp = new SimpleShaderAppearance(false, false); + Material staticWFBoxMat = new Material(); + staticWFBoxMat.setDiffuseColor(0.f, 0.f, 0.f); + staticWFBoxMat.setEmissiveColor(0.f, 1.f, 0.f); + staticWFBoxApp.setMaterial(staticWFBoxMat); + PolygonAttributes staticWFBoxPA = new PolygonAttributes(PolygonAttributes.POLYGON_LINE, PolygonAttributes.CULL_BACK, 0.0f); + staticWFBoxApp.setPolygonAttributes(staticWFBoxPA); + staticWFBoxApp.setRenderingAttributes(staticWFBoxRA); + staticWFBox.setAppearance(staticWFBoxApp); + staticWFBox.setBounds(bounds); + staticObjectOG.addChild(staticWFBox); + } + + {// rotating the static cubes + Transform3D boxt3d = new Transform3D(); + Transform3D tempt3d = new Transform3D(); + boxt3d.rotZ(Math.PI / 4.0f); + tempt3d.rotX(Math.PI / 4.0f); + boxt3d.mul(tempt3d); + tempt3d.rotY(Math.PI / 4.0f); + boxt3d.mul(tempt3d); + staticBoxRotTG.setTransform(boxt3d); + } + + // adding static flat cube + { + Cube staticBox = new Cube(); + staticBox.setBounds(bounds); + Appearance boxApp = new SimpleShaderAppearance(false, false); + Material boxMat = new Material(); + boxMat.setDiffuseColor(.7f, .7f, .7f); + boxApp.setMaterial(boxMat); + staticBoxRA = new RenderingAttributes(); + staticBoxRA.setCapability(RenderingAttributes.ALLOW_DEPTH_TEST_FUNCTION_WRITE); + staticBoxRA.setCapability(RenderingAttributes.ALLOW_DEPTH_ENABLE_WRITE); + staticBoxRA.setDepthTestFunction(RenderingAttributes.LESS); + staticBoxRA.setDepthBufferWriteEnable(false); + boxApp.setRenderingAttributes(staticBoxRA); + staticBox.setAppearance(boxApp); + staticObjectOG.addChild(staticBox); + } + oGroup.addChild(rotObjectBG); + oGroup.addChild(staticBoxRotTG); + + //adding the mouse rotate behavior to the group of cubes. + MouseRotate behavior = new MouseRotate(); + behavior.setTransformGroup(objectsTGRot); + objectsTGRot.addChild(behavior); + objectsTGRot.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); + objectsTGRot.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + behavior.setSchedulingBounds(bounds); + return globalBG; + } + + public void setStaticWFObjectTestFunc(int func) + { + staticWFBoxRA.setDepthTestFunction(func); + } + + public void setStaticObjectTestFunc(int func) + { + staticBoxRA.setDepthTestFunction(func); + } + + public void setStaticWFObjectDBWriteStatus(boolean status) + { + staticWFBoxRA.setDepthBufferWriteEnable(status); + } + + public void setStaticObjectDBWriteStatus(boolean status) + { + staticBoxRA.setDepthBufferWriteEnable(status); + } + + public void setRotatingObjectROPMode(int mode) + { + //Raster Ops are not availible in GL2ES2 + //rotatingBoxRA.setRasterOp( mode ); + } + +} diff --git a/src/classes/org/jdesktop/j3d/examples/distort_glyph/DistortGlyphTestGL2ES2.java b/src/classes/org/jdesktop/j3d/examples/distort_glyph/DistortGlyphTestGL2ES2.java new file mode 100644 index 0000000..c92725a --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/distort_glyph/DistortGlyphTestGL2ES2.java @@ -0,0 +1,324 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jdesktop.j3d.examples.distort_glyph; + +import java.awt.Font; +import java.awt.GraphicsConfiguration; +import java.awt.GraphicsEnvironment; + +import org.jdesktop.j3d.examples.Resources; + +import org.jogamp.java3d.AmbientLight; +import org.jogamp.java3d.Appearance; +import org.jogamp.java3d.BoundingSphere; +import org.jogamp.java3d.BranchGroup; +import org.jogamp.java3d.Canvas3D; +import org.jogamp.java3d.DirectionalLight; +import org.jogamp.java3d.Font3D; +import org.jogamp.java3d.FontExtrusion; +import org.jogamp.java3d.GLSLShaderProgram; +import org.jogamp.java3d.GeometryArray; +import org.jogamp.java3d.GraphicsConfigTemplate3D; +import org.jogamp.java3d.Light; +import org.jogamp.java3d.Material; +import org.jogamp.java3d.PointLight; +import org.jogamp.java3d.Shader; +import org.jogamp.java3d.ShaderAppearance; +import org.jogamp.java3d.ShaderAttributeSet; +import org.jogamp.java3d.ShaderAttributeValue; +import org.jogamp.java3d.Shape3D; +import org.jogamp.java3d.SourceCodeShader; +import org.jogamp.java3d.TexCoordGeneration; +import org.jogamp.java3d.Texture; +import org.jogamp.java3d.TransformGroup; +import org.jogamp.java3d.utils.behaviors.mouse.MouseRotate; +import org.jogamp.java3d.utils.behaviors.mouse.MouseTranslate; +import org.jogamp.java3d.utils.behaviors.mouse.MouseZoom; +import org.jogamp.java3d.utils.image.TextureLoader; +import org.jogamp.java3d.utils.universe.SimpleUniverse; +import org.jogamp.vecmath.Color3f; +import org.jogamp.vecmath.Point3d; +import org.jogamp.vecmath.Point3f; +import org.jogamp.vecmath.Vector3f; + +public class DistortGlyphTestGL2ES2 extends javax.swing.JFrame +{ + + private SimpleUniverse univ = null; + private BranchGroup scene = null; + + // get a nice graphics config + private static GraphicsConfiguration getGraphicsConfig() + { + GraphicsConfigTemplate3D template = new GraphicsConfigTemplate3D(); + template.setSceneAntialiasing(GraphicsConfigTemplate3D.PREFERRED); + GraphicsConfiguration gcfg = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice() + .getBestConfiguration(template); + return gcfg; + } + + private void setupLights(BranchGroup root) + { + // set up the BoundingSphere for all the lights + BoundingSphere bounds = new BoundingSphere(new Point3d(), 100.0); + + // Set up the ambient light + AmbientLight lightAmbient = new AmbientLight(new Color3f(0.37f, 0.37f, 0.37f)); + lightAmbient.setInfluencingBounds(bounds); + root.addChild(lightAmbient); + + // Set up the directional light + Vector3f lightDirection1 = new Vector3f(0.0f, 0.0f, -1.0f); + DirectionalLight lightDirectional1 = new DirectionalLight(new Color3f(1.00f, 0.10f, 0.00f), lightDirection1); + lightDirectional1.setInfluencingBounds(bounds); + lightDirectional1.setCapability(Light.ALLOW_STATE_WRITE); + root.addChild(lightDirectional1); + + Point3f lightPos1 = new Point3f(-4.0f, 8.0f, 16.0f); + Point3f lightAttenuation1 = new Point3f(1.0f, 0.0f, 0.0f); + PointLight pointLight1 = new PointLight(new Color3f(0.37f, 1.00f, 0.37f), lightPos1, lightAttenuation1); + pointLight1.setInfluencingBounds(bounds); + root.addChild(pointLight1); + + Point3f lightPos2 = new Point3f(-16.0f, 8.0f, 4.0f); + Point3f lightAttenuation2 = new Point3f(1.0f, 0.0f, 0.0f); + PointLight pointLight2 = new PointLight(new Color3f(0.37f, 0.37f, 1.00f), lightPos2, lightAttenuation2); + pointLight2.setInfluencingBounds(bounds); + root.addChild(pointLight2); + } + + public BranchGroup createSceneGraph() + { + // Create the root of the branch graph + BranchGroup objRoot = new BranchGroup(); + + setupLights(objRoot); + + TransformGroup objTransform = new TransformGroup(); + objTransform.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + objTransform.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); + + objRoot.addChild(objTransform); + + // setup a nice textured appearance + Appearance app = makeShaderAppearance(); + Color3f objColor = new Color3f(1.0f, 0.7f, 0.8f); + Color3f black = new Color3f(0.0f, 0.0f, 0.0f); + app.setMaterial(new Material(objColor, black, objColor, black, 80.0f)); + Texture txtr = new TextureLoader(Resources.getResource("resources/images/gold.jpg"), this).getTexture(); + app.setTexture(txtr); + // done in shader see makeShaderAppearance() below + //TexCoordGeneration tcg = new TexCoordGeneration(TexCoordGeneration.SPHERE_MAP, TexCoordGeneration.TEXTURE_COORDINATE_2); + //app.setTexCoordGeneration(tcg); + + // use a customized FontExtrusion object to control the depth of the text + java.awt.geom.GeneralPath gp = new java.awt.geom.GeneralPath(); + gp.moveTo(0, 0); + gp.lineTo(.01f, .01f); + gp.lineTo(.2f, .01f); + gp.lineTo(.21f, 0f); + FontExtrusion fontEx = new FontExtrusion(gp); + + // our glyph + Font fnt = new Font("dialog", Font.BOLD, 1); + Font3D f3d = new Font3D(fnt, .001, fontEx); + GeometryArray geom = f3d.getGlyphGeometry('A'); + Shape3D shape = new Shape3D(geom, app); + objTransform.addChild(shape); + + // the DistortBehavior + DistortBehavior eb = new DistortBehavior(shape, 1000, 1000); + eb.setSchedulingBounds(new BoundingSphere()); + objTransform.addChild(eb); + + MouseRotate myMouseRotate = new MouseRotate(); + myMouseRotate.setTransformGroup(objTransform); + myMouseRotate.setSchedulingBounds(new BoundingSphere()); + objRoot.addChild(myMouseRotate); + + MouseTranslate myMouseTranslate = new MouseTranslate(); + myMouseTranslate.setTransformGroup(objTransform); + myMouseTranslate.setSchedulingBounds(new BoundingSphere()); + objRoot.addChild(myMouseTranslate); + + MouseZoom myMouseZoom = new MouseZoom(); + myMouseZoom.setTransformGroup(objTransform); + myMouseZoom.setSchedulingBounds(new BoundingSphere()); + objRoot.addChild(myMouseZoom); + + // Let Java 3D perform optimizations on this scene graph. + objRoot.compile(); + + return objRoot; + } + + private Canvas3D createUniverse() + { + + // Create a Canvas3D using a nice configuration + Canvas3D c = new Canvas3D(getGraphicsConfig()); + + // Create simple universe with view branch + univ = new SimpleUniverse(c); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + univ.getViewingPlatform().setNominalViewingTransform(); + + // Ensure at least 5 msec per frame (i.e., < 200Hz) + univ.getViewer().getView().setMinimumFrameCycleTime(5); + + return c; + } + + /** + * Creates new form DistortGlyphTest2 + */ + public DistortGlyphTestGL2ES2() + { + // Initialize the GUI components + initComponents(); + + // Create Canvas3D and SimpleUniverse; add canvas to drawing panel + Canvas3D c = createUniverse(); + drawingPanel.add(c, java.awt.BorderLayout.CENTER); + + // Create the content branch and add it to the universe + scene = createSceneGraph(); + univ.addBranchGraph(scene); + } + + // ---------------------------------------------------------------- + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() + { + drawingPanel = new javax.swing.JPanel(); + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + setTitle("DistortGlyphTest"); + drawingPanel.setLayout(new java.awt.BorderLayout()); + + drawingPanel.setPreferredSize(new java.awt.Dimension(700, 700)); + getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER); + + pack(); + }// </editor-fold>//GEN-END:initComponents + + /** + * @param args the command line arguments + */ + public static void main(String args[]) + { + System.setProperty("sun.awt.noerasebackground", "true"); + System.setProperty("j3d.rend", "jogl2es2"); + System.setProperty("j3d.displaylist", "false"); + java.awt.EventQueue.invokeLater(new Runnable() { + public void run() + { + new DistortGlyphTestGL2ES2().setVisible(true); + } + }); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + private javax.swing.JPanel drawingPanel; + // End of variables declaration//GEN-END:variables + + public static ShaderAppearance makeShaderAppearance() + { + ShaderAppearance app = new ShaderAppearance(); + GLSLShaderProgram litTextureShaderProgram = new GLSLShaderProgram() { + @Override + public String toString() + { + return "SimpleShaderAppearance litTextureShaderProgram"; + } + }; + litTextureShaderProgram.setShaders(makeShaders(vertShader, fragShader)); + litTextureShaderProgram.setShaderAttrNames(new String[] { "EnvMap" }); + + app.setShaderProgram(litTextureShaderProgram); + + ShaderAttributeSet shaderAttributeSet = new ShaderAttributeSet(); + shaderAttributeSet.put(new ShaderAttributeValue("EnvMap", new Integer(0))); + app.setShaderAttributeSet(shaderAttributeSet); + return app; + } + + private static Shader[] makeShaders(String vertexProgram, String fragmentProgram) + { + Shader[] shaders = new Shader[2]; + shaders[0] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, Shader.SHADER_TYPE_VERTEX, vertexProgram) { + @Override + public String toString() + { + return "vertexProgram"; + } + }; + shaders[1] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, Shader.SHADER_TYPE_FRAGMENT, fragmentProgram) { + @Override + public String toString() + { + return "fragmentProgram"; + } + }; + return shaders; + } + + public static String fragShader = "uniform sampler2D EnvMap;\n" + // + "varying vec2 texCoord0;\n" + // + "void main (void)\n" + // + "{\n" + // + " vec2 tc0 = texCoord0.xy;\n" + // + " vec3 color = vec3(texture2D(EnvMap, tc0));\n" + // + " gl_FragColor = vec4(color, 1.0);\n" + // + "}\n"; + + public static String vertShader = "attribute vec4 glVertex;\n" + // + "attribute vec3 glNormal; \n" + // + "uniform mat4 glModelViewProjectionMatrix;\n" + // + "uniform mat4 glModelViewMatrix;\n" + // + "uniform mat3 glNormalMatrix;\n" + // + "varying vec3 Normal;\n" + // + "varying vec2 texCoord0;\n" + // + "vec2 sphere_map(vec3 position, vec3 normal)\n" + // + "{\n" + // + " vec3 reflection = reflect(position, normal);\n" + // + " float m = 2.0 * sqrt(reflection.x * reflection.x + reflection.y * reflection.y + (reflection.z + 1.0) * (reflection.z + 1.0)); \n" + + // + " return vec2((reflection.x / m + 0.5), (reflection.y / m + 0.5));\n" + // + "}\n" + // + "void main()\n" + // + "{\n" + // + " Normal = normalize(vec3(glNormalMatrix * glNormal));\n" + // + " gl_Position = glModelViewProjectionMatrix * glVertex; \n" + // + " texCoord0 = sphere_map(normalize(vec3(glModelViewMatrix*glVertex)), Normal);\n" + // + "}\n"; // + +} diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/Cube.java b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/Cube.java new file mode 100644 index 0000000..86f02ea --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/Cube.java @@ -0,0 +1,311 @@ +/*
+ * Copyright (c) 2016 JogAmp Community. All rights reserved.
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * This code is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 2 only, as
+ * published by the Free Software Foundation. Sun designates this
+ * particular file as subject to the "Classpath" exception as provided
+ * by Sun in the LICENSE file that accompanied this code.
+ *
+ * This code is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
+ * version 2 for more details (a copy is included in the LICENSE file that
+ * accompanied this code).
