diff options
10 files changed, 132 insertions, 41 deletions
diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SphereGLSL.java b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SphereGLSL.java index f49c42a..61069f7 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SphereGLSL.java +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SphereGLSL.java @@ -81,7 +81,6 @@ 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.geometry.Sphere; import org.jogamp.java3d.utils.shader.StringIO; import org.jogamp.java3d.utils.universe.SimpleUniverse; import org.jogamp.vecmath.Color3f; @@ -103,7 +102,7 @@ public class SphereGLSL extends javax.swing.JFrame // Flag indicates type of lights: directional, point, or spot // lights. This flag is set based on command line argument - private static int lightType = DIRECTIONAL_LIGHT; + private static int lightType = POINT_LIGHT;//DIRECTIONAL_LIGHT; private SimpleUniverse univ = null; private BranchGroup scene = null; @@ -198,16 +197,19 @@ public class SphereGLSL extends javax.swing.JFrame ColoringAttributes caL2 = new ColoringAttributes(); caL1.setColor(lColor1); caL2.setColor(lColor2); - Appearance appL1 = new Appearance(); - Appearance appL2 = new Appearance(); + + Appearance appL1 = makeGouraudShaderAppearance(); + Appearance appL2 = makeGouraudShaderAppearance(); appL1.setColoringAttributes(caL1); appL2.setColoringAttributes(caL2); Sphere sph2 = new Sphere(0.05f, appL1); makeNIO(sph2); + l1Trans.addChild(sph2); Sphere sph3 = new Sphere(0.05f, appL2); makeNIO(sph3); + l2Trans.addChild(sph3); // Create lights @@ -283,7 +285,40 @@ 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() { @@ -374,9 +409,7 @@ public class SphereGLSL extends javax.swing.JFrame // Variables declaration - do not modify//GEN-BEGIN:variables private javax.swing.JPanel drawingPanel; - - - + // End of variables declaration//GEN-END:variables public static void makeNIO(Sphere sph) { diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.frag b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.frag index 9169661..c02a268 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.frag +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.frag @@ -44,7 +44,11 @@ // Simple GLSL fragment program to add the primary and secondary (specular) colors +//GL2ES2: varying color data needs to be defined +varying vec4 glFrontColor; +varying vec4 glFrontSecondaryColor; + void main() { - gl_FragColor = gl_Color + gl_SecondaryColor; + gl_FragColor = glFrontColor + glFrontSecondaryColor; } diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.vert b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.vert index 900f598..81d9c95 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.vert +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.vert @@ -54,15 +54,42 @@ 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; + +//GL2ES2: varying color data needs to be defined +varying vec4 glFrontColor; +varying vec4 glFrontSecondaryColor; + void directionalLight0( in vec3 normal, inout vec4 ambient, inout vec4 diffuse, - inout vec4 specular) + inout vec3 specular) { // Normalized light direction and half vector - vec3 lightDirection = normalize(vec3(gl_LightSource[0].position)); - vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector)); + vec3 lightDirection = normalize(vec3(glLightSource0position)); + + //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? + else + ecL = vec3(glLightSource0position.xyz - ecPos); + vec3 L = normalize(ecL.xyz); + vec3 V = -ecPos.xyz; + vec3 halfVector = normalize(L + V); float nDotVP; // normal . light_direction float nDotHV; // normal . light_half_vector @@ -75,12 +102,12 @@ void directionalLight0( pf = 0.0; } else { - pf = pow(nDotHV, gl_FrontMaterial.shininess); + pf = pow(nDotHV, glFrontMaterialshininess); } - ambient += gl_LightSource[0].ambient; - diffuse += gl_LightSource[0].diffuse * nDotVP; - specular += gl_LightSource[0].specular * pf; + ambient += glLightModelambient; + diffuse += glLightSource0diffuse * nDotVP; + specular += glFrontMaterialspecular * pf; } @@ -89,21 +116,24 @@ void main() vec3 tnorm = normalize(vec3(glNormalMatrix * glNormal)); vec4 amb = vec4(0.0); vec4 diff = vec4(0.0); - vec4 spec = vec4(0.0); + vec3 spec = vec3(0.0); int i; // Transform the vertex vec4 outPosition = glModelViewProjectionMatrix * glVertex; directionalLight0(tnorm, amb, diff, spec); + + //GL2ES2: sceneColor Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient) + vec4 sceneColor = glFrontMaterialemission + glFrontMaterialambient * glLightModelambient; // Apply the result of the lighting equation - vec4 outSecondaryColor = vec4(vec3(spec * gl_FrontMaterial.specular), 1.0); - vec4 outColor = vec4(vec3(gl_FrontLightModelProduct.sceneColor + - amb * gl_FrontMaterial.ambient + - diff * gl_FrontMaterial.diffuse), 1.0); + vec4 outSecondaryColor = vec4(vec3(spec * glFrontMaterialspecular), 1.0); + vec4 outColor = vec4(vec3( sceneColor + + amb * glFrontMaterialambient + + diff * glFrontMaterialdiffuse), 1.0); - gl_FrontColor = outColor; - gl_FrontSecondaryColor = outSecondaryColor; + glFrontColor = outColor; + glFrontSecondaryColor = outSecondaryColor; gl_Position = outPosition; } diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.frag b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.frag index fdea058..230288a 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.frag +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.frag @@ -45,6 +45,10 @@ // A GLSL fragment program for handling 1 directional light with specular. // This implements per-pixel lighting (Phong shading) +// GL2ES2: Java3D built-in uniforms, these are calculated and passsed in if declared here +uniform