/* * $RCSfile$ * * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in * the documentation and/or other materials provided with the * distribution. * * Neither the name of Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE * POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed, licensed or * intended for use in the design, construction, operation or * maintenance of any nuclear facility. * * $Revision$ * $Date$ * $State$ */ import java.applet.Applet; import java.awt.*; import java.io.*; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.geometry.Sphere; import com.sun.j3d.utils.shader.StringIO; import com.sun.j3d.utils.universe.*; import javax.media.j3d.*; import javax.vecmath.*; import java.util.Enumeration; import java.net.URL; import java.net.MalformedURLException; /** * Simple CG Shader test program */ public class SphereCg extends Applet { // Constants for type of light to use private static final int DIRECTIONAL_LIGHT = 0; private static final int POINT_LIGHT = 1; private static final int SPOT_LIGHT = 2; // Flag indicates type of lights: directional, point, or spot // lights. This flag is set based on command line argument private static int lightType = DIRECTIONAL_LIGHT; private SimpleUniverse u = null; public BranchGroup createSceneGraph(SimpleUniverse u) { Color3f eColor = new Color3f(0.0f, 0.0f, 0.0f); Color3f sColor = new Color3f(1.0f, 1.0f, 1.0f); Color3f objColor = new Color3f(0.6f, 0.6f, 0.6f); Color3f lColor1 = new Color3f(1.0f, 0.0f, 0.0f); Color3f lColor2 = new Color3f(0.0f, 1.0f, 0.0f); Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f); Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f); Transform3D t; // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a Transformgroup to scale all objects so they // appear in the scene. TransformGroup objScale = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setScale(0.4); objScale.setTransform(t3d); objRoot.addChild(objScale); // Create a bounds for the background and lights BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); // Set up the background Background bg = new Background(bgColor); bg.setApplicationBounds(bounds); objScale.addChild(bg); // Create a Sphere object, generate one copy of the sphere, // and add it into the scene graph. ShaderAppearance a = new ShaderAppearance(); Material m = new Material(objColor, eColor, objColor, sColor, 100.0f); m.setLightingEnable(true); Texture t2d = new Texture2D(); a.setTexture(t2d); a.setCapability(Appearance.ALLOW_TEXTURE_WRITE); String vertexProgram = null; String fragmentProgram = null; try { vertexProgram = StringIO.readFully("./simple_vp.cg"); fragmentProgram = StringIO.readFully("./simple_fp.cg"); } catch (IOException e) { e.printStackTrace(); System.exit(1); } Shader[] shaders = new Shader[2]; shaders[0] = new SourceCodeShader(Shader.SHADING_LANGUAGE_CG, Shader.SHADER_TYPE_VERTEX, vertexProgram); shaders[1] = new SourceCodeShader(Shader.SHADING_LANGUAGE_CG, Shader.SHADER_TYPE_FRAGMENT, fragmentProgram); ShaderProgram shaderProgram = new CgShaderProgram(); shaderProgram.setShaders(shaders); a.setShaderProgram(shaderProgram); a.setMaterial(m); Sphere sph = new Sphere(1.0f, Sphere.GENERATE_NORMALS, 200, a); objScale.addChild(sph); // Create the transform group node for the each light and initialize // it to the identity. Enable the TRANSFORM_WRITE capability so that // our behavior code can modify it at runtime. Add them to the root // of the subgraph. TransformGroup l1RotTrans = new TransformGroup(); l1RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objScale.addChild(l1RotTrans); TransformGroup l2RotTrans = new TransformGroup(); l2RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objScale.addChild(l2RotTrans); // Create transformations for the positional lights t = new Transform3D(); Vector3d lPos1 = new Vector3d(0.0, 0.0, 2.0); t.set(lPos1); TransformGroup l1Trans = new TransformGroup(t); l1RotTrans.addChild(l1Trans); t = new Transform3D(); Vector3d lPos2 = new Vector3d(0.5, 0.8, 2.0); t.set(lPos2); TransformGroup l2Trans = new TransformGroup(t); l2RotTrans.addChild(l2Trans); /* // Create Geometry for point lights ColoringAttributes caL1 = new ColoringAttributes(); ColoringAttributes caL2 = new