+ *
+ * You should have received a copy of the GNU General Public License version
+ * 2 along with this work; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ */
+package org.jdesktop.j3d.examples.gl2es2pipeline;
+
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+
+import org.jogamp.java3d.GeometryArray;
+import org.jogamp.java3d.J3DBuffer;
+import org.jogamp.java3d.Shape3D;
+import org.jogamp.java3d.TriangleArray;
+
+/**
+ * @author Administrator
+ *
+ */
+public class Cube extends Shape3D
+{
+
+ private static final float[] verts = {
+ // front face
+ 1.0f, -1.0f, 1.0f, //1
+ 1.0f, 1.0f, 1.0f, //2
+ -1.0f, 1.0f, 1.0f, //3
+ 1.0f, -1.0f, 1.0f, //1
+ -1.0f, 1.0f, 1.0f, //3
+ -1.0f, -1.0f, 1.0f, //4
+ // back face
+ -1.0f, -1.0f, -1.0f, //1
+ -1.0f, 1.0f, -1.0f, //2
+ 1.0f, 1.0f, -1.0f, //3
+ -1.0f, -1.0f, -1.0f, //1
+ 1.0f, 1.0f, -1.0f, //3
+ 1.0f, -1.0f, -1.0f, //4
+ // right face
+ 1.0f, -1.0f, -1.0f, //1
+ 1.0f, 1.0f, -1.0f, //2
+ 1.0f, 1.0f, 1.0f, //3
+ 1.0f, -1.0f, -1.0f, //1
+ 1.0f, 1.0f, 1.0f, //3
+ 1.0f, -1.0f, 1.0f, //4
+ // left face
+ -1.0f, -1.0f, 1.0f, //1
+ -1.0f, 1.0f, 1.0f, //2
+ -1.0f, 1.0f, -1.0f, //3
+ -1.0f, -1.0f, 1.0f, //1
+ -1.0f, 1.0f, -1.0f, //3
+ -1.0f, -1.0f, -1.0f, //4
+ // top face
+ 1.0f, 1.0f, 1.0f, //1
+ 1.0f, 1.0f, -1.0f, //2
+ -1.0f, 1.0f, -1.0f, //3
+ 1.0f, 1.0f, 1.0f, //1
+ -1.0f, 1.0f, -1.0f, //3
+ -1.0f, 1.0f, 1.0f, //4
+ // bottom face
+ -1.0f, -1.0f, 1.0f, //1
+ -1.0f, -1.0f, -1.0f, //2
+ 1.0f, -1.0f, -1.0f, //3
+ -1.0f, -1.0f, 1.0f, //1
+ 1.0f, -1.0f, -1.0f, //3
+ 1.0f, -1.0f, 1.0f, };//4
+
+ private static final float[] colors = {
+ // front face (red)
+ 1.0f, 0.0f, 0.0f, //1
+ 1.0f, 0.0f, 0.0f, //2
+ 1.0f, 0.0f, 0.0f, //3
+ 1.0f, 0.0f, 0.0f, //1
+ 1.0f, 0.0f, 0.0f, //3
+ 1.0f, 0.0f, 0.0f, //4
+ // back face (green)
+ 0.0f, 1.0f, 0.0f, //1
+ 0.0f, 1.0f, 0.0f, //2
+ 0.0f, 1.0f, 0.0f, //3
+ 0.0f, 1.0f, 0.0f, //1
+ 0.0f, 1.0f, 0.0f, //3
+ 0.0f, 1.0f, 0.0f, //4
+ // right face (blue)
+ 0.0f, 0.0f, 1.0f, //1
+ 0.0f, 0.0f, 1.0f, //2
+ 0.0f, 0.0f, 1.0f, //3
+ 0.0f, 0.0f, 1.0f, //1
+ 0.0f, 0.0f, 1.0f, //3
+ 0.0f, 0.0f, 1.0f, //4
+ // left face (yellow)
+ 1.0f, 1.0f, 0.0f, //1
+ 1.0f, 1.0f, 0.0f, //2
+ 1.0f, 1.0f, 0.0f, //3
+ 1.0f, 1.0f, 0.0f, //1
+ 1.0f, 1.0f, 0.0f, //3
+ 1.0f, 1.0f, 0.0f, //4
+ // top face (magenta)
+ 1.0f, 0.0f, 1.0f, //1
+ 1.0f, 0.0f, 1.0f, //2
+ 1.0f, 0.0f, 1.0f, //3
+ 1.0f, 0.0f, 1.0f, //1
+ 1.0f, 0.0f, 1.0f, //3
+ 1.0f, 0.0f, 1.0f, //4
+ // bottom face (cyan)
+ 0.0f, 1.0f, 1.0f, //1
+ 0.0f, 1.0f, 1.0f, //2
+ 0.0f, 1.0f, 1.0f, //3
+ 0.0f, 1.0f, 1.0f, //1
+ 0.0f, 1.0f, 1.0f, //3
+ 0.0f, 1.0f, 1.0f, };//4
+
+ /**
+ * Constructs a color cube with unit scale. The corners of the
+ * color cube are [-1,-1,-1] and [1,1,1].
+ */
+ public Cube()
+ {
+ TriangleArray cube = new TriangleArray(36,
+ GeometryArray.COORDINATES | GeometryArray.COLOR_3 | GeometryArray.USE_NIO_BUFFER | GeometryArray.BY_REFERENCE);
+
+ cube.setCoordRefBuffer(new J3DBuffer(makeFloatBuffer(verts)));
+ cube.setColorRefBuffer(new J3DBuffer(makeFloatBuffer(colors)));
+
+ this.setGeometry(cube);
+ this.setAppearance(new SimpleShaderAppearance());
+ }
+
+ /**
+ * Constructs a color cube with the specified scale. The corners of the
+ * color cube are [-scale,-scale,-scale] and [scale,scale,scale].
+ * @param scale the scale of the cube
+ */
+ public Cube(double scale)
+ {
+ TriangleArray cube = new TriangleArray(36,
+ GeometryArray.COORDINATES | GeometryArray.COLOR_3 | GeometryArray.USE_NIO_BUFFER | GeometryArray.BY_REFERENCE);
+
+ float scaledVerts[] = new float[verts.length];
+ for (int i = 0; i < verts.length; i++)
+ scaledVerts[i] = verts[i] * (float) scale;
+
+ cube.setCoordRefBuffer(new J3DBuffer(makeFloatBuffer(scaledVerts)));
+ cube.setColorRefBuffer(new J3DBuffer(makeFloatBuffer(colors)));
+
+ this.setGeometry(cube);
+
+ this.setAppearance(new SimpleShaderAppearance());
+ }
+
+ public Cube(double scale, float r, float g, float b)
+ {
+ TriangleArray cube = new TriangleArray(36,
+ GeometryArray.COORDINATES | GeometryArray.COLOR_3 | GeometryArray.USE_NIO_BUFFER | GeometryArray.BY_REFERENCE);
+
+ float scaledVerts[] = new float[verts.length];
+ for (int i = 0; i < verts.length; i++)
+ scaledVerts[i] = verts[i] * (float) scale;
+
+ cube.setCoordRefBuffer(new J3DBuffer(makeFloatBuffer(scaledVerts)));
+
+ float colorsSet[] = new float[36 * 3];
+ for (int i = 0; i < 36; i++)
+ {
+ colorsSet[i * 3 + 0] = r;
+ colorsSet[i * 3 + 1] = g;
+ colorsSet[i * 3 + 2] = b;
+ }
+
+ cube.setColorRefBuffer(new J3DBuffer(makeFloatBuffer(colorsSet)));
+
+ this.setGeometry(cube);
+ this.setAppearance(new SimpleShaderAppearance());
+ }
+
+ /**
+ * Constructs a color cube with the specified scale. The corners of the
+ * color cube are [-scale,-scale,-scale] and [scale,scale,scale].
+ * @param scale the scale of the cube
+ */
+ public Cube(double xScale, double yScale, double zScale)
+ {
+ TriangleArray cube = new TriangleArray(36,
+ GeometryArray.COORDINATES | GeometryArray.COLOR_3 | GeometryArray.USE_NIO_BUFFER | GeometryArray.BY_REFERENCE);
+
+ float scaledVerts[] = new float[verts.length];
+ for (int i = 0; i < verts.length; i += 3)
+ {
+ scaledVerts[i + 0] = verts[i + 0] * (float) xScale;
+ scaledVerts[i + 1] = verts[i + 1] * (float) yScale;
+ scaledVerts[i + 2] = verts[i + 2] * (float) zScale;
+ }
+
+ cube.setCoordRefBuffer(new J3DBuffer(makeFloatBuffer(scaledVerts)));
+ cube.setColorRefBuffer(new J3DBuffer(makeFloatBuffer(colors)));
+
+ this.setGeometry(cube);
+ this.setAppearance(new SimpleShaderAppearance());
+ }
+
+ public Cube(double xScale, double yScale, double zScale, float r, float g, float b)
+ {
+ TriangleArray cube = new TriangleArray(36,
+ GeometryArray.COORDINATES | GeometryArray.COLOR_3 | GeometryArray.USE_NIO_BUFFER | GeometryArray.BY_REFERENCE);
+
+ float scaledVerts[] = new float[verts.length];
+ for (int i = 0; i < verts.length; i += 3)
+ {
+ scaledVerts[i + 0] = verts[i + 0] * (float) xScale;
+ scaledVerts[i + 1] = verts[i + 1] * (float) yScale;
+ scaledVerts[i + 2] = verts[i + 2] * (float) zScale;
+ }
+
+ cube.setCoordRefBuffer(new J3DBuffer(makeFloatBuffer(scaledVerts)));
+
+ float colorsSet[] = new float[36 * 3];
+ for (int i = 0; i < 36; i++)
+ {
+ colorsSet[i * 3 + 0] = r;
+ colorsSet[i * 3 + 1] = g;
+ colorsSet[i * 3 + 2] = b;
+ }
+
+ cube.setColorRefBuffer(new J3DBuffer(makeFloatBuffer(colorsSet)));
+
+ this.setGeometry(cube);
+ this.setAppearance(new SimpleShaderAppearance());
+ }
+
+ public Cube(float xMin, float yMin, float zMin, float xMax, float yMax, float zMax)
+ {
+ TriangleArray cube = new TriangleArray(36,
+ GeometryArray.COORDINATES | GeometryArray.COLOR_3 | GeometryArray.USE_NIO_BUFFER | GeometryArray.BY_REFERENCE);
+
+ float scaledVerts[] = new float[] {
+ // front face
+ xMax, yMin, zMax, //1
+ xMax, yMax, zMax, //2
+ xMin, yMax, zMax, //3
+ xMax, yMin, zMax, //1
+ xMin, yMax, zMax, //3
+ xMin, yMin, zMax, //4
+ // back face
+ xMin, yMin, zMin, //1
+ xMin, yMax, zMin, //2
+ xMax, yMax, zMin, //3
+ xMin, yMin, zMin, //1
+ xMax, yMax, zMin, //3
+ xMax, yMin, zMin, //4
+ // right face
+ xMax, yMin, zMin, //1
+ xMax, yMax, zMin, //2
+ xMax, yMax, zMax, //3
+ xMax, yMin, zMin, //1
+ xMax, yMax, zMax, //3
+ xMax, yMin, zMax, //4
+ // left face
+ xMin, yMin, zMax, //1
+ xMin, yMax, zMax, //2
+ xMin, yMax, zMin, //3
+ xMin, yMin, zMax, //1
+ xMin, yMax, zMin, //3
+ xMin, yMin, zMin, //4
+ // top face
+ xMax, yMax, zMax, //1
+ xMax, yMax, zMin, //2
+ xMin, yMax, zMin, //3
+ xMax, yMax, zMax, //1
+ xMin, yMax, zMin, //3
+ xMin, yMax, zMax, //4
+ // bottom face
+ xMin, yMin, zMax, //1
+ xMin, yMin, zMin, //2
+ xMax, yMin, zMin, //3
+ xMin, yMin, zMax, //1
+ xMax, yMin, zMin, //3
+ xMax, yMin, zMax, };//4
+
+ cube.setCoordRefBuffer(new J3DBuffer(makeFloatBuffer(scaledVerts)));
+ cube.setColorRefBuffer(new J3DBuffer(makeFloatBuffer(colors)));
+
+ this.setGeometry(cube);
+ this.setAppearance(new SimpleShaderAppearance());
+ }
+
+ public static FloatBuffer makeFloatBuffer(float[] arr)
+ {
+ ByteBuffer bb = ByteBuffer.allocateDirect(arr.length * 4);
+ bb.order(ByteOrder.nativeOrder());
+ FloatBuffer fb = bb.asFloatBuffer();
+ fb.put(arr);
+ fb.position(0);
+ return fb;
+ }
+
+}
diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/EnvironmentMappingGLSL.java b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/EnvironmentMappingGLSL.java index 5eba8df..700df00 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/EnvironmentMappingGLSL.java +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/EnvironmentMappingGLSL.java @@ -1,45 +1,23 @@ /* - * $RCSfile$ + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * - * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). * - * - Redistribution of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * - * - 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. - * - * $Revision$ - * $Date$ - * $State$ */ package org.jdesktop.j3d.examples.gl2es2pipeline; @@ -48,9 +26,6 @@ import java.awt.GraphicsConfiguration; import java.io.File; import java.io.IOException; import java.net.URL; -import java.nio.ByteBuffer; -import java.nio.ByteOrder; -import java.nio.FloatBuffer; import javax.swing.JOptionPane; @@ -60,8 +35,6 @@ import org.jogamp.java3d.BoundingSphere; import org.jogamp.java3d.BranchGroup; import org.jogamp.java3d.Canvas3D; import org.jogamp.java3d.GLSLShaderProgram; -import org.jogamp.java3d.GeometryArray; -import org.jogamp.java3d.J3DBuffer; import org.jogamp.java3d.RotationInterpolator; import org.jogamp.java3d.Shader; import org.jogamp.java3d.ShaderAppearance; @@ -76,7 +49,6 @@ import org.jogamp.java3d.Texture; import org.jogamp.java3d.TextureUnitState; import org.jogamp.java3d.Transform3D; import org.jogamp.java3d.TransformGroup; -import org.jogamp.java3d.TriangleStripArray; import org.jogamp.java3d.utils.geometry.Sphere; import org.jogamp.java3d.utils.image.TextureLoader; import org.jogamp.java3d.utils.shader.StringIO; @@ -191,6 +163,7 @@ public class EnvironmentMappingGLSL extends javax.swing.JFrame // Add a ShaderErrorListener univ.addShaderErrorListener(new ShaderErrorListener() { + @Override public void errorOccurred(ShaderError error) { error.printVerbose(); @@ -251,6 +224,7 @@ public class EnvironmentMappingGLSL extends javax.swing.JFrame System.setProperty("sun.awt.noerasebackground", "true"); System.setProperty("j3d.rend", "jogl2es2"); java.awt.EventQueue.invokeLater(new Runnable() { + @Override public void run() { new EnvironmentMappingGLSL().setVisible(true); diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/ObjLoadGLSL.java b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/ObjLoadGLSL.java index 709ff47..2708e58 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/ObjLoadGLSL.java +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/ObjLoadGLSL.java @@ -1,45 +1,23 @@ /* - * $RCSfile$ + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * - * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). * - * - Redistribution of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * - * - 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. - * - * $Revision$ - * $Date$ - * $State$ */ package org.jdesktop.j3d.examples.gl2es2pipeline; @@ -212,6 +190,7 @@ public class ObjLoadGLSL extends javax.swing.JFrame // Add a ShaderErrorListener univ.addShaderErrorListener(new ShaderErrorListener() { + @Override public void errorOccurred(ShaderError error) { error.printVerbose(); @@ -263,7 +242,7 @@ public class ObjLoadGLSL extends javax.swing.JFrame return canvas3d; } - private void usage() + private static 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)"); @@ -289,7 +268,7 @@ public class ObjLoadGLSL extends javax.swing.JFrame private void setShaderProgram(Group g, ShaderAppearance myApp) { - Enumeration e = g.getAllChildren(); + Enumeration<?> e = g.getAllChildren(); while (e.hasMoreElements()) { Node n = (Node) (e.nextElement()); @@ -429,6 +408,7 @@ public class ObjLoadGLSL extends javax.swing.JFrame System.setProperty("sun.awt.noerasebackground", "true"); System.setProperty("j3d.rend","jogl2es2"); java.awt.EventQueue.invokeLater(new Runnable() { + @Override public void run() { ObjLoadGLSL objLoadGLSL = new ObjLoadGLSL(args); diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/PhongShadingGLSL.java b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/PhongShadingGLSL.java index 03fbd3d..fa5ba7a 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/PhongShadingGLSL.java +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/PhongShadingGLSL.java @@ -1,45 +1,23 @@ /* - * $RCSfile$ + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * - * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). * - * - Redistribution of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * - * - 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. - * - * $Revision$ - * $Date$ - * $State$ */ package org.jdesktop.j3d.examples.gl2es2pipeline; @@ -47,9 +25,6 @@ package org.jdesktop.j3d.examples.gl2es2pipeline; import java.awt.GraphicsConfiguration; import java.io.File; import java.io.IOException; -import java.nio.ByteBuffer; -import java.nio.ByteOrder; -import java.nio.FloatBuffer; import javax.swing.JOptionPane; @@ -63,8 +38,6 @@ import org.jogamp.java3d.Canvas3D; import org.jogamp.java3d.ColoringAttributes; import org.jogamp.java3d.DirectionalLight; import org.jogamp.java3d.GLSLShaderProgram; -import org.jogamp.java3d.GeometryArray; -import org.jogamp.java3d.J3DBuffer; import org.jogamp.java3d.Light; import org.jogamp.java3d.Material; import org.jogamp.java3d.PointLight; @@ -78,7 +51,6 @@ import org.jogamp.java3d.SourceCodeShader; import org.jogamp.java3d.SpotLight; import org.jogamp.java3d.Transform3D; import org.jogamp.java3d.TransformGroup; -import org.jogamp.java3d.TriangleStripArray; import org.jogamp.java3d.utils.geometry.Sphere; import org.jogamp.java3d.utils.shader.StringIO; import org.jogamp.java3d.utils.universe.SimpleUniverse; @@ -160,7 +132,7 @@ public class PhongShadingGLSL extends javax.swing.JFrame String vertexProgram = null; String fragmentProgram = null; Shader[] shaders = new Shader[2]; - String[] attrNames = { "numLights" }; + //String[] attrNames = { "numLights" }; try { @@ -332,6 +304,7 @@ public class PhongShadingGLSL extends javax.swing.JFrame // Add a ShaderErrorListener univ.addShaderErrorListener(new ShaderErrorListener() { + @Override public void errorOccurred(ShaderError error) { error.printVerbose(); @@ -397,6 +370,7 @@ public class PhongShadingGLSL extends javax.swing.JFrame gouraudButton.setBorder(javax.swing.BorderFactory.createEmptyBorder(0, 0, 0, 0)); gouraudButton.setMargin(new java.awt.Insets(0, 0, 0, 0)); gouraudButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { gouraudButtonActionPerformed(evt); @@ -413,6 +387,7 @@ public class PhongShadingGLSL extends javax.swing.JFrame phongButton.setBorder(javax.swing.BorderFactory.createEmptyBorder(0, 0, 0, 0)); phongButton.setMargin(new java.awt.Insets(0, 0, 0, 0)); phongButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { phongButtonActionPerformed(evt); @@ -441,6 +416,7 @@ public class PhongShadingGLSL extends javax.swing.JFrame fileMenu.setText("File"); exitMenuItem.setText("Exit"); exitMenuItem.