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path: root/src/GLSLShaderTest/PhongShadingGLSL.java
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/*
 * $RCSfile$
 *
 * Copyright (c) 2006 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.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.awt.GraphicsConfiguration;
import java.io.IOException;

/**
 *
 * @author  kcr
 */
public class PhongShadingGLSL extends javax.swing.JFrame {

    // 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.
    private static int lightType = DIRECTIONAL_LIGHT;

    private SimpleUniverse u = null;

    private ShaderAppearance sApp = null;
    private ShaderProgram gouraudSP = null;
    private ShaderProgram phongSP = null;

    public BranchGroup createSceneGraph() {
        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 lColor1   = new Color3f(1.0f, 1.0f, 0.5f);
        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(0.5);
        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);
        objRoot.addChild(bg);

        // Create the TransformGroup node and initialize it to the
        // identity. Enable the TRANSFORM_WRITE capability so that
        // our behavior code can modify it at run time. Add it to
        // the root of the subgraph.
        TransformGroup objTrans = new TransformGroup();
        objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
        objScale.addChild(objTrans);

        // Create a Sphere object, generate one copy of the sphere,
        // and add it into the scene graph.
        sApp = new ShaderAppearance();
        sApp.setCapability(ShaderAppearance.ALLOW_SHADER_PROGRAM_WRITE);
        Material m = new Material(objColor, eColor, objColor, sColor, 100.0f);
        sApp.setMaterial(m);

        // Create Gouraud and Phong shader programs
        String vertexProgram = null;
        String fragmentProgram = null;
        Shader[] shaders = new Shader[2];
        String[] attrNames = { "numLights" };

        try {
            vertexProgram = StringIO.readFully("./gouraud.vert");
            fragmentProgram = StringIO.readFully("./gouraud.frag");
        }
        catch (IOException e) {
            throw new RuntimeException(e);
        }
        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);
        gouraudSP = new GLSLShaderProgram();
        gouraudSP.setShaders(shaders);

        try {
            vertexProgram = StringIO.readFully("./phong.vert");
            fragmentProgram = StringIO.readFully("./phong.frag");
        }
        catch (IOException e) {
            throw new RuntimeException(e);
        }
        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);
        phongSP = new GLSLShaderProgram();
        phongSP.setShaders(shaders);

        if (gouraudButton.isSelected()) {
            sApp.setShaderProgram(gouraudSP);
        } else if (phongButton.isSelected()) {
            sApp.setShaderProgram(