ColoringAttributes(); caL1.setColor(lColor1); caL2.setColor(lColor2); Appearance appL1 = new Appearance(); Appearance appL2 = new Appearance(); appL1.setColoringAttributes(caL1); appL2.setColoringAttributes(caL2); l1Trans.addChild(new Sphere(0.05f, appL1)); l2Trans.addChild(new Sphere(0.05f, appL2)); */ // Create lights AmbientLight aLgt = new AmbientLight(alColor); Light lgt1 = null; Light lgt2 = null; Point3f lPoint = new Point3f(0.0f, 0.0f, 0.0f); Point3f atten = new Point3f(1.0f, 0.0f, 0.0f); Vector3f lDirect1 = new Vector3f(lPos1); Vector3f lDirect2 = new Vector3f(lPos2); lDirect1.negate(); lDirect2.negate(); switch (lightType) { case DIRECTIONAL_LIGHT: lgt1 = new DirectionalLight(lColor1, lDirect1); lgt2 = new DirectionalLight(lColor2, lDirect2); break; case POINT_LIGHT: lgt1 = new PointLight(lColor1, lPoint, atten); lgt2 = new PointLight(lColor2, lPoint, atten); break; case SPOT_LIGHT: lgt1 = new SpotLight(lColor1, lPoint, atten, lDirect1, 25.0f * (float)Math.PI / 180.0f, 10.0f); lgt2 = new SpotLight(lColor2, lPoint, atten, lDirect2, 25.0f * (float)Math.PI / 180.0f, 10.0f); break; } // Set the influencing bounds aLgt.setInfluencingBounds(bounds); lgt1.setInfluencingBounds(bounds); lgt2.setInfluencingBounds(bounds); // Add the lights into the scene graph objScale.addChild(aLgt); l1Trans.addChild(lgt1); l2Trans.addChild(lgt2); // Create a new Behavior object that will perform the desired // operation on the specified transform object and add it into the // scene graph. Transform3D yAxis = new Transform3D(); Alpha rotor1Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0); RotationInterpolator rotator1 = new RotationInterpolator(rotor1Alpha, l1RotTrans, yAxis, 0.0f, (float) Math.PI*2.0f); rotator1.setSchedulingBounds(bounds); l1RotTrans.addChild(rotator1); // Create a new Behavior object that will perform the desired // operation on the specified transform object and add it into the // scene graph. Alpha rotor2Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 1000, 0, 0, 0, 0, 0); RotationInterpolator rotator2 = new RotationInterpolator(rotor2Alpha, l2RotTrans, yAxis, 0.0f, 0.0f); bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); rotator2.setSchedulingBounds(bounds); l2RotTrans.addChild(rotator2); // Create a position interpolator and attach it to the view // platform TransformGroup vpTrans = u.getViewingPlatform().getViewPlatformTransform(); Transform3D axisOfTranslation = new Transform3D(); Alpha transAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 5000, 0, 0, 5000, 0, 0); axisOfTranslation.rotY(-Math.PI/2.0); PositionInterpolator translator = new PositionInterpolator(transAlpha, vpTrans, axisOfTranslation, 2.0f, 3.5f); translator.setSchedulingBounds(bounds); objScale.addChild(translator); // Let Java 3D perform optimizations on this scene graph. objRoot.compile(); return objRoot; } public SphereCg() { } public void init() { setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); u = new SimpleUniverse(c); BranchGroup scene = createSceneGraph(u); // This will move the ViewPlatform back a bit so the // objects in the scene can be viewed. u.getViewingPlatform().setNominalViewingTransform(); /* // Limit the frame rate to 100 Hz u.getViewer().getView().setMinimumFrameCycleTime(10); */ u.addBranchGraph(scene); } public void destroy() { u.cleanup(); } // // The following allows SphereCg to be run as an application // as well as an applet // public static void main(String[] args) { // Parse the Input Arguments String usage = "Usage: java SphereCg [-point | -spot | -dir]"; for (int i = 0; i < args.length; i++) { if (args[i].startsWith("-")) { if (args[i].equals("-point")) { /* System.out.println("Using point lights"); lightType = POINT_LIGHT; */ System.out.println("Point lights not yet implemented, option ignored"); } else if (args[i].equals("-spot")) { /* System.out.println("Using spot lights"); lightType = SPOT_LIGHT; */ System.out.println("Spot lights not yet implemented, option ignored"); } else if (args[i].equals("-dir")) { System.out.println("Using directional lights"); lightType = DIRECTIONAL_LIGHT; } else { System.out.println(usage); System.exit(0); } } else { System.out.println(usage); System.exit(0); } } new MainFrame(new SphereCg(), 700, 700); } }