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { exitMenuItemActionPerformed(evt); @@ -466,7 +442,7 @@ public class PhongShadingGLSL extends javax.swing.JFrame sApp.setShaderProgram(gouraudSP); }//GEN-LAST:event_gouraudButtonActionPerformed - private void exitMenuItemActionPerformed(java.awt.event.ActionEvent evt) + private static void exitMenuItemActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_exitMenuItemActionPerformed System.exit(0); }//GEN-LAST:event_exitMenuItemActionPerformed @@ -479,6 +455,7 @@ public class PhongShadingGLSL extends javax.swing.JFrame System.setProperty("sun.awt.noerasebackground", "true"); System.setProperty("j3d.rend", "jogl2es2"); java.awt.EventQueue.invokeLater(new Runnable() { + @Override public void run() { new PhongShadingGLSL().setVisible(true); diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SamplerTestGLSL.java b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SamplerTestGLSL.java index 11bfeeb..1cb2904 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SamplerTestGLSL.java +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SamplerTestGLSL.java @@ -1,45 +1,23 @@ /* - * $RCSfile$ + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * - * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). * - * - Redistribution of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * - * - 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. - * - * $Revision$ - * $Date$ - * $State$ */ package org.jdesktop.j3d.examples.gl2es2pipeline; @@ -207,6 +185,7 @@ public class SamplerTestGLSL extends javax.swing.JFrame // Add a ShaderErrorListener univ.addShaderErrorListener(new ShaderErrorListener() { + @Override public void errorOccurred(ShaderError error) { error.printVerbose(); @@ -267,6 +246,7 @@ public class SamplerTestGLSL extends javax.swing.JFrame System.setProperty("sun.awt.noerasebackground", "true"); System.setProperty("j3d.rend","jogl2es2"); java.awt.EventQueue.invokeLater(new Runnable() { + @Override public void run() { new SamplerTestGLSL().setVisible(true); diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/ShaderTestGLSL.java b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/ShaderTestGLSL.java index 65f40bb..ac0282e 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/ShaderTestGLSL.java +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/ShaderTestGLSL.java @@ -1,45 +1,23 @@ /* - * $RCSfile$ + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * - * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). * - * - Redistribution of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * - * - 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. - * - * $Revision$ - * $Date$ - * $State$ */ package org.jdesktop.j3d.examples.gl2es2pipeline; @@ -47,9 +25,6 @@ package org.jdesktop.j3d.examples.gl2es2pipeline; import java.awt.GraphicsConfiguration; import java.io.File; import java.io.IOException; -import java.nio.ByteBuffer; -import java.nio.ByteOrder; -import java.nio.FloatBuffer; import javax.swing.JOptionPane; @@ -59,8 +34,6 @@ import org.jogamp.java3d.BoundingSphere; import org.jogamp.java3d.BranchGroup; import org.jogamp.java3d.Canvas3D; import org.jogamp.java3d.GLSLShaderProgram; -import org.jogamp.java3d.GeometryArray; -import org.jogamp.java3d.J3DBuffer; import org.jogamp.java3d.Material; import org.jogamp.java3d.PositionInterpolator; import org.jogamp.java3d.Shader; @@ -75,8 +48,6 @@ import org.jogamp.java3d.Shape3D; import org.jogamp.java3d.SourceCodeShader; import org.jogamp.java3d.Transform3D; import org.jogamp.java3d.TransformGroup; -import org.jogamp.java3d.TriangleStripArray; -import org.jogamp.java3d.View; import org.jogamp.java3d.utils.geometry.Sphere; import org.jogamp.java3d.utils.shader.StringIO; import org.jogamp.java3d.utils.universe.SimpleUniverse; @@ -102,8 +73,8 @@ public class ShaderTestGLSL extends javax.swing.JFrame static final String[] shaderAttrNames2 = { "BrickColor", "LightPosition" }; private SimpleUniverse univ = null; - private View view; - private BranchGroup transpObj; + //private View view; + //private BranchGroup transpObj; private BranchGroup scene = null; private int shaderSelected = DIMPLE_SHADER; private float density = 16.0f; @@ -140,7 +111,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame return m; } - private ShaderProgram createGLSLShaderProgram(int index) + private static ShaderProgram createGLSLShaderProgram(int index) { String vertexProgram = null; String fragmentProgram = null; @@ -348,6 +319,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame // Add a ShaderErrorListener univ.addShaderErrorListener(new ShaderErrorListener() { + @Override public void errorOccurred(ShaderError error) { error.printVerbose(); @@ -360,7 +332,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame // objects in the scene can be viewed. viewingPlatform.setNominalViewingTransform(); - view = univ.getViewer().getView(); + //view = univ.getViewer().getView(); return c; } @@ -413,6 +385,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame setTitle("Window Title"); addWindowListener(new java.awt.event.WindowAdapter() { + @Override public void windowClosing(java.awt.event.WindowEvent evt) { exitForm(evt); @@ -430,6 +403,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame densityButtonGroup.add(zeroButton); zeroButton.setText("Zero"); zeroButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { zeroButtonActionPerformed(evt); @@ -443,6 +417,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame densityButtonGroup.add(halfButton); halfButton.setText("Half"); halfButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { halfButtonActionPerformed(evt); @@ -459,6 +434,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame fullButton.setSelected(true); fullButton.setText("Full"); fullButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { fullButtonActionPerformed(evt); @@ -481,6 +457,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame goldButton.setSelected(true); goldButton.setText("Gold"); goldButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { goldButtonActionPerformed(evt); @@ -494,6 +471,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame colorButtonGroup.add(silverButton); silverButton.setText("Silver"); silverButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { silverButtonActionPerformed(evt); @@ -515,6 +493,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame DetachButton.setSelected(true); DetachButton.setText("Detach"); DetachButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { DetachButtonActionPerformed(evt); @@ -528,6 +507,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame sceneGraphButtonGroup.add(AttachButton); AttachButton.setText("Create"); AttachButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { AttachButtonActionPerformed(evt); @@ -543,6 +523,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame replaceSPButton.setText("Replace Shader"); replaceSPButton.setEnabled(false); replaceSPButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { replaceSPButtonActionPerformed(evt); @@ -569,6 +550,7 @@ public class ShaderTestGLSL extends javax.swing.JFrame fileMenu.setText("File"); exitMenuItem.setText("Exit"); exitMenuItem.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { exitMenuItemActionPerformed(evt); @@ -698,13 +680,13 @@ public class ShaderTestGLSL extends javax.swing.JFrame }//GEN-LAST:event_zeroButtonActionPerformed - private void exitMenuItemActionPerformed(java.awt.event.ActionEvent evt) + private static void exitMenuItemActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_exitMenuItemActionPerformed System.exit(0); }//GEN-LAST:event_exitMenuItemActionPerformed /** Exit the Application */ - private void exitForm(java.awt.event.WindowEvent evt) + private static void exitForm(java.awt.event.WindowEvent evt) {//GEN-FIRST:event_exitForm System.exit(0); }//GEN-LAST:event_exitForm diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SimpleShaderAppearance.java b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SimpleShaderAppearance.java index f06f9e9..5b7be75 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SimpleShaderAppearance.java +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SimpleShaderAppearance.java @@ -1,3 +1,24 @@ +/*
+ * Copyright (c) 2016 JogAmp Community. All rights reserved.
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * This code is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 2 only, as
+ * published by the Free Software Foundation. Sun designates this
+ * particular file as subject to the "Classpath" exception as provided
+ * by Sun in the LICENSE file that accompanied this code.
+ *
+ * This code is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
+ * version 2 for more details (a copy is included in the LICENSE file that
+ * accompanied this code).
+ *
+ * You should have received a copy of the GNU General Public License version
+ * 2 along with this work; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ */
package org.jdesktop.j3d.examples.gl2es2pipeline;
import org.jogamp.java3d.ColoringAttributes;
@@ -14,7 +35,6 @@ import org.jogamp.java3d.SourceCodeShader; import org.jogamp.vecmath.Color3f;
/**
- * Note all of these are no lighting shaders, so materials are always ignored
* @author phil
*
*/
@@ -23,6 +43,8 @@ public class SimpleShaderAppearance extends ShaderAppearance private static GLSLShaderProgram flatShaderProgram;
private static GLSLShaderProgram textureShaderProgram;
private static GLSLShaderProgram colorLineShaderProgram;
+ private static GLSLShaderProgram litFlatShaderProgram;
+ private static GLSLShaderProgram litTextureShaderProgram;
public static String alphaTestUniforms = "uniform int alphaTestEnabled;\n" + //
"uniform int alphaTestFunction;\n" + //
@@ -51,7 +73,7 @@ public class SimpleShaderAppearance extends ShaderAppearance */
public SimpleShaderAppearance()
{
- this(null, false);
+ this(null, false, false);
}
/**
@@ -60,7 +82,7 @@ public class SimpleShaderAppearance extends ShaderAppearance */
public SimpleShaderAppearance(Color3f color)
{
- this(color, false);
+ this(color, false, false);
}
/**
@@ -68,161 +90,364 @@ public class SimpleShaderAppearance extends ShaderAppearance */
public SimpleShaderAppearance(boolean hasTexture)
{
- this(null, hasTexture);
+ this(null, false, hasTexture);
+ }
+
+ public SimpleShaderAppearance(boolean lit, boolean hasTexture)
+ {
+ this(null, lit, hasTexture);
}
/** if color is not null then a line appearance
* otherwise simple poly appearance
* @param color
*/
- private SimpleShaderAppearance(Color3f color, boolean hasTexture)
+ private SimpleShaderAppearance(Color3f color, boolean lit, boolean hasTexture)
{
- if (hasTexture)
+ if (lit)
{
- RenderingAttributes ra = new RenderingAttributes();
- setRenderingAttributes(ra);
-
- if (textureShaderProgram == null)
+ String vertexProgram = "#version 120\n";
+ vertexProgram += "attribute vec4 glVertex;\n";
+ vertexProgram += "attribute vec4 glColor;\n";
+ vertexProgram += "attribute vec3 glNormal; \n";
+ if (hasTexture)
{
- textureShaderProgram = new GLSLShaderProgram() {
- @Override
- public String toString()
- {
- return "SimpleShaderAppearance textureShaderProgram";
- }
- };
- String vertexProgram = "#version 120\n";
- vertexProgram += "attribute vec4 glVertex;\n";
vertexProgram += "attribute vec2 glMultiTexCoord0;\n";
- vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
+ }
+ vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
+ vertexProgram += "uniform mat4 glModelViewMatrix;\n";
+ vertexProgram += "uniform mat3 glNormalMatrix;\n";
+ vertexProgram += "uniform int ignoreVertexColors;\n";
+ vertexProgram += "uniform vec4 glLightModelambient;\n";
+ vertexProgram += "struct material\n";
+ vertexProgram += "{\n";
+ vertexProgram += " int lightEnabled;\n";
+ vertexProgram += " vec4 ambient;\n";
+ vertexProgram += " vec4 diffuse;\n";
+ vertexProgram += " vec4 emission; \n";
+ vertexProgram += " vec3 specular;\n";
+ vertexProgram += " float shininess;\n";
+ vertexProgram += "};\n";
+ vertexProgram += "uniform material glFrontMaterial;\n";
+ vertexProgram += "struct lightSource\n";
+ vertexProgram += " {\n";
+ vertexProgram += " int enabled;\n";
+ vertexProgram += " vec4 position;\n";
+ vertexProgram += " vec4 diffuse;\n";
+ vertexProgram += " vec4 specular;\n";
+ vertexProgram += " float constantAttenuation, linearAttenuation, quadraticAttenuation;\n";
+ vertexProgram += " float spotCutoff, spotExponent;\n";
+ vertexProgram += " vec3 spotDirection;\n";
+ vertexProgram += " };\n";
+ vertexProgram += "\n";
+ vertexProgram += " uniform int numberOfLights;\n";
+ vertexProgram += " const int maxLights = 1;\n";
+ vertexProgram += " uniform lightSource glLightSource[maxLights];\n";
+ if (hasTexture)
+ {
vertexProgram += "varying vec2 glTexCoord0;\n";
- vertexProgram += "void main( void ){\n";
- vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
+ }
+ vertexProgram += "varying vec3 LightDir;\n";
+ vertexProgram += "varying vec3 ViewDir;\n";
+ vertexProgram += "varying vec3 N;\n";
+ vertexProgram += "varying vec4 A;\n";
+ vertexProgram += "varying vec4 C;\n";
+ vertexProgram += "varying vec4 D;\n";
+ vertexProgram += "varying vec3 emissive;\n";
+ vertexProgram += "varying vec3 specular;\n";
+ vertexProgram += "varying float shininess;\n";
+ vertexProgram += "void main( void ){\n";
+ vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
+ if (hasTexture)
+ {
vertexProgram += "glTexCoord0 = glMultiTexCoord0.st;\n";
- vertexProgram += "}";
+ }
+
+ vertexProgram += "N = normalize(glNormalMatrix * glNormal);\n";
+
+ vertexProgram += "vec3 v = vec3(glModelViewMatrix * glVertex);\n";
+
+ vertexProgram += "ViewDir = -v.xyz;\n";
+ vertexProgram += "LightDir = glLightSource[0].position.xyz;\n";
- String fragmentProgram = "#version 120\n";
- fragmentProgram += "precision mediump float;\n";
+ vertexProgram += "A = glLightModelambient * glFrontMaterial.ambient;\n";
+ vertexProgram += "if( ignoreVertexColors != 0) \n";
+ // objectColor should be used if it is no lighting, and reusing material diffuse appears wrong
+ vertexProgram += " C = vec4(1,1,1,1);//glFrontMaterial.diffuse; \n";
+ vertexProgram += "else \n";
+ vertexProgram += " C = glColor; \n";
+
+ vertexProgram += "D = glLightSource[0].diffuse * glFrontMaterial.diffuse;\n";
+
+ vertexProgram += "emissive = glFrontMaterial.emission.rgb;\n";
+ vertexProgram += "specular = glFrontMaterial.specular;\n";
+ vertexProgram += "shininess = glFrontMaterial.shininess;\n";
+ vertexProgram += "}";
+
+ String fragmentProgram = "#version 120\n";
+ fragmentProgram += "precision mediump float;\n";
+ if (hasTexture)
+ {
fragmentProgram += alphaTestUniforms;
+
fragmentProgram += "varying vec2 glTexCoord0;\n";
fragmentProgram += "uniform sampler2D BaseMap;\n";
- fragmentProgram += "void main( void ){\n ";
+ }
+
+ fragmentProgram += "in vec3 LightDir;\n";
+ fragmentProgram += "in vec3 ViewDir;\n";
+
+ fragmentProgram += "in vec3 N;\n";
+
+ fragmentProgram += "in vec4 A;\n";
+ fragmentProgram += "in vec4 C;\n";
+ fragmentProgram += "in vec4 D;\n";
+
+ fragmentProgram += "in vec3 emissive;\n";
+ fragmentProgram += "in vec3 specular;\n";
+ fragmentProgram += "in float shininess;\n";
+ fragmentProgram += "void main( void ){\n ";
+ if (hasTexture)
+ {
fragmentProgram += "vec4 baseMap = texture2D( BaseMap, glTexCoord0.st );\n";
+ }
+ if (hasTexture)
+ {
fragmentProgram += alphaTestMethod;
- fragmentProgram += "gl_FragColor = baseMap;\n";
- fragmentProgram += "}";
-
- textureShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
- textureShaderProgram.setShaderAttrNames(new String[] { "BaseMap" });
}
+ fragmentProgram += "vec3 normal = N;\n";
- setShaderProgram(textureShaderProgram);
