/* * $RCSfile$ * * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in * the documentation and/or other materials provided with the * distribution. * * Neither the name of Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE * POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed, licensed or * intended for use in the design, construction, operation or * maintenance of any nuclear facility. * * $Revision$ * $Date$ * $State$ */ import com.sun.j3d.loaders.objectfile.ObjectFile; import com.sun.j3d.loaders.ParsingErrorException; import com.sun.j3d.loaders.IncorrectFormatException; import com.sun.j3d.loaders.Scene; import com.sun.j3d.utils.shader.StringIO; import java.applet.Applet; import java.awt.*; import java.awt.event.*; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.universe.*; import javax.media.j3d.*; import javax.vecmath.*; import java.util.Enumeration; import java.io.*; import com.sun.j3d.utils.behaviors.vp.*; import java.net.URL; import java.net.MalformedURLException; public class ObjLoadGLSL extends Applet { private boolean spin = false; private boolean noTriangulate = false; private boolean noStripify = false; private double creaseAngle = 60.0; private URL filename = null; private SimpleUniverse u; private BoundingSphere bounds; public BranchGroup createSceneGraph() { // Create the root of the branch graph BranchGroup objRoot = new BranchGroup(); // Create a Transformgroup to scale all objects so they // appear in the scene. TransformGroup objScale = new TransformGroup(); Transform3D t3d = new Transform3D(); t3d.setScale(0.7); objScale.setTransform(t3d); objRoot.addChild(objScale); // Create the transform group node and initialize it to the // identity. Enable the TRANSFORM_WRITE capability so that // our behavior code can modify it at runtime. Add it to the // root of the subgraph. TransformGroup objTrans = new TransformGroup(); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_READ); objScale.addChild(objTrans); int flags = ObjectFile.RESIZE; if (!noTriangulate) flags |= ObjectFile.TRIANGULATE; if (!noStripify) flags |= ObjectFile.STRIPIFY; ObjectFile f = new ObjectFile(flags, (float)(creaseAngle * Math.PI / 180.0)); Scene s = null; try { s = f.load(filename); } catch (FileNotFoundException e) { e.printStackTrace(); System.exit(1); } catch (ParsingErrorException e) { e.printStackTrace(); System.exit(1); } catch (IncorrectFormatException e) { e.printStackTrace(); System.exit(1); } // Set vertex and fragment shader program for all Shape3D nodes in scene String vertexProgram = null; String fragmentProgram = null; try { vertexProgram = StringIO.readFully("./simple.vert"); fragmentProgram = StringIO.readFully("./simple.frag"); } catch (IOException e) { e.printStackTrace(); System.exit(1); } GLSLVertexShader vertexShader = new GLSLVertexShader(vertexProgram); GLSLFragmentShader fragmentShader = new GLSLFragmentShader(fragmentProgram); GLSLShaderProgram shaderProgram = new GLSLShaderProgram(); shaderProgram.setVertexShader(vertexShader); shaderProgram.setFragmentShader(fragmentShader); setShaderProgram(s.getSceneGroup(), shaderProgram); objTrans.addChild(s.getSceneGroup()); bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); if (spin) { Transform3D yAxis = new Transform3D(); Alpha rotationAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE, 0, 0, 4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f, (float) Math.PI*2.0f); rotator.setSchedulingBounds(bounds); objTrans.addChild(rotator); } // Set up the background Color3f bgColor = new Color3f(0.05f, 0.05f, 0.5f); Background bgNode = new Background(bgColor); bgNode.setApplicationBounds(bounds); objRoot.addChild(bgNode); return objRoot; } private void usage() { System.out.println( "Usage: java ObjLoadGLSL [-s] [-n] [-t] [-c degrees] <.obj file>"); System.out.println(" -s Spin (no user interaction)"); System.out.println(" -n No triangulation"); System.out.println(" -t No stripification"); System.out.println( " -c Set crease angle