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/*
* $RCSfile$
*
* 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);
}
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);
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);
}
}
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