+ fragmentProgram += "vec3 L = normalize(LightDir);\n";
+ fragmentProgram += "vec3 E = normalize(ViewDir);\n";
+ fragmentProgram += "vec3 R = reflect(-L, normal);\n";
+ fragmentProgram += "vec3 H = normalize( L + E );\n";
- ShaderAttributeSet shaderAttributeSet = new ShaderAttributeSet();
- shaderAttributeSet.put(new ShaderAttributeValue("BaseMap", new Integer(0)));
- setShaderAttributeSet(shaderAttributeSet);
+ fragmentProgram += "float NdotL = max( dot(normal, L), 0.0 );\n";
+ fragmentProgram += "float NdotH = max( dot(normal, H), 0.0 );\n";
+ fragmentProgram += "float EdotN = max( dot(normal, E), 0.0 );\n";
+ fragmentProgram += "float NdotNegL = max( dot(normal, -L), 0.0 );\n";
- }
- else
- {
- if (color != null)
+ fragmentProgram += "vec4 color;\n";
+ if (hasTexture)
+ {
+ fragmentProgram += "vec3 albedo = baseMap.rgb * C.rgb;\n";
+ }
+ else
{
- PolygonAttributes polyAtt = new PolygonAttributes(PolygonAttributes.POLYGON_LINE, PolygonAttributes.CULL_NONE, 0.0f);
- polyAtt.setPolygonOffset(0.1f);
- setPolygonAttributes(polyAtt);
- LineAttributes lineAtt = new LineAttributes(1, LineAttributes.PATTERN_SOLID, false);
- setLineAttributes(lineAtt);
+ fragmentProgram += "vec3 albedo = C.rgb;\n";
+ }
+ fragmentProgram += "vec3 diffuse = A.rgb + (D.rgb * NdotL);\n";
- ColoringAttributes colorAtt = new ColoringAttributes(color, ColoringAttributes.FASTEST);
- setColoringAttributes(colorAtt);
+ // 0.3 is just what the calc is
+ fragmentProgram += "vec3 spec = specular * pow(NdotH, 0.3*shininess);\n";
+ // D is not right it should be the light source spec color, probably just 1,1,1 but java3d has no spec on lights
+ //fragmentProgram += "spec *= D.rgb;\n";
- RenderingAttributes ra = new RenderingAttributes();
- ra.setIgnoreVertexColors(true);
- setRenderingAttributes(ra);
+ fragmentProgram += "color.rgb = albedo * (diffuse + emissive) + spec;\n";
+ if (hasTexture)
+ {
+ fragmentProgram += "color.a = C.a * baseMap.a;\n";
+ }
+ else
+ {
+ fragmentProgram += "color.a = C.a;\n";
+ }
- Material mat = new Material();
- setMaterial(mat);
+ fragmentProgram += "gl_FragColor = color;\n";
- if (colorLineShaderProgram == null)
+ fragmentProgram += "}";
+ if (hasTexture)
+ {
+ if (litTextureShaderProgram == null)
{
- colorLineShaderProgram = new GLSLShaderProgram() {
+ litTextureShaderProgram = new GLSLShaderProgram() {
@Override
public String toString()
{
- return "SimpleShaderAppearance colorLineShaderProgram";
+ return "SimpleShaderAppearance litTextureShaderProgram";
}
};
- String vertexProgram = "#version 120\n";
- vertexProgram += "attribute vec4 glVertex;\n";
- vertexProgram += "attribute vec4 glColor;\n";
- vertexProgram += "uniform int ignoreVertexColors;\n";
- vertexProgram += "uniform vec4 objectColor;\n";
- vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
- vertexProgram += "varying vec4 glFrontColor;\n";
- vertexProgram += "void main( void ){\n";
- vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
- vertexProgram += "if( ignoreVertexColors != 0 )\n";
- vertexProgram += " glFrontColor = objectColor;\n";
- vertexProgram += "else\n";
- vertexProgram += " glFrontColor = glColor;\n";
- vertexProgram += "}";
-
- String fragmentProgram = "#version 120\n";
- fragmentProgram += "precision mediump float;\n";
- fragmentProgram += "varying vec4 glFrontColor;\n";
- fragmentProgram += "void main( void ){\n";
- fragmentProgram += "gl_FragColor = glFrontColor;\n";
- fragmentProgram += "}";
+ litTextureShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
+ litTextureShaderProgram.setShaderAttrNames(new String[] { "BaseMap" });
- colorLineShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
}
- setShaderProgram(colorLineShaderProgram);
+ setShaderProgram(litTextureShaderProgram);
+ ShaderAttributeSet shaderAttributeSet = new ShaderAttributeSet();
+ shaderAttributeSet.put(new ShaderAttributeValue("BaseMap", new Integer(0)));
+ setShaderAttributeSet(shaderAttributeSet);
}
else
{
- RenderingAttributes ra = new RenderingAttributes();
- setRenderingAttributes(ra);
+ if (litFlatShaderProgram == null)
+ {
+ litFlatShaderProgram = new GLSLShaderProgram() {
+ @Override
+ public String toString()
+ {
+ return "SimpleShaderAppearance litFlatShaderProgram";
+ }
+ };
+ litFlatShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
- if (flatShaderProgram == null)
+ //System.out.println("vertexProgram " + vertexProgram);
+ //System.out.println("fragmentProgram " + fragmentProgram);
+
+ }
+
+ setShaderProgram(litFlatShaderProgram);
+
+ }
+ }
+ else
+ {
+ if (hasTexture)
+ {
+ if (textureShaderProgram == null)
{
- flatShaderProgram = new GLSLShaderProgram() {
+ textureShaderProgram = new GLSLShaderProgram() {
@Override
public String toString()
{
- return "SimpleShaderAppearance flatShaderProgram";
+ return "SimpleShaderAppearance textureShaderProgram";
}
};
String vertexProgram = "#version 120\n";
vertexProgram += "attribute vec4 glVertex;\n";
- vertexProgram += "attribute vec4 glColor;\n";
- vertexProgram += "uniform int ignoreVertexColors;\n";
- vertexProgram += "uniform vec4 objectColor;\n";
+ vertexProgram += "attribute vec2 glMultiTexCoord0;\n";
vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
- vertexProgram += "varying vec4 glFrontColor;\n";
+ vertexProgram += "varying vec2 glTexCoord0;\n";
vertexProgram += "void main( void ){\n";
vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
- vertexProgram += "if( ignoreVertexColors != 0 )\n";
- vertexProgram += " glFrontColor = objectColor;\n";
- vertexProgram += "else\n";
- vertexProgram += " glFrontColor = glColor;\n";
+ vertexProgram += "glTexCoord0 = glMultiTexCoord0.st;\n";
vertexProgram += "}";
String fragmentProgram = "#version 120\n";
fragmentProgram += "precision mediump float;\n";
- fragmentProgram += "varying vec4 glFrontColor;\n";
- fragmentProgram += "void main( void ){\n";
- fragmentProgram += "gl_FragColor = glFrontColor;\n";
+ fragmentProgram += alphaTestUniforms;
+ fragmentProgram += "varying vec2 glTexCoord0;\n";
+ fragmentProgram += "uniform sampler2D BaseMap;\n";
+ fragmentProgram += "void main( void ){\n ";
+ fragmentProgram += "vec4 baseMap = texture2D( BaseMap, glTexCoord0.st );\n";
+ fragmentProgram += alphaTestMethod;
+ fragmentProgram += "gl_FragColor = baseMap;\n";
fragmentProgram += "}";
- flatShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
+ textureShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
+ textureShaderProgram.setShaderAttrNames(new String[] { "BaseMap" });
+ }
+
+ setShaderProgram(textureShaderProgram);
+
+ ShaderAttributeSet shaderAttributeSet = new ShaderAttributeSet();
+ shaderAttributeSet.put(new ShaderAttributeValue("BaseMap", new Integer(0)));
+ setShaderAttributeSet(shaderAttributeSet);
+
+ }
+ else
+
+ {
+ if (color != null)
+ {
+ PolygonAttributes polyAtt = new PolygonAttributes(PolygonAttributes.POLYGON_LINE, PolygonAttributes.CULL_NONE, 0.0f);
+ polyAtt.setPolygonOffset(0.1f);
+ setPolygonAttributes(polyAtt);
+ LineAttributes lineAtt = new LineAttributes(1, LineAttributes.PATTERN_SOLID, false);
+ setLineAttributes(lineAtt);
+
+ ColoringAttributes colorAtt = new ColoringAttributes(color, ColoringAttributes.FASTEST);
+ setColoringAttributes(colorAtt);
+
+ RenderingAttributes ra = new RenderingAttributes();
+ ra.setIgnoreVertexColors(true);
+ setRenderingAttributes(ra);
+
+ Material mat = new Material();
+ setMaterial(mat);
+
+ if (colorLineShaderProgram == null)
+ {
+ colorLineShaderProgram = new GLSLShaderProgram() {
+ @Override
+ public String toString()
+ {
+ return "SimpleShaderAppearance colorLineShaderProgram";
+ }
+ };
+ String vertexProgram = "#version 120\n";
+ vertexProgram += "attribute vec4 glVertex;\n";
+ vertexProgram += "attribute vec4 glColor;\n";
+ vertexProgram += "uniform int ignoreVertexColors;\n";
+ vertexProgram += "uniform vec4 objectColor;\n";
+ vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
+ vertexProgram += "varying vec4 glFrontColor;\n";
+ vertexProgram += "void main( void ){\n";
+ vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
+ vertexProgram += "if( ignoreVertexColors != 0 )\n";
+ vertexProgram += " glFrontColor = objectColor;\n";
+ vertexProgram += "else\n";
+ vertexProgram += " glFrontColor = glColor;\n";
+ vertexProgram += "}";
+
+ String fragmentProgram = "#version 120\n";
+ fragmentProgram += "precision mediump float;\n";
+ fragmentProgram += "varying vec4 glFrontColor;\n";
+ fragmentProgram += "void main( void ){\n";
+ fragmentProgram += "gl_FragColor = glFrontColor;\n";
+ fragmentProgram += "}";
+
+ colorLineShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
+ }
+
+ setShaderProgram(colorLineShaderProgram);
}
+ else
+ {
+ RenderingAttributes ra = new RenderingAttributes();
+ setRenderingAttributes(ra);
+
+ if (flatShaderProgram == null)
+ {
+ flatShaderProgram = new GLSLShaderProgram() {
+ @Override
+ public String toString()
+ {
+ return "SimpleShaderAppearance flatShaderProgram";
+ }
+ };
+ String vertexProgram = "#version 120\n";
+ vertexProgram += "attribute vec4 glVertex;\n";
+ vertexProgram += "attribute vec4 glColor;\n";
+ vertexProgram += "uniform int ignoreVertexColors;\n";
+ vertexProgram += "uniform vec4 objectColor;\n";
+ vertexProgram += "uniform mat4 glModelViewProjectionMatrix;\n";
+ vertexProgram += "varying vec4 glFrontColor;\n";
+ vertexProgram += "void main( void ){\n";
+ vertexProgram += "gl_Position = glModelViewProjectionMatrix * glVertex;\n";
+ vertexProgram += "if( ignoreVertexColors != 0 )\n";
+ vertexProgram += " glFrontColor = objectColor;\n";
+ vertexProgram += "else\n";
+ vertexProgram += " glFrontColor = glColor;\n";
+ vertexProgram += "}";
- setShaderProgram(flatShaderProgram);
+ String fragmentProgram = "#version 120\n";
+ fragmentProgram += "precision mediump float;\n";
+ fragmentProgram += "varying vec4 glFrontColor;\n";
+ fragmentProgram += "void main( void ){\n";
+ fragmentProgram += "gl_FragColor = glFrontColor;\n";
+ fragmentProgram += "}";
+ flatShaderProgram.setShaders(makeShaders(vertexProgram, fragmentProgram));
+
+ }
+
+ setShaderProgram(flatShaderProgram);
+
+ }
}
+
}
}
diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SphereGLSL.java b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SphereGLSL.java index 61069f7..8a59c5f 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SphereGLSL.java +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SphereGLSL.java @@ -1,45 +1,23 @@ /* - * $RCSfile$ + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * - * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). * - * - Redistribution of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * - * - 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. - * - * $Revision$ - * $Date$ - * $State$ */ package org.jdesktop.j3d.examples.gl2es2pipeline; @@ -198,8 +176,8 @@ public class SphereGLSL extends javax.swing.JFrame caL1.setColor(lColor1); caL2.setColor(lColor2); - Appearance appL1 = makeGouraudShaderAppearance(); - Appearance appL2 = makeGouraudShaderAppearance(); + Appearance appL1 = new SimpleShaderAppearance(false, false); + Appearance appL2 = new SimpleShaderAppearance(false, false); appL1.setColoringAttributes(caL1); appL2.setColoringAttributes(caL2); @@ -285,41 +263,6 @@ public class SphereGLSL extends javax.swing.JFrame return objRoot; } - /** - * GL2ES2: this should be a trivial emissive color shader, but gouraud will do for now - * @return - */ - private Appearance makeGouraudShaderAppearance() - { - // 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(); - m.setLightingEnable(true); - String vertexProgram = null; - String fragmentProgram = null; - try - { - vertexProgram = StringIO.readFully( - new File(System.getProperty("user.dir") + "/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.vert")); - fragmentProgram = StringIO.readFully( - new File(System.getProperty("user.dir") + "/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.frag")); - } - catch (IOException e) - { - throw new RuntimeException(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); - return a; - } - private Canvas3D createUniverse() { // Get the preferred graphics configuration for the default screen @@ -330,10 +273,11 @@ public class SphereGLSL extends javax.swing.JFrame // Create simple universe with view branch univ = new SimpleUniverse(canvas3d); - BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); + //BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); // Add a ShaderErrorListener univ.addShaderErrorListener(new ShaderErrorListener() { + @Override public void errorOccurred(ShaderError error) { error.printVerbose(); @@ -399,6 +343,7 @@ public class SphereGLSL extends javax.swing.JFrame System.setProperty("sun.awt.noerasebackground", "true"); System.setProperty("j3d.rend", "jogl2es2"); java.awt.EventQueue.invokeLater(new Runnable() { + @Override public void run() { SphereGLSL sphereGLSL = new SphereGLSL(); diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/VertexAttrTestGLSL.java b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/VertexAttrTestGLSL.java index 96bc0c9..f80ac11 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/VertexAttrTestGLSL.java +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/VertexAttrTestGLSL.java @@ -1,45 +1,23 @@ /* - * $RCSfile$ + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * - * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions - * are met: + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). * - * - Redistribution of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * - * - 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. - * - * $Revision$ - * $Date$ - * $State$ */ package org.jdesktop.j3d.examples.gl2es2pipeline; @@ -122,6 +100,7 @@ public class VertexAttrTestGLSL extends javax.swing.JFrame // Add a ShaderErrorListener univ.addShaderErrorListener(new ShaderErrorListener() { + @Override public void errorOccurred(ShaderError error) { error.printVerbose(); @@ -272,6 +251,7 @@ public class VertexAttrTestGLSL extends javax.swing.JFrame setTitle("VertexAttrTestGLSL"); addWindowListener(new java.awt.event.WindowAdapter() { + @Override public void windowClosing(java.awt.event.WindowEvent evt) { exitForm(evt); @@ -329,6 +309,7 @@ public class VertexAttrTestGLSL extends javax.swing.JFrame createButton.setText("Create Geometry"); createButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { createButtonActionPerformed(evt); @@ -341,6 +322,7 @@ public class VertexAttrTestGLSL extends javax.swing.JFrame destroyButton.setText("Destroy Geometry"); destroyButton.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { destroyButtonActionPerformed(evt); @@ -370,6 +352,7 @@ public class VertexAttrTestGLSL extends javax.swing.JFrame fileMenu.setText("File"); exitMenuItem.setText("Exit"); exitMenuItem.addActionListener(new java.awt.event.ActionListener() { + @Override public void actionPerformed(java.awt.event.ActionEvent evt) { exitMenuItemActionPerformed(evt); @@ -404,13 +387,13 @@ public class VertexAttrTestGLSL extends javax.swing.JFrame } }//GEN-LAST:event_createButtonActionPerformed - private void exitMenuItemActionPerformed(java.awt.event.ActionEvent evt) + private static void exitMenuItemActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_exitMenuItemActionPerformed System.exit(0); }//GEN-LAST:event_exitMenuItemActionPerformed /** Exit the Application */ - private void exitForm(java.awt.event.WindowEvent evt) + private static void exitForm(java.awt.event.WindowEvent evt) {//GEN-FIRST:event_exitForm System.exit(0); }//GEN-LAST:event_exitForm @@ -423,6 +406,7 @@ public class VertexAttrTestGLSL extends javax.swing.JFrame System.setProperty("sun.awt.noerasebackground", "true"); System.setProperty("j3d.rend","jogl2es2"); java.awt.EventQueue.invokeLater(new Runnable() { + @Override public void run() { new VertexAttrTestGLSL().setVisible(true); diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/dimple.vert b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/dimple.vert index 9b06148..ebbfdc9 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/dimple.vert +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/dimple.vert @@ -18,7 +18,6 @@ uniform mat4 glModelViewMatrix; uniform mat4 glModelViewProjectionMatrix; uniform mat3 glNormalMatrix; -uniform vec4 glFrontMaterialdiffuse; uniform int ignoreVertexColors; // GL2ES2: new output varyings, these replace gl_TexCoord[] and gl_FrontColor (along with A and D) @@ -52,7 +51,7 @@ void main(void) //gl_FrontColor = gl_Color; if( ignoreVertexColors != 0) - C = glFrontMaterialdiffuse; + C = vec4(1,1,1,1); else C = glColor; diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.frag b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.frag index bdc0fe0..d6f5e96 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.frag +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.frag @@ -7,12 +7,16 @@ uniform int alphaTestEnabled; uniform int alphaTestFunction;
uniform float alphaTestValue;
-uniform int fogEnabled;
-uniform vec4 expColor;
-uniform float expDensity;
-uniform vec4 linearColor;
-uniform float linearStart;
-uniform float linearEnd;
+struct fogData
+{
+ int fogEnabled = -1;
+ vec3 expColor = new Vector3f();
+ float expDensity;
+ vec3 linearColor = new Vector3f();
+ float linearStart;
+ float linearEnd;
+};
+uniform fogData fogData;
//End of FFP inputs
in vec2 glTexCoord0;
@@ -85,7 +89,7 @@ void main( void ) color.rgb = albedo * (diffuse + emissive) + spec;
color.a = C.a * baseMap.a;
- if(fogEnabled == 1)
+ if(fogData.fogEnabled == 1)
{
//distance
float dist = 0.0;
@@ -94,21 +98,21 @@ void main( void ) //compute distance used in fog equations
dist = length(ViewDir);
- if(linearEnd > 0.0)//linear fog
+ if(fogData.linearEnd > 0.0)//linear fog
{
- fogFactor = (linearEnd - dist)/(linearEnd - linearStart);
+ fogFactor = (fogData.linearEnd - dist)/(fogData.linearEnd - fogData.linearStart);
fogFactor = clamp( fogFactor, 0.0, 1.0 );
//if you inverse color in glsl mix function you have to put 1.0 - fogFactor
- color = mix(linearColor, color, fogFactor);
+ color = mix(fogData.linearColor, color, fogFactor);
}
- else if( expDensity > 0.0)// exponential fog
+ else if( fogData.expDensity > 0.0)// exponential fog
{
- fogFactor = 1.0 /exp(dist * expDensity);
+ fogFactor = 1.0 /exp(dist * fogData.expDensity);
fogFactor = clamp( fogFactor, 0.0, 1.0 );
// mix function fogColor-(1-fogFactor) + lightColor-fogFactor
- color = mix(expColor, color, fogFactor);
+ color = mix(fogData.expColor, color, fogFactor);
}
}
diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.vert b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.vert index 184620e..091e33b 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.vert +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/fixed_function_shader.vert @@ -18,17 +18,36 @@ uniform mat4 glModelMatrix; //uniform mat3 glNormalMatrix;
-//uniform vec4 glFrontMaterialambient;
-uniform vec4 glFrontMaterialdiffuse;
-uniform vec4 glFrontMaterialemission;
-uniform vec3 glFrontMaterialspecular;
-uniform float glFrontMaterialshininess;
+
uniform int ignoreVertexColors;
uniform vec4 glLightModelambient;
-uniform vec4 glLightSource0position;
-uniform vec4 glLightSource0diffuse;
+struct material
+{
+ int lightEnabled;
+ vec4 ambient;
+ vec4 diffuse;
+ vec4 emission;// note vec4 extra 1.0 sent through for ease
+ vec3 specular;
+ float shininess;
+};
+uniform material glFrontMaterial;
+
+struct lightSource
+{
+ int enabled;
+ vec4 position;
+ vec4 diffuse;
+ vec4 specular;
+ float constantAttenuation, linearAttenuation, quadraticAttenuation;
+ float spotCutoff, spotExponent;
+ vec3 spotDirection;
+};
+
+uniform int numberOfLights;
+const int maxLights = 1;
+uniform lightSource glLightSource[maxLights];
uniform mat4 textureTransform;
@@ -37,15 +56,17 @@ uniform mat4 textureTransform; //uniform float alphaTestValue;
-//uniform int fogEnabled;
-//uniform vec4 expColor;
-//uniform float expDensity;
-//uniform vec4 linearColor;
-//uniform float linearStart;
-//uniform float linearEnd;
+ // struct fogData
+ // {
+ // int fogEnabled = -1;
+ // vec3 expColor = new Vector3f();
+ // float expDensity;
+ // vec3 linearColor = new Vector3f();
+ // float linearStart;
+ // float linearEnd;
+ // };
+ // uniform fogData fogData;
-//End of FFP inputs
-//The line above in not optional for parsing reasons
//Fixed function pipeline pre-calculated values not available
//vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector));
@@ -96,8 +117,8 @@ out float shininess; void main( void )
{
- mat4 glModelViewMatrix = glViewMatrix*glModelMatrix;
- gl_Position = glProjectionMatrix*glModelViewMatrix * glVertex;//glModelViewProjectionMatrix * glVertex;
+ mat4 glModelViewMatrix = glViewMatrix * glModelMatrix;
+ gl_Position = glProjectionMatrix * glModelViewMatrix * glVertex;//glModelViewProjectionMatrix * glVertex;
glTexCoord0 = (textureTransform * vec4(glMultiTexCoord0,0,1)).st;
@@ -107,17 +128,17 @@ void main( void ) vec3 v = vec3(glModelViewMatrix * glVertex);
ViewDir = -v.xyz;
- LightDir = glLightSource0position.xyz;
+ LightDir = glLightSource[0].position.xyz;
A = glLightModelambient;
if( ignoreVertexColors != 0)
- C = glFrontMaterialdiffuse; // objectColor should be used if it is no lighting
+ C = vec4(1,1,1,1);//glFrontMaterialdiffuse; // objectColor should be used if it is no lighting
else
C = glColor;
- D = glLightSource0diffuse * glFrontMaterialdiffuse;
+ D = glLightSource[0].diffuse * glFrontMaterial.diffuse;
- emissive = glFrontMaterialemission.rgb;
- specular = glFrontMaterialspecular;
- shininess = glFrontMaterialshininess;
+ emissive = glFrontMaterial.emission.rgb;
+ specular = glFrontMaterial.specular;
+ shininess = glFrontMaterial.shininess;
}
diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.vert b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.vert index 81d9c95..771afce 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.vert +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.vert @@ -54,16 +54,35 @@ uniform mat4 glModelViewMatrix; uniform mat4 glModelViewProjectionMatrix; uniform mat3 glNormalMatrix; -uniform vec4 glFrontMaterialambient; -uniform vec4 glFrontMaterialdiffuse; -uniform vec4 glFrontMaterialemission; -uniform vec3 glFrontMaterialspecular; -uniform float glFrontMaterialshininess; + uniform vec4 glLightModelambient; -uniform vec4 glLightSource0position; -uniform vec4 glLightSource0diffuse; +struct material +{ + int lightEnabled; + vec4 ambient; + vec4 diffuse; + vec4 emission;// note vec4 extra 1.0 sent through for ease + vec3 specular; + float shininess; +}; +uniform material glFrontMaterial; + +struct lightSource +{ + int enabled; + vec4 position; + vec4 diffuse; + vec4 specular; + float constantAttenuation, linearAttenuation, quadraticAttenuation; + float spotCutoff, spotExponent; + vec3 spotDirection; +}; + +uniform int numberOfLights; +const int maxLights = 1; +uniform lightSource glLightSource[maxLights]; //GL2ES2: varying color data needs to be defined varying vec4 glFrontColor; @@ -76,17 +95,17 @@ void directionalLight0( inout vec3 specular) { // Normalized light direction and half vector - vec3 lightDirection = normalize(vec3(glLightSource0position)); + vec3 lightDirection = normalize(vec3(glLightSource[0].position)); //GL2ES2: half vector must be calculated //vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector)); //http://stackoverflow.com/questions/3744038/what-is-half-vector-in-modern-glsl vec3 ecPos = vec3(glModelViewMatrix * glVertex); vec3 ecL; - if( glLightSource0position.w == 0.0) - ecL = vec3(glLightSource0position.xyz);// no -ecPos in case of dir lights? + if( glLightSource[0].position.w == 0.0) + ecL = vec3(glLightSource[0].position.xyz);// no -ecPos in case of dir lights? else - ecL = vec3(glLightSource0position.xyz - ecPos); + ecL = vec3(glLightSource[0].position.xyz - ecPos); vec3 L = normalize(ecL.xyz); vec3 V = -ecPos.xyz; vec3 halfVector = normalize(L + V); @@ -102,12 +121,12 @@ void directionalLight0( pf = 0.0; } else { - pf = pow(nDotHV, glFrontMaterialshininess); + pf = pow(nDotHV, glFrontMaterial.shininess); } ambient += glLightModelambient; - diffuse += glLightSource0diffuse * nDotVP; - specular += glFrontMaterialspecular * pf; + diffuse += glLightSource[0].diffuse * nDotVP; + specular += glFrontMaterial.specular * pf; } @@ -125,13 +144,13 @@ void main() directionalLight0(tnorm, amb, diff, spec); //GL2ES2: sceneColor Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient) - vec4 sceneColor = glFrontMaterialemission + glFrontMaterialambient * glLightModelambient; + vec4 sceneColor = glFrontMaterial.emission + glFrontMaterial.ambient * glLightModelambient; // Apply the result of the lighting equation - vec4 outSecondaryColor = vec4(vec3(spec * glFrontMaterialspecular), 1.0); + vec4 outSecondaryColor = vec4(vec3(spec * glFrontMaterial.specular), 1.0); vec4 outColor = vec4(vec3( sceneColor + - amb * glFrontMaterialambient + - diff * glFrontMaterialdiffuse), 1.0); + amb * glFrontMaterial.ambient + + diff * glFrontMaterial.diffuse), 1.0); glFrontColor = outColor; glFrontSecondaryColor = outSecondaryColor; diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.frag b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.frag index 230288a..7cb6388 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.frag +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.frag @@ -48,15 +48,35 @@ // GL2ES2: Java3D built-in uniforms, these are calculated and passsed in if declared here uniform mat4 glModelViewMatrix; - -uniform vec4 glLightSource0position; -uniform vec4 glLightSource0diffuse; + uniform vec4 glLightModelambient; -uniform vec4 glFrontMaterialdiffuse; -uniform float glFrontMaterialshininess; -uniform vec3 glFrontMaterialspecular; +struct material +{ + int lightEnabled; + vec4 ambient; + vec4 diffuse; + vec4 emission; + vec3 specular; + float shininess; +}; +uniform material glFrontMaterial; + +struct lightSource +{ + int enabled; + vec4 position; + vec4 diffuse; + vec4 specular; + float constantAttenuation, linearAttenuation, quadraticAttenuation; + float spotCutoff, spotExponent; + vec3 spotDirection; +}; + +uniform int numberOfLights; +const int maxLights = 1; +uniform lightSource glLightSource[maxLights]; varying vec3 worldPos; @@ -65,7 +85,7 @@ varying vec4 sceneColor; void directionalLight0(in vec3 normal, inout vec4 ambient, inout vec4 diffuse, inout vec3 specular) { // Normalized light direction and half vector - vec3 lightDirection = normalize(vec3(glLightSource0position)); + vec3 lightDirection = normalize(vec3(glLightSource[0].position)); //GL2ES2: half vector must be calculated @@ -73,10 +93,10 @@ void directionalLight0(in vec3 normal, inout vec4 ambient, inout vec4 diffuse, //http://stackoverflow.com/questions/3744038/what-is-half-vector-in-modern-glsl vec3 ecPos = vec3(glModelViewMatrix * vec4(worldPos,1.0)); vec3 ecL; - if( glLightSource0position.w == 0.0) - ecL = vec3(glLightSource0position.xyz);// no -ecPos in case of dir lights? + if( glLightSource[0].position.w == 0.0) + ecL = vec3(glLightSource[0].position.xyz);// no -ecPos in case of dir lights? else - ecL = vec3(glLightSource0position.xyz - ecPos); + ecL = vec3(glLightSource[0].position.xyz - ecPos); vec3 L = normalize(ecL.xyz); vec3 V = -ecPos.xyz; vec3 halfVector = normalize(L + V); @@ -93,17 +113,17 @@ void directionalLight0(in vec3 normal, inout vec4 ambient, inout vec4 diffuse, pf = 0.0; } else { - pf = pow(nDotHV, glFrontMaterialshininess); + pf = pow(nDotHV, glFrontMaterial.shininess); } // GL2ES2: ambient is part of light model //ambient += gl_LightSource[0].ambient; ambient += glLightModelambient; - diffuse += glLightSource0diffuse * nDotVP; + diffuse += glLightSource[0].diffuse * nDotVP; // GL2ES2: specular is part of material //specular += gl_LightSource[0].specular * pf; - specular += glFrontMaterialspecular * pf; + specular += glFrontMaterial.specular * pf; } @@ -123,12 +143,12 @@ void main() // Apply the result of the lighting equation - vec4 secondaryColor = vec4(spec * glFrontMaterialspecular, 1.0); + vec4 secondaryColor = vec4(spec * glFrontMaterial.specular, 1.0); // GL2ES2: change to calc'ed sceneColor //vec4 color = vec4(vec3(gl_FrontLightModelProduct.sceneColor + vec4 color = vec4(vec3(sceneColor + amb * glLightModelambient + - diff * glFrontMaterialdiffuse), 1.0); + diff * glFrontMaterial.diffuse), 1.0); gl_FragColor = color + secondaryColor; } diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.vert b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.vert index 6d3aeb2..780c2bd 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.vert +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.vert @@ -56,8 +56,16 @@ uniform mat3 glNormalMatrix; uniform vec4 glLightModelambient; -uniform vec4 glFrontMaterialambient; -uniform vec4 glFrontMaterialemission; +struct material +{ + int lightEnabled; + vec4 ambient; + vec4 diffuse; + vec4 emission; + vec3 specular; + float shininess; +}; +uniform material glFrontMaterial; // Per-pixel normal (output to fragment shader) varying vec3 Normal; @@ -70,7 +78,7 @@ void main() { //GL2ES2: sceneColor Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient) - sceneColor = glFrontMaterialemission + glFrontMaterialambient * glLightModelambient; + sceneColor = glFrontMaterial.emission + glFrontMaterial.ambient * glLightModelambient; Normal = normalize(vec3(glNormalMatrix * glNormal)); diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.vert b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.vert index 93a61bf..4c5f3c9 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.vert +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.vert @@ -55,16 +55,34 @@ uniform mat4 glModelViewMatrix; uniform mat4 glModelViewProjectionMatrix; uniform mat3 glNormalMatrix; -uniform vec4 glFrontMaterialambient; -uniform vec4 glFrontMaterialdiffuse; -uniform vec4 glFrontMaterialemission; -uniform vec3 glFrontMaterialspecular; -uniform float glFrontMaterialshininess; - uniform vec4 glLightModelambient; -uniform vec4 glLightSource0position; -uniform vec4 glLightSource0diffuse; + +struct material +{ + int lightEnabled; + vec4 ambient; + vec4 diffuse; + vec4 emission; + vec3 specular; + float shininess; +}; +uniform material glFrontMaterial; + +struct lightSource +{ + int enabled; + vec4 position; + vec4 diffuse; + vec4 specular; + float constantAttenuation, linearAttenuation, quadraticAttenuation; + float spotCutoff, spotExponent; + vec3 spotDirection; +}; + +uniform int numberOfLights; +const int maxLights = 1; +uniform lightSource glLightSource[maxLights]; //GL2ES2: varying color data needs to be defined varying vec4 glFrontColor; @@ -81,12 +99,12 @@ void directionalLight( // (shouldn't they be pre-normalized?!) //GL2ES2 notice not using the i parameter but hard coded to 0 - vec3 lightDirection = normalize(vec3(glLightSource0position)); + vec3 lightDirection = normalize(vec3(glLightSource[0].position)); //GL2ES2: half vector must be calculated //vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector)); vec3 worldPos = vec3(glModelViewMatrix * glVertex); - vec3 L = normalize(glLightSource0position.xyz - worldPos); + vec3 L = normalize(glLightSource[0].position.xyz - worldPos); vec3 V = vec3(0,0,1);//eye position vec3 halfVector = (L + V); @@ -103,12 +121,12 @@ void directionalLight( pf = 0.0; } else { - pf = pow(nDotHV, glFrontMaterialshininess); + pf = pow(nDotHV, glFrontMaterial.shininess); } ambient += glLightModelambient; - diffuse += glLightSource0diffuse * nDotVP; - specular += glFrontMaterialspecular * pf; + diffuse += glLightSource[0].diffuse * nDotVP; + specular += glFrontMaterial.specular * pf; } //GL2ES2: only a single light for now @@ -136,13 +154,13 @@ void main() } //GL2ES2: sceneColor Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient) - vec4 sceneColor = glFrontMaterialemission + glFrontMaterialambient * glLightModelambient; + vec4 sceneColor = glFrontMaterial.emission + glFrontMaterial.ambient * glLightModelambient; // Apply the result of the lighting equation - vec4 outSecondaryColor = vec4(vec3(spec * glFrontMaterialspecular), 1.0); + vec4 outSecondaryColor = vec4(vec3(spec * glFrontMaterial.specular), 1.0); vec3 color0 = vec3(sceneColor + amb * glLightModelambient + - diff * glFrontMaterialdiffuse); + diff * glFrontMaterial.diffuse); // Generate a pseudo-random noise pattern vec3 xyz = clamp((outPosition.xyz + 1.0) * 0.5, 0.0, 1.0); diff --git a/src/classes/org/jdesktop/j3d/examples/hello_universe/HelloUniverseGL2ES2.java b/src/classes/org/jdesktop/j3d/examples/hello_universe/HelloUniverseGL2ES2.java new file mode 100644 index 0000000..b62906b --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/hello_universe/HelloUniverseGL2ES2.java @@ -0,0 +1,161 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jdesktop.j3d.examples.hello_universe; + +import java.awt.GraphicsConfiguration; + +import org.jdesktop.j3d.examples.gl2es2pipeline.Cube; +import org.jogamp.java3d.Alpha; +import org.jogamp.java3d.BoundingSphere; +import org.jogamp.java3d.BranchGroup; +import org.jogamp.java3d.Canvas3D; +import org.jogamp.java3d.RotationInterpolator; +import org.jogamp.java3d.Transform3D; +import org.jogamp.java3d.TransformGroup; +import org.jogamp.java3d.utils.universe.SimpleUniverse; +import org.jogamp.vecmath.Point3d; + +/** + * Simple Java 3D example program to display a spinning cube. + */ +public class HelloUniverseGL2ES2 extends javax.swing.JFrame +{ + + private SimpleUniverse univ = null; + private BranchGroup scene = null; + + public BranchGroup createSceneGraph() + { + // Create the root of the branch graph + BranchGroup objRoot = new BranchGroup(); + + // Create the TransformGroup node and initialize it to the + // identity. Enable the TRANSFORM_WRITE capability so that + // our behavior code can modify it at run time. Add it to + // the root of the subgraph. + TransformGroup objTrans = new TransformGroup(); + objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + objRoot.addChild(objTrans); + + // Create a simple Shape3D node; add it to the scene graph. + objTrans.addChild(new Cube(0.4)); + + // Create a new Behavior object that will perform the + // desired operation on the specified transform and add + // it into the scene graph. + Transform3D yAxis = new Transform3D(); + Alpha rotationAlpha = new Alpha(-1, 4000); + + RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f, (float) Math.PI * 2.0f); + BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); + rotator.setSchedulingBounds(bounds); + objRoot.addChild(rotator); + + // Have Java 3D perform optimizations on this scene graph. + objRoot.compile(); + + return objRoot; + } + + private Canvas3D createUniverse() + { + // Get the preferred graphics configuration for the default screen + GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); + + // Create a Canvas3D using the preferred configuration + Canvas3D c = new Canvas3D(config); + + // Create simple universe with view branch + univ = new SimpleUniverse(c); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + univ.getViewingPlatform().setNominalViewingTransform(); + + // Ensure at least 5 msec per frame (i.e., < 200Hz) + univ.getViewer().getView().setMinimumFrameCycleTime(5); + + return c; + } + + /** + * Creates new form HelloUniverse + */ + public HelloUniverseGL2ES2() + { + // Initialize the GUI components + initComponents(); + + // Create Canvas3D and SimpleUniverse; add canvas to drawing panel + Canvas3D c = createUniverse(); + drawingPanel.add(c, java.awt.BorderLayout.CENTER); + + // Create the content branch and add it to the universe + scene = createSceneGraph(); + univ.addBranchGraph(scene); + } + + // ---------------------------------------------------------------- + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() + { + drawingPanel = new javax.swing.JPanel(); + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + setTitle("HelloUniverse GL2ES2"); + drawingPanel.setLayout(new java.awt.BorderLayout()); + + drawingPanel.setPreferredSize(new java.awt.Dimension(250, 250)); + getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER); + + pack(); + }// </editor-fold>//GEN-END:initComponents + + /** + * @param args the command line arguments + */ + public static void main(String args[]) + { + System.setProperty("sun.awt.noerasebackground", "true"); + System.setProperty("j3d.rend", "jogl2es2"); + System.setProperty("j3d.displaylist", "false"); + java.awt.EventQueue.invokeLater(new Runnable() { + @Override + public void run() + { + new HelloUniverseGL2ES2().setVisible(true); + } + }); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + private javax.swing.JPanel drawingPanel; + // End of variables declaration//GEN-END:variables + +} diff --git a/src/classes/org/jdesktop/j3d/examples/jcanvas3d/JCanvas3DExampleGL2ES2.java b/src/classes/org/jdesktop/j3d/examples/jcanvas3d/JCanvas3DExampleGL2ES2.java new file mode 100644 index 0000000..45dccc0 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/jcanvas3d/JCanvas3DExampleGL2ES2.java @@ -0,0 +1,175 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jdesktop.j3d.examples.jcanvas3d; + + +/** + * Simple Java 3D example program that displays universes within lightweight swing components, layed in JInternalFrame objects. + */ +import java.awt.Toolkit; + +public class JCanvas3DExampleGL2ES2 extends javax.swing.JFrame implements java.awt.event.ActionListener +{ + + /** + * Creates new form JCanvas3DExample + */ + public JCanvas3DExampleGL2ES2() + { + initComponents(); + Toolkit.getDefaultToolkit().setDynamicLayout( true ); + setDefaultCloseOperation( EXIT_ON_CLOSE ); + } + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() { + java.awt.GridBagConstraints gridBagConstraints; + + splitPane = new javax.swing.JSplitPane(); + scrollPane = new javax.swing.JScrollPane(); + panel = new javax.swing.JPanel(); + addButton = new javax.swing.JButton(); + delayCheckBox = new javax.swing.JCheckBox(); + interactiveCheckBox = new javax.swing.JCheckBox(); + randomCheckBox = new javax.swing.JCheckBox(); + desktopPane = new javax.swing.JDesktopPane(); + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + splitPane.setDividerLocation(300); + splitPane.setDividerSize(8); + splitPane.setContinuousLayout(true); + splitPane.setOneTouchExpandable(true); + panel.setLayout(new java.awt.GridBagLayout()); + + addButton.setText("Create New Frame"); + addButton.setToolTipText("Adds a new frame containing an universe into the desktop pane"); + addButton.addActionListener(this); + + panel.add(addButton, new java.awt.GridBagConstraints()); + + delayCheckBox.setText("Resize Delayed"); + delayCheckBox.setToolTipText("Shows the effect of using a delayed resizing to the internal frames."); + gridBagConstraints = new java.awt.GridBagConstraints(); + gridBagConstraints.gridx = 0; + gridBagConstraints.gridy = 1; + gridBagConstraints.fill = java.awt.GridBagConstraints.HORIZONTAL; + panel.add(delayCheckBox, gridBagConstraints); + + interactiveCheckBox.setSelected(true); + interactiveCheckBox.setText("Interactive Cube"); + interactiveCheckBox.setToolTipText("Tests the use of AWT behaviors on the displayed component."); + interactiveCheckBox.setBorder(javax.swing.BorderFactory.createEmptyBorder(0, 0, 0, 0)); + interactiveCheckBox.setMargin(new java.awt.Insets(0, 0, 0, 0)); + interactiveCheckBox.addActionListener(this); + + gridBagConstraints = new java.awt.GridBagConstraints(); + gridBagConstraints.gridx = 0; + gridBagConstraints.gridy = 2; + gridBagConstraints.fill = java.awt.GridBagConstraints.HORIZONTAL; + panel.add(interactiveCheckBox, gridBagConstraints); + + randomCheckBox.setText("Random start angle"); + randomCheckBox.setBorder(javax.swing.BorderFactory.createEmptyBorder(0, 0, 0, 0)); + randomCheckBox.setEnabled(false); + randomCheckBox.setMargin(new java.awt.Insets(0, 0, 0, 0)); + gridBagConstraints = new java.awt.GridBagConstraints(); + gridBagConstraints.gridx = 0; + gridBagConstraints.gridy = 3; + gridBagConstraints.fill = java.awt.GridBagConstraints.HORIZONTAL; + panel.add(randomCheckBox, gridBagConstraints); + + scrollPane.setViewportView(panel); + + splitPane.setLeftComponent(scrollPane); + + desktopPane.setBackground(new java.awt.Color(153, 153, 201)); + desktopPane.setPreferredSize(new java.awt.Dimension(300, 300)); + splitPane.setRightComponent(desktopPane); + + getContentPane().add(splitPane, java.awt.BorderLayout.CENTER); + + java.awt.Dimension screenSize = java.awt.Toolkit.getDefaultToolkit().getScreenSize(); + setBounds((screenSize.width-1011)/2, (screenSize.height-733)/2, 1011, 733); + } + + // Code for dispatching events from components to event handlers. + + public void actionPerformed(java.awt.event.ActionEvent evt) { + if (evt.getSource() == addButton) { + JCanvas3DExampleGL2ES2.this.addButtonActionPerformed(evt); + } + else if (evt.getSource() == interactiveCheckBox) { + JCanvas3DExampleGL2ES2.this.interactiveCheckBoxActionPerformed(evt); + } + }// </editor-fold>//GEN-END:initComponents + + private void interactiveCheckBoxActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_interactiveCheckBoxActionPerformed + randomCheckBox.setEnabled( interactiveCheckBox.isSelected() ? false:true ); + }//GEN-LAST:event_interactiveCheckBoxActionPerformed + + private void addButtonActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_addButtonActionPerformed + JInternalWorldGL2ES2 iWorld; + // we create an internal world to be added within the JDesktop. + iWorld = new JInternalWorldGL2ES2( interactiveCheckBox.isSelected(), + delayCheckBox.isSelected(), + randomCheckBox.isSelected() ); + iWorld.setSize( 256, 256 ); + iWorld.setLocation( 50, 50 ); + iWorld.setResizable( true ); + desktopPane.add( iWorld ); + iWorld.setVisible(true); + }//GEN-LAST:event_addButtonActionPerformed + + /** + * @param args the command line arguments + */ + public static void main(String args[]) + {System.setProperty("sun.awt.noerasebackground", "true"); + System.setProperty("j3d.rend", "jogl2es2"); + System.setProperty("j3d.displaylist", "false"); + java.awt.EventQueue.invokeLater(new Runnable() + { + public void run() + { + new JCanvas3DExampleGL2ES2().setVisible(true); + } + }); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + private javax.swing.JButton addButton; + private javax.swing.JCheckBox delayCheckBox; + private javax.swing.JDesktopPane desktopPane; + private javax.swing.JCheckBox interactiveCheckBox; + private javax.swing.JPanel panel; + private javax.swing.JCheckBox randomCheckBox; + private javax.swing.JScrollPane scrollPane; + private javax.swing.JSplitPane splitPane; + // End of variables declaration//GEN-END:variables + +} diff --git a/src/classes/org/jdesktop/j3d/examples/jcanvas3d/JInternalWorldGL2ES2.java b/src/classes/org/jdesktop/j3d/examples/jcanvas3d/JInternalWorldGL2ES2.java new file mode 100644 index 0000000..d38dc6e --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/jcanvas3d/JInternalWorldGL2ES2.java @@ -0,0 +1,211 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jdesktop.j3d.examples.jcanvas3d; + +import java.awt.BorderLayout; +import java.awt.Component; +import java.awt.Dimension; +import java.awt.Font; + +import javax.swing.JInternalFrame; + +import org.jdesktop.j3d.examples.gl2es2pipeline.SimpleShaderAppearance; +import org.jogamp.java3d.Alpha; +import org.jogamp.java3d.AmbientLight; +import org.jogamp.java3d.Appearance; +import org.jogamp.java3d.BoundingSphere; +import org.jogamp.java3d.BranchGroup; +import org.jogamp.java3d.DirectionalLight; +import org.jogamp.java3d.Font3D; +import org.jogamp.java3d.FontExtrusion; +import org.jogamp.java3d.GraphicsConfigTemplate3D; +import org.jogamp.java3d.Material; +import org.jogamp.java3d.RotationInterpolator; +import org.jogamp.java3d.Shape3D; +import org.jogamp.java3d.Text3D; +import org.jogamp.java3d.Transform3D; +import org.jogamp.java3d.TransformGroup; +import org.jogamp.java3d.exp.swing.JCanvas3D; +import org.jogamp.java3d.utils.behaviors.mouse.MouseRotate; +import org.jogamp.java3d.utils.universe.SimpleUniverse; +import org.jogamp.vecmath.Color3f; +import org.jogamp.vecmath.Point3d; +import org.jogamp.vecmath.Point3f; +import org.jogamp.vecmath.Vector3d; +import org.jogamp.vecmath.Vector3f; + + +/** + * This is a JInternalFrame holding an universe, which can be configured to + * be interactive -that is, where user can interact with object- or automatic + * -where the object spins only-. When in automatic mode, spinning speed is + * changed so that they look less the same. Changing the spinning start angle + * helps unsynchronizing the rotations too. + * + * @author pepe + */ +public class JInternalWorldGL2ES2 extends JInternalFrame { + /** DOCUMENT ME! */ + private Component comp; + + /** + * Creates a new JInternalWorld object. + * + * @param isInteractive tells the world to be constructed as interactive + * @param isDelayed tells the rotator to start at a random alpha. + */ + public JInternalWorldGL2ES2(boolean isInteractive, boolean isDelayed, boolean isRandom) { + super(); + setSize(256, 256); + setClosable(true); + + JCanvas3D canvas = new JCanvas3D(new GraphicsConfigTemplate3D()); + + if (true == isDelayed) { + canvas.setResizeMode(canvas.RESIZE_DELAYED); + } + + comp = canvas; + + Dimension dim = new Dimension(256, 256); + comp.setPreferredSize(dim); + comp.setSize(dim); + getContentPane().setLayout(new BorderLayout()); + getContentPane().add(comp, BorderLayout.CENTER); + pack(); + + // Create a simple scene and attach it to the virtual universe + BranchGroup scene = createSceneGraph(isInteractive, isRandom); + SimpleUniverse universe = new SimpleUniverse(canvas.getOffscreenCanvas3D()); //TODO: this is awful and must not be done like that in final version + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + universe.getViewingPlatform().setNominalViewingTransform(); + universe.getViewer().getView().setMinimumFrameCycleTime(30); + universe.addBranchGraph(scene); + } + + /** + * Creates the world. Only exists to cleanup the source a bit + * + * @param isInteractive tells the world to be constructed as interactive + * @param isDelayed tells the rotator to start at a random alpha. + * + * @return a global branchgroup containing the world, as desired. + */ + private BranchGroup createSceneGraph(boolean isInteractive, boolean isRandom) { + // Create the root of the branch graph + BranchGroup objRoot = new BranchGroup(); + + // Create the TransformGroup node and initialize it to the + // identity. Enable the TRANSFORM_WRITE capability so that + // our behavior code can modify it at run time. Add it to + // the root of the subgraph. + TransformGroup objTrans = new TransformGroup(); + Transform3D t3dTrans = new Transform3D(); + t3dTrans.setTranslation(new Vector3d(0, 0, -1)); + objTrans.setTransform(t3dTrans); + + TransformGroup objRot = new TransformGroup(); + objRot.