mat4 glModelViewMatrix; + + uniform vec4 glLightSource0position; uniform vec4 glLightSource0diffuse; @@ -56,18 +60,26 @@ uniform vec3 glFrontMaterialspecular; varying vec3 worldPos; +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)); - - // half vector requires a few calcs - //vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector)); - vec3 L = normalize(glLightSource0position.xyz - worldPos); - vec3 V = vec3(0,0,1);//eye position - vec3 halfVector = (L + V); + //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 * vec4(worldPos,1.0)); + vec3 ecL; + if( glLightSource0position.w == 0.0) + ecL = vec3(glLightSource0position.xyz);// no -ecPos in case of dir lights? + else + ecL = vec3(glLightSource0position.xyz - ecPos); + vec3 L = normalize(ecL.xyz); + vec3 V = -ecPos.xyz; + vec3 halfVector = normalize(L + V); float nDotVP; // normal . light_direction @@ -112,10 +124,9 @@ void main() // Apply the result of the lighting equation vec4 secondaryColor = vec4(spec * glFrontMaterialspecular, 1.0); - // GL2ES2: need to look up the calculations on sceneColor + // GL2ES2: change to calc'ed sceneColor //vec4 color = vec4(vec3(gl_FrontLightModelProduct.sceneColor + - // amb * glFrontMaterialambient + - vec4 color = vec4(vec3(glFrontMaterialdiffuse + + vec4 color = vec4(vec3(sceneColor + amb * glLightModelambient + diff * glFrontMaterialdiffuse), 1.0); diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.vert b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.vert index b436ee2..6d3aeb2 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.vert +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.vert @@ -54,13 +54,24 @@ uniform mat4 glModelViewProjectionMatrix; uniform mat4 glModelViewMatrix; uniform mat3 glNormalMatrix; +uniform vec4 glLightModelambient; + +uniform vec4 glFrontMaterialambient; +uniform vec4 glFrontMaterialemission; + // Per-pixel normal (output to fragment shader) varying vec3 Normal; varying vec3 worldPos; +varying vec4 sceneColor; + void main() { + + //GL2ES2: sceneColor Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient) + sceneColor = glFrontMaterialemission + glFrontMaterialambient * glLightModelambient; + Normal = normalize(vec3(glNormalMatrix * glNormal)); worldPos = vec3(glModelViewMatrix * glVertex); diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.frag b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.frag index 96a6e64..092a110 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.frag +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.frag @@ -64,5 +64,5 @@ void main() float atten = invDist.x * invDist.y; vec4 outcolor = (glFrontColor + glFrontSecondaryColor) * atten; - gl_FragColor = outcolor; + gl_FragColor = outcolor; } diff --git a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.vert b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.vert index 96ccf6b..93a61bf 100644 --- a/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.vert +++ b/src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.vert @@ -55,11 +55,11 @@ 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 int ignoreVertexColors; uniform vec4 glLightModelambient; @@ -135,11 +135,8 @@ void main() directionalLight(i, tnorm, amb, diff, spec); } - vec4 sceneColor; - if( ignoreVertexColors != 0) - sceneColor = glFrontMaterialdiffuse; - else - sceneColor = glColor; + //GL2ES2: sceneColor Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient) + vec4 sceneColor = glFrontMaterialemission + glFrontMaterialambient * glLightModelambient; // Apply the result of the lighting equation vec4 outSecondaryColor = vec4(vec3(spec * glFrontMaterialspecular), 1.0); diff --git a/src/classes/org/jdesktop/j3d/examples/glsl_shader/SphereGLSL.java b/src/classes/org/jdesktop/j3d/examples/glsl_shader/SphereGLSL.java index 5d869c9..03a514e 100644 --- a/src/classes/org/jdesktop/j3d/examples/glsl_shader/SphereGLSL.java +++ b/src/classes/org/jdesktop/j3d/examples/glsl_shader/SphereGLSL.java @@ -95,7 +95,7 @@ public class SphereGLSL extends javax.swing.JFrame { // Flag indicates type of lights: directional, point, or spot // lights. This flag is set based on command line argument - private static int lightType = DIRECTIONAL_LIGHT; + private static int lightType = POINT_LIGHT;//DIRECTIONAL_LIGHT; private SimpleUniverse univ = null; private BranchGroup scene = null; @@ -173,7 +173,7 @@ public class SphereGLSL extends javax.swing.JFrame { // Create transformations for the positional lights t = new Transform3D(); - Vector3d lPos1 = new Vector3d(0.0, 0.0, 2.0); + Vector3d lPos1 = new Vector3d(0.0, 0.5, 2.0); t.set(lPos1); TransformGroup l1Trans = new TransformGroup(t); l1RotTrans.addChild(l1Trans); diff --git a/src/classes/org/jdesktop/j3d/examples/glsl_shader/simple.frag b/src/classes/org/jdesktop/j3d/examples/glsl_shader/simple.frag index 6600694..51eaaf6 100644 --- a/src/classes/org/jdesktop/j3d/examples/glsl_shader/simple.frag +++ b/src/classes/org/jdesktop/j3d/examples/glsl_shader/simple.frag @@ -42,6 +42,9 @@ * $State$ */ + +varying vec4 glFrontColor; + // Simple GLSL fragment program to attenuate the input fragment color as a // function of the distance of the fragment position from the center // of the window diff --git a/src/classes/org/jdesktop/j3d/examples/glsl_shader/simple.vert b/src/classes/org/jdesktop/j3d/examples/glsl_shader/simple.vert index 64d1515..f90ef79 100644 --- a/src/classes/org/jdesktop/j3d/examples/glsl_shader/simple.vert +++ b/src/classes/org/jdesktop/j3d/examples/glsl_shader/simple.vert @@ -45,6 +45,8 @@ // A simple GLSL vertex program for handling 2 directional lights with // separate specular +varying vec4 glFrontColor; + void directionalLight( in int i, in vec3 normal, |