for normal generation (default is 60 without"); System.out.println( " smoothing group info, otherwise 180 within smoothing groups)"); System.exit(0); } // End of usage public void init() { if (filename == null) { // Applet try { URL path = getCodeBase(); filename = new URL(path.toString() + "./galleon.obj"); } catch (MalformedURLException e) { System.err.println(e); System.exit(1); } } setLayout(new BorderLayout()); GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration(); Canvas3D c = new Canvas3D(config); add("Center", c); // Create a simple scene and attach it to the virtual universe BranchGroup scene = createSceneGraph(); u = new SimpleUniverse(c); // add mouse behaviors to the ViewingPlatform ViewingPlatform viewingPlatform = u.getViewingPlatform(); PlatformGeometry pg = new PlatformGeometry(); // Set up the ambient light Color3f ambientColor = new Color3f(0.1f, 0.1f, 0.1f); AmbientLight ambientLightNode = new AmbientLight(ambientColor); ambientLightNode.setInfluencingBounds(bounds); pg.addChild(ambientLightNode); // Set up the directional lights Color3f light1Color = new Color3f(1.0f, 0.2f, 0.4f); Vector3f light1Direction = new Vector3f(-1.0f, -1.0f, -1.0f); Color3f light2Color = new Color3f(1.0f, 1.0f, 0.9f); Vector3f light2Direction = new Vector3f(1.0f, 1.0f, 1.0f); DirectionalLight light1 = new DirectionalLight(light1Color, light1Direction); light1.setInfluencingBounds(bounds); pg.addChild(light1); DirectionalLight light2 = new DirectionalLight(light2Color, light2Direction); light2.setInfluencingBounds(bounds); pg.addChild(light2); viewingPlatform.setPlatformGeometry( pg ); // This will move the ViewPlatform back a bit so the // objects in the scene can be viewed. viewingPlatform.setNominalViewingTransform(); if (!spin) { OrbitBehavior orbit = new OrbitBehavior(c, OrbitBehavior.REVERSE_ALL); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0); orbit.setSchedulingBounds(bounds); viewingPlatform.setViewPlatformBehavior(orbit); } /* // Limit the frame rate to 100 Hz u.getViewer().getView().setMinimumFrameCycleTime(10); */ u.addBranchGraph(scene); } // Set shader program for all nodes in specified branch graph private void setShaderProgram(BranchGroup g, ShaderProgram shaderProgram) { ShaderAppearance myApp = new ShaderAppearance(); Material mat = new Material(); Texture2D tex2d = new Texture2D(); myApp.setCapability(Appearance.ALLOW_TEXTURE_WRITE); myApp.setShaderProgram(shaderProgram); myApp.setMaterial(mat); myApp.setTexture(tex2d); setShaderProgram(g, myApp); } // Recursively set shader program for all children of specified group private void setShaderProgram(Group g, ShaderAppearance myApp) { Enumeration e = g.getAllChildren(); while (e.hasMoreElements()) { Node n = (Node)(e.nextElement()); if (n instanceof Group) { setShaderProgram((Group)n, myApp); } else if (n instanceof Shape3D) { Shape3D s = (Shape3D)n; s.setAppearance(myApp); } } } // Caled if running as a program public ObjLoadGLSL(String[] args) { if (args.length != 0) { for (int i = 0 ; i < args.length ; i++) { if (args[i].startsWith("-")) { if (args[i].equals("-s")) { spin = true; } else if (args[i].equals("-n")) { noTriangulate = true; } else if (args[i].equals("-t")) { noStripify = true; } else if (args[i].equals("-c")) { if (i < args.length - 1) { creaseAngle = (new Double(args[++i])).doubleValue(); } else usage(); } else { usage(); } } else { try { if ((args[i].indexOf("file:") == 0) || (args[i].indexOf("http") == 0)) { filename = new URL(args[i]); } else if (args[i].charAt(0) != '/') { filename = new URL("file:./" + args[i]); } else { filename = new URL("file:" + args[i]); } } catch (MalformedURLException e) { System.err.println(e); System.exit(1); } } } } } // Running as an applet public ObjLoadGLSL() { } public void destroy() { u.cleanup(); } // // The following allows ObjLoadGLSL to be run as an application // as well as an applet // public static void main(String[] args) { new MainFrame(new ObjLoadGLSL(args), 700, 700); } }