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + objRoot.addChild(objTrans); + objTrans.addChild(objRot); + + // Create a simple Shape3D node; add it to the scene graph. + // issue 383: changed the cube to a text, so that any graphical problem related to Yup can be seen. + Font3D f3d = new Font3D(new Font("dialog", Font.PLAIN, 1), + new FontExtrusion()); + Text3D text = new Text3D(f3d, "JCanvas3D", + new Point3f( -2.3f, -0.5f, 0.f)); + + Shape3D sh = new Shape3D(); + Appearance app = new SimpleShaderAppearance(false,false); + Material mm = new Material(); + mm.setLightingEnable(true); + app.setMaterial(mm); + sh.setGeometry(text); + sh.setAppearance(app); + + objRot.addChild( sh ); + + BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), + 100.0); + + // Set up the ambient light + Color3f ambientColor = new Color3f(0.3f, 0.3f, 0.3f); + AmbientLight ambientLightNode = new AmbientLight(ambientColor); + ambientLightNode.setInfluencingBounds(bounds); + objRoot.addChild(ambientLightNode); + + // Set up the directional lights + Color3f light1Color = new Color3f(1.0f, 1.0f, 0.9f); + 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); + objRoot.addChild(light1); + + DirectionalLight light2 + = new DirectionalLight(light2Color, light2Direction); + light2.setInfluencingBounds(bounds); + objRoot.addChild(light2); + + + if (true == isInteractive) { + MouseRotate mr = new MouseRotate(comp, objRot); + mr.setSchedulingBounds(bounds); + mr.setSchedulingInterval(1); + objRoot.addChild(mr); + } else { + // Create a new Behavior object that will perform the + // desired operation on the specified transform and add + // it into the scene graph. + Transform3D yAxis = new Transform3D(); + + // rotation speed is randomized a bit so that it does not go at the same speed on every canvases, + // which will make it more natural and express the differences between every present universes + Alpha rotationAlpha = null; + + if (true == isRandom) { + int duration = Math.max(2000, (int) (Math.random() * 8000.)); + rotationAlpha = new Alpha(-1, + (int) ((double) duration * Math.random()), 0, duration, + 0, 0); + } else { + rotationAlpha = new Alpha(-1, 4000); + } + + RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, + objRot, yAxis, 0.0f, (float) Math.PI * 2.0f); + + rotator.setSchedulingBounds(bounds); + objRoot.addChild(rotator); + } + + return objRoot; + } + +} diff --git a/src/classes/org/jdesktop/j3d/examples/sphere_motion/SphereMotionGL2ES2.java b/src/classes/org/jdesktop/j3d/examples/sphere_motion/SphereMotionGL2ES2.java new file mode 100644 index 0000000..547c998 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/sphere_motion/SphereMotionGL2ES2.java @@ -0,0 +1,363 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jdesktop.j3d.examples.sphere_motion; + +import java.awt.GraphicsConfiguration; +import java.io.File; +import java.io.IOException; + +import org.jdesktop.j3d.examples.gl2es2pipeline.SimpleShaderAppearance; +import org.jogamp.java3d.Alpha; +import org.jogamp.java3d.AmbientLight; +import org.jogamp.java3d.Appearance; +import org.jogamp.java3d.Background; +import org.jogamp.java3d.BoundingSphere; +import org.jogamp.java3d.BranchGroup; +import org.jogamp.java3d.Canvas3D; +import org.jogamp.java3d.ColoringAttributes; +import org.jogamp.java3d.DirectionalLight; +import org.jogamp.java3d.GLSLShaderProgram; +import org.jogamp.java3d.Light; +import org.jogamp.java3d.Material; +import org.jogamp.java3d.PointLight; +import org.jogamp.java3d.PositionInterpolator; +import org.jogamp.java3d.RotationInterpolator; +import org.jogamp.java3d.Shader; +import org.jogamp.java3d.ShaderAppearance; +import org.jogamp.java3d.ShaderProgram; +import org.jogamp.java3d.SourceCodeShader; +import org.jogamp.java3d.SpotLight; +import org.jogamp.java3d.Transform3D; +import org.jogamp.java3d.TransformGroup; +import org.jogamp.java3d.utils.geometry.Sphere; +import org.jogamp.java3d.utils.shader.StringIO; +import org.jogamp.java3d.utils.universe.SimpleUniverse; +import org.jogamp.vecmath.Color3f; +import org.jogamp.vecmath.Point3d; +import org.jogamp.vecmath.Point3f; +import org.jogamp.vecmath.Vector3d; +import org.jogamp.vecmath.Vector3f; + +public class SphereMotionGL2ES2 extends javax.swing.JFrame +{ + + private SimpleUniverse univ = null; + private BranchGroup scene = null; + + // 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 = POINT_LIGHT; + + public BranchGroup createSceneGraph() + { + 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( + new File(System.getProperty("user.dir") + "/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2.vert")); + fragmentProgram = StringIO.readFully( + new File(System.getProperty("user.dir") + "/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2.frag")); + } + catch (IOException e) + { + throw new RuntimeException(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 SimpleShaderAppearance(false, false); + Appearance appL2 = new SimpleShaderAppearance(false, false); + 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 = univ.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; + } + + private Canvas3D createUniverse() + { + // Get the preferred graphics configuration for the default screen + GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); + + // Create a Canvas3D using the preferred configuration + Canvas3D c = new Canvas3D(config); + + // Create simple universe with view branch + univ = new SimpleUniverse(c); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + univ.getViewingPlatform().setNominalViewingTransform(); + + // Ensure at least 5 msec per frame (i.e., < 200Hz) + univ.getViewer().getView().setMinimumFrameCycleTime(5); + + return c; + } + + /** + * Creates new form SphereMotion + */ + public SphereMotionGL2ES2(final String[] args) + { + + // Parse the Input Arguments + String usage = "Usage: java SphereMotion [-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; + } + else if (args[i].equals("-spot")) + { + System.out.println("Using spot lights"); + lightType = SPOT_LIGHT; + } + 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); + } + } + + // Initialize the GUI components + initComponents(); + + // Create Canvas3D and SimpleUniverse; add canvas to drawing panel + Canvas3D c = createUniverse(); + drawingPanel.add(c, java.awt.BorderLayout.CENTER); + + // Create the content branch and add it to the universe + scene = createSceneGraph(); + univ.addBranchGraph(scene); + } + + // ---------------------------------------------------------------- + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() + { + drawingPanel = new javax.swing.JPanel(); + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + setTitle("SphereMotionGL2ES2"); + drawingPanel.setLayout(new java.awt.BorderLayout()); + + drawingPanel.setPreferredSize(new java.awt.Dimension(700, 700)); + getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER); + + pack(); + }// </editor-fold>//GEN-END:initComponents + + /** + * @param args the command line arguments + */ + public static void main(final String args[]) + { + System.setProperty("sun.awt.noerasebackground", "true"); + System.setProperty("j3d.rend", "jogl2es2"); + System.setProperty("j3d.displaylist", "false"); + java.awt.EventQueue.invokeLater(new Runnable() { + @Override + public void run() + { + SphereMotionGL2ES2 sphereMotion = new SphereMotionGL2ES2(args); + sphereMotion.setVisible(true); + } + }); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + private javax.swing.JPanel drawingPanel; + // End of variables declaration//GEN-END:variables + +} diff --git a/src/classes/org/jdesktop/j3d/examples/sphere_motion/SphereMotionGL2ES3_Texture.java b/src/classes/org/jdesktop/j3d/examples/sphere_motion/SphereMotionGL2ES3_Texture.java new file mode 100644 index 0000000..a1cee22 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/sphere_motion/SphereMotionGL2ES3_Texture.java @@ -0,0 +1,376 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ +package org.jdesktop.j3d.examples.sphere_motion; + +import java.awt.GraphicsConfiguration; +import java.io.File; +import java.io.IOException; + +import org.jdesktop.j3d.examples.Resources; +import org.jdesktop.j3d.examples.gl2es2pipeline.SimpleShaderAppearance; +import org.jogamp.java3d.Alpha; +import org.jogamp.java3d.AmbientLight; +import org.jogamp.java3d.Appearance; +import org.jogamp.java3d.Background; +import org.jogamp.java3d.BoundingSphere; +import org.jogamp.java3d.BranchGroup; +import org.jogamp.java3d.Canvas3D; +import org.jogamp.java3d.ColoringAttributes; +import org.jogamp.java3d.DirectionalLight; +import org.jogamp.java3d.GLSLShaderProgram; +import org.jogamp.java3d.Light; +import org.jogamp.java3d.Material; +import org.jogamp.java3d.PointLight; +import org.jogamp.java3d.PositionInterpolator; +import org.jogamp.java3d.RotationInterpolator; +import org.jogamp.java3d.Shader; +import org.jogamp.java3d.ShaderAppearance; +import org.jogamp.java3d.ShaderAttributeSet; +import org.jogamp.java3d.ShaderAttributeValue; +import org.jogamp.java3d.ShaderProgram; +import org.jogamp.java3d.SourceCodeShader; +import org.jogamp.java3d.SpotLight; +import org.jogamp.java3d.Texture; +import org.jogamp.java3d.Transform3D; +import org.jogamp.java3d.TransformGroup; +import org.jogamp.java3d.utils.geometry.Sphere; +import org.jogamp.java3d.utils.image.TextureLoader; +import org.jogamp.java3d.utils.shader.StringIO; +import org.jogamp.java3d.utils.universe.SimpleUniverse; +import org.jogamp.vecmath.Color3f; +import org.jogamp.vecmath.Point3d; +import org.jogamp.vecmath.Point3f; +import org.jogamp.vecmath.Vector3d; +import org.jogamp.vecmath.Vector3f; + +public class SphereMotionGL2ES3_Texture extends javax.swing.JFrame +{ + + private SimpleUniverse univ = null; + private BranchGroup scene = null; + + // 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 = POINT_LIGHT; + + public BranchGroup createSceneGraph() + { + 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( + new File(System.getProperty("user.dir") + "/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2_texture.vert")); + fragmentProgram = StringIO.readFully( + new File(System.getProperty("user.dir") + "/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2_texture.frag")); + } + catch (IOException e) + { + throw new RuntimeException(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); + shaderProgram.setShaderAttrNames(new String[] { "BaseMap" }); + + a.setShaderProgram(shaderProgram); + + ShaderAttributeSet shaderAttributeSet = new ShaderAttributeSet(); + shaderAttributeSet.put(new ShaderAttributeValue("BaseMap", new Integer(0))); + a.setShaderAttributeSet(shaderAttributeSet); + + + a.setMaterial(m); + Texture txtr = new TextureLoader(Resources.getResource("resources/images/earth.jpg"), this).getTexture(); + a.setTexture(txtr); + Sphere sph = new Sphere(1.0f, Sphere.GENERATE_NORMALS | Sphere.GENERATE_TEXTURE_COORDS, 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 SimpleShaderAppearance(false, false); + Appearance appL2 = new SimpleShaderAppearance(false, false); + 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 = univ.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; + } + + private Canvas3D createUniverse() + { + // Get the preferred graphics configuration for the default screen + GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); + + // Create a Canvas3D using the preferred configuration + Canvas3D c = new Canvas3D(config); + + // Create simple universe with view branch + univ = new SimpleUniverse(c); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + univ.getViewingPlatform().setNominalViewingTransform(); + + // Ensure at least 5 msec per frame (i.e., < 200Hz) + univ.getViewer().getView().setMinimumFrameCycleTime(5); + + return c; + } + + /** + * Creates new form SphereMotion + */ + public SphereMotionGL2ES3_Texture(final String[] args) + { + + // Parse the Input Arguments + String usage = "Usage: java SphereMotion [-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; + } + else if (args[i].equals("-spot")) + { + System.out.println("Using spot lights"); + lightType = SPOT_LIGHT; + } + 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); + } + } + + // Initialize the GUI components + initComponents(); + + // Create Canvas3D and SimpleUniverse; add canvas to drawing panel + Canvas3D c = createUniverse(); + drawingPanel.add(c, java.awt.BorderLayout.CENTER); + + // Create the content branch and add it to the universe + scene = createSceneGraph(); + univ.addBranchGraph(scene); + } + + // ---------------------------------------------------------------- + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() + { + drawingPanel = new javax.swing.JPanel(); + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + setTitle("SphereMotionGL2ES2_Texture"); + drawingPanel.setLayout(new java.awt.BorderLayout()); + + drawingPanel.setPreferredSize(new java.awt.Dimension(700, 700)); + getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER); + + pack(); + }// </editor-fold>//GEN-END:initComponents + + /** + * @param args the command line arguments + */ + public static void main(final String args[]) + { + System.setProperty("sun.awt.noerasebackground", "true"); + System.setProperty("j3d.rend", "jogl2es2"); + System.setProperty("j3d.displaylist", "false"); + java.awt.EventQueue.invokeLater(new Runnable() { + @Override + public void run() + { + SphereMotionGL2ES3_Texture sphereMotion = new SphereMotionGL2ES3_Texture(args); + sphereMotion.setVisible(true); + } + }); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + private javax.swing.JPanel drawingPanel; + // End of variables declaration//GEN-END:variables + +} diff --git a/src/classes/org/jdesktop/j3d/examples/sphere_motion/SphereMotionGLSL_FFP.java b/src/classes/org/jdesktop/j3d/examples/sphere_motion/SphereMotionGLSL_FFP.java new file mode 100644 index 0000000..ce1fdc0 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/sphere_motion/SphereMotionGLSL_FFP.java @@ -0,0 +1,361 @@ +/* + * Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jdesktop.j3d.examples.sphere_motion; + +import java.awt.GraphicsConfiguration; +import java.io.File; +import java.io.IOException; + +import org.jogamp.java3d.Alpha; +import org.jogamp.java3d.AmbientLight; +import org.jogamp.java3d.Appearance; +import org.jogamp.java3d.Background; +import org.jogamp.java3d.BoundingSphere; +import org.jogamp.java3d.BranchGroup; +import org.jogamp.java3d.Canvas3D; +import org.jogamp.java3d.ColoringAttributes; +import org.jogamp.java3d.DirectionalLight; +import org.jogamp.java3d.GLSLShaderProgram; +import org.jogamp.java3d.Light; +import org.jogamp.java3d.Material; +import org.jogamp.java3d.PointLight; +import org.jogamp.java3d.PositionInterpolator; +import org.jogamp.java3d.RotationInterpolator; +import org.jogamp.java3d.Shader; +import org.jogamp.java3d.ShaderAppearance; +import org.jogamp.java3d.ShaderProgram; +import org.jogamp.java3d.SourceCodeShader; +import org.jogamp.java3d.SpotLight; +import org.jogamp.java3d.Transform3D; +import org.jogamp.java3d.TransformGroup; +import org.jogamp.java3d.utils.geometry.Sphere; +import org.jogamp.java3d.utils.shader.StringIO; +import org.jogamp.java3d.utils.universe.SimpleUniverse; +import org.jogamp.vecmath.Color3f; +import org.jogamp.vecmath.Point3d; +import org.jogamp.vecmath.Point3f; +import org.jogamp.vecmath.Vector3d; +import org.jogamp.vecmath.Vector3f; + +public class SphereMotionGLSL_FFP extends javax.swing.JFrame +{ + + private SimpleUniverse univ = null; + private BranchGroup scene = null; + + // 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 = POINT_LIGHT; + + public BranchGroup createSceneGraph() + { + 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( + new File(System.getProperty("user.dir") + "/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_ffp.vert")); + fragmentProgram = StringIO.readFully( + new File(System.getProperty("user.dir") + "/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_ffp.frag")); + } + catch (IOException e) + { + throw new RuntimeException(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 = univ.