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-rw-r--r--src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/SphereGLSL.java49
-rw-r--r--src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.frag6
-rw-r--r--src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/gouraud.vert58
-rw-r--r--src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.frag29
-rw-r--r--src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/phong.vert11
-rw-r--r--src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.frag2
-rw-r--r--src/classes/org/jdesktop/j3d/examples/gl2es2pipeline/simple.vert9
-rw-r--r--src/classes/org/jdesktop/j3d/examples/glsl_shader/SphereGLSL.java4
-rw-r--r--src/classes/org/jdesktop/j3d/examples/glsl_shader/simple.frag3
-rw-r--r--src/classes/org/jdesktop/j3d/examples/glsl_shader/simple.vert2
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,