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; + } + + private Canvas3D createUniverse() + { + // Get the preferred graphics configuration for the default screen + GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); + + // Create a Canvas3D using the preferred configuration + Canvas3D c = new Canvas3D(config); + + // Create simple universe with view branch + univ = new SimpleUniverse(c); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + univ.getViewingPlatform().setNominalViewingTransform(); + + // Ensure at least 5 msec per frame (i.e., < 200Hz) + univ.getViewer().getView().setMinimumFrameCycleTime(5); + + return c; + } + + /** + * Creates new form SphereMotion + */ + public SphereMotionGLSL_FFP(final String[] args) + { + + // Parse the Input Arguments + String usage = "Usage: java SphereMotion [-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; + } + else if (args[i].equals("-spot")) + { + System.out.println("Using spot lights"); + lightType = SPOT_LIGHT; + } + 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); + } + } + + // Initialize the GUI components + initComponents(); + + // Create Canvas3D and SimpleUniverse; add canvas to drawing panel + Canvas3D c = createUniverse(); + drawingPanel.add(c, java.awt.BorderLayout.CENTER); + + // Create the content branch and add it to the universe + scene = createSceneGraph(); + univ.addBranchGraph(scene); + } + + // ---------------------------------------------------------------- + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() + { + drawingPanel = new javax.swing.JPanel(); + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + setTitle("SphereMotionGLSL_FFP"); + drawingPanel.setLayout(new java.awt.BorderLayout()); + + drawingPanel.setPreferredSize(new java.awt.Dimension(700, 700)); + getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER); + + pack(); + }// </editor-fold>//GEN-END:initComponents + + /** + * @param args the command line arguments + */ + public static void main(final String args[]) + { + System.setProperty("sun.awt.noerasebackground", "true"); + java.awt.EventQueue.invokeLater(new Runnable() { + @Override + public void run() + { + SphereMotionGLSL_FFP sphereMotion = new SphereMotionGLSL_FFP(args); + sphereMotion.setVisible(true); + } + }); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + private javax.swing.JPanel drawingPanel; + // End of variables declaration//GEN-END:variables + +} diff --git a/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_ffp.frag b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_ffp.frag new file mode 100644 index 0000000..ba72696 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_ffp.frag @@ -0,0 +1,66 @@ +#version 120 + +// Per-pixel normal (input from vertex shader) +varying vec3 normalDirection; +varying vec3 viewDirection; +varying vec4 position; + +const int numberOfLights = 2; + +void main() +{ + vec3 lightDirection; + float attenuation; + + // initialize total lighting with ambient lighting + vec3 totalLighting = vec3(gl_FrontMaterial.emission) + (vec3(gl_LightModel.ambient) * vec3(gl_FrontMaterial.ambient)); + + for (int index = 0; index < numberOfLights; index++) // for all light sources + { + if (0.0 == gl_LightSource[index].position.w) // directional light? + { + attenuation = 1.0; // no attenuation + lightDirection = normalize(vec3(gl_LightSource[index].position)); + } + else // point light or spotlight (or other kind of light) + { + vec3 positionToLightSource = vec3(gl_LightSource[index].position - position); + float distance = length(positionToLightSource); + lightDirection = normalize(positionToLightSource); + attenuation = 1.0 / (gl_LightSource[index].constantAttenuation + + gl_LightSource[index].linearAttenuation * distance + + gl_LightSource[index].quadraticAttenuation * distance * distance); + + + if (gl_LightSource[index].spotCutoff <= 90.0) // spotlight? + { + float clampedCosine = max(0.0, dot(-lightDirection, normalize(gl_LightSource[index].spotDirection))); + if (clampedCosine < cos(radians(gl_LightSource[index].spotCutoff))) // outside of spotlight cone? + { + attenuation = 0.0; + } + else + { + attenuation = attenuation * pow(clampedCosine, gl_LightSource[index].spotExponent); + } + } + } + + vec3 diffuseReflection = attenuation * vec3(gl_LightSource[index].diffuse) * vec3(gl_FrontMaterial.diffuse)* max(0.0, dot(normalDirection, lightDirection)); + + vec3 specularReflection; + if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side? + { + specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection + } + else // light source on the right side + { + specularReflection = attenuation * vec3(gl_LightSource[index].specular) * vec3(gl_FrontMaterial.specular) + * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), gl_FrontMaterial.shininess); + } + + totalLighting = totalLighting + diffuseReflection + specularReflection; + } + + gl_FragColor = vec4(totalLighting, 1.0); +} diff --git a/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_ffp.vert b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_ffp.vert new file mode 100644 index 0000000..caf1732 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_ffp.vert @@ -0,0 +1,19 @@ + + +// A GLSL vertex program for doing Phone shading (per-fragment lighting) + +// Per-pixel normal (output to fragment shader) +varying vec3 normalDirection; +varying vec3 viewDirection; +varying vec4 position; + +void main() +{ + normalDirection = normalize(vec3(gl_NormalMatrix * gl_Normal)); + vec3 v = vec3(gl_ModelViewMatrix * gl_Vertex); + viewDirection = normalize(-v.xyz); + position = vec4(v,1); + + // Transform the vertex + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +} diff --git a/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2.frag b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2.frag new file mode 100644 index 0000000..af65808 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2.frag @@ -0,0 +1,96 @@ +#version 120 + +// Per-pixel normal (input from vertex shader) +varying vec3 normalDirection; +varying vec3 viewDirection; +varying vec4 position; + +uniform vec4 glLightModelambient; + + +struct material +{ + int lightEnabled; + vec4 ambient; + vec4 diffuse; + vec4 emission;// note vec4 extra 1.0 sent through for ease + vec3 specular; + float shininess; +}; +uniform material glFrontMaterial; + +struct lightSource +{ + int enabled; + vec4 position; + vec4 diffuse; + vec4 specular; + float constantAttenuation, linearAttenuation, quadraticAttenuation; + float spotCutoff, spotExponent; + vec3 spotDirection; +}; + +uniform int numberOfLights; +const int maxLights = 2; +uniform lightSource glLightSource[maxLights]; + +void main() +{ + vec3 lightDirection; + float attenuation; + + // initialize total lighting with ambient lighting + vec3 totalLighting = vec3(glFrontMaterial.emission) + (vec3(glLightModelambient) * vec3(glFrontMaterial.ambient)); + + for (int index = 0; index < numberOfLights; index++) // for all light sources + { + if(glLightSource[index].enabled == 1) + { + if (0.0 == glLightSource[index].position.w) // directional light? + { + attenuation = 1.0; // no attenuation + lightDirection = normalize(vec3(glLightSource[index].position)); + + } + else // point light or spotlight (or other kind of light) + { + vec3 positionToLightSource = vec3(glLightSource[index].position - position); + float distance = length(positionToLightSource); + lightDirection = normalize(positionToLightSource); + attenuation = 1.0 / (glLightSource[index].constantAttenuation + + glLightSource[index].linearAttenuation * distance + + glLightSource[index].quadraticAttenuation * distance * distance); + + if (glLightSource[index].spotCutoff <= 90.0) // spotlight? + { + float clampedCosine = max(0.0, dot(-lightDirection, normalize(glLightSource[index].spotDirection))); + if (clampedCosine < cos(radians(glLightSource[index].spotCutoff))) // outside of spotlight cone? + { + attenuation = 0.0; + } + else + { + attenuation = attenuation * pow(clampedCosine, glLightSource[index].spotExponent); + } + } + } + + vec3 diffuseReflection = attenuation * vec3(glLightSource[index].diffuse) * vec3(glFrontMaterial.diffuse)* max(0.0, dot(normalDirection, lightDirection)); + + vec3 specularReflection; + if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side? + { + specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection + } + else // light source on the right side + { + specularReflection = attenuation * vec3(glLightSource[index].specular) * vec3(glFrontMaterial.specular) + * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), glFrontMaterial.shininess); + } + + totalLighting = totalLighting + diffuseReflection + specularReflection; + } + } + + gl_FragColor = vec4(totalLighting, 1.0); +} diff --git a/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2.vert b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2.vert new file mode 100644 index 0000000..4d8fb67 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2.vert @@ -0,0 +1,31 @@ +// GL2ES2: Java3D built-in attributes, these are calculated and passsed in if declared here +attribute vec4 glVertex; +attribute vec3 glNormal; + +// GL2ES2: Java3D built-in uniforms, these are calculated and passsed in if declared here +uniform mat4 glModelViewProjectionMatrix; +uniform mat4 glModelViewMatrix; +uniform mat3 glNormalMatrix; + + +// Per-pixel normal (output to fragment shader) +varying vec3 normalDirection; +varying vec3 viewDirection; +varying vec4 position; + +void main() +{ + normalDirection = normalize(vec3(glNormalMatrix * glNormal)); + vec3 v = vec3(glModelViewMatrix * glVertex); + viewDirection = normalize(-v.xyz); + position = vec4(v,1); + + // Transform the vertex + gl_Position = glModelViewProjectionMatrix * glVertex; +} + + + + + + diff --git a/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2_texture.frag b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2_texture.frag new file mode 100644 index 0000000..2b1a258 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2_texture.frag @@ -0,0 +1,105 @@ +#version 120 + +// Per-pixel normal (input from vertex shader) +varying vec3 normalDirection; +varying vec3 viewDirection; +varying vec4 position; + +varying vec2 glTexCoord0; +uniform sampler2D BaseMap; + +uniform vec4 glLightModelambient; + + +struct material +{ + int lightEnabled; + vec4 ambient; + vec4 diffuse; + vec4 emission; + vec3 specular; + float shininess; +}; +uniform material glFrontMaterial; + +struct lightSource +{ + int enabled; + vec4 position; + vec4 diffuse; + vec4 specular; + float constantAttenuation, linearAttenuation, quadraticAttenuation; + float spotCutoff, spotExponent; + vec3 spotDirection; +}; + +uniform int numberOfLights; +const int maxLights = 2; +uniform lightSource glLightSource[maxLights]; + +void main() +{ + vec4 baseMap = texture2D( BaseMap, glTexCoord0.st ); + + vec3 lightDirection; + float attenuation; + + // initialize total lighting with ambient lighting + vec3 totalDiffuseLighting = vec3(glFrontMaterial.emission) + (vec3(glLightModelambient) * vec3(glFrontMaterial.ambient)); + vec3 totalSpecularLighting; + + for (int index = 0; index < numberOfLights; index++) // for all light sources + { + if(glLightSource[index].enabled == 1) + { + if (0.0 == glLightSource[index].position.w) // directional light? + { + attenuation = 1.0; // no attenuation + lightDirection = normalize(vec3(glLightSource[index].position)); + + } + else // point light or spotlight (or other kind of light) + { + vec3 positionToLightSource = vec3(glLightSource[index].position - position); + float distance = length(positionToLightSource); + lightDirection = normalize(positionToLightSource); + attenuation = 1.0 / (glLightSource[index].constantAttenuation + + glLightSource[index].linearAttenuation * distance + + glLightSource[index].quadraticAttenuation * distance * distance); + + if (glLightSource[index].spotCutoff <= 90.0) // spotlight? + { + float clampedCosine = max(0.0, dot(-lightDirection, normalize(glLightSource[index].spotDirection))); + if (clampedCosine < cos(radians(glLightSource[index].spotCutoff))) // outside of spotlight cone? + { + attenuation = 0.0; + } + else + { + attenuation = attenuation * pow(clampedCosine, glLightSource[index].spotExponent); + } + } + } + + vec3 diffuseReflection = attenuation * vec3(glLightSource[index].diffuse) * vec3(glFrontMaterial.diffuse)* max(0.0, dot(normalDirection, lightDirection)); + + vec3 specularReflection; + if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side? + { + specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection + } + else // light source on the right side + { + specularReflection = attenuation * vec3(glLightSource[index].specular) * vec3(glFrontMaterial.specular) + * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), glFrontMaterial.shininess); + } + + totalDiffuseLighting = totalDiffuseLighting + diffuseReflection; + totalSpecularLighting = totalSpecularLighting + specularReflection; + } + } + + totalDiffuseLighting = totalDiffuseLighting * baseMap.rgb; + + gl_FragColor = vec4(totalDiffuseLighting + totalSpecularLighting, 1.0); +} diff --git a/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2_texture.vert b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2_texture.vert new file mode 100644 index 0000000..7e492e3 --- /dev/null +++ b/src/classes/org/jdesktop/j3d/examples/sphere_motion/phong_gl2es2_texture.vert @@ -0,0 +1,35 @@ +// GL2ES2: Java3D built-in attributes, these are calculated and passsed in if declared here +attribute vec4 glVertex; +attribute vec3 glNormal; +attribute vec2 glMultiTexCoord0; + +// GL2ES2: Java3D built-in uniforms, these are calculated and passsed in if declared here +uniform mat4 glModelViewProjectionMatrix; +uniform mat4 glModelViewMatrix; +uniform mat3 glNormalMatrix; + + +// Per-pixel normal (output to fragment shader) +varying vec3 normalDirection; +varying vec3 viewDirection; +varying vec4 position; + +varying vec2 glTexCoord0; + +void main() +{ + normalDirection = normalize(vec3(glNormalMatrix * glNormal)); + vec3 v = vec3(glModelViewMatrix * glVertex); + viewDirection = normalize(-v.xyz); + position = vec4(v,1); + glTexCoord0 = glMultiTexCoord0.st; + + // Transform the vertex + gl_Position = glModelViewProjectionMatrix * glVertex; +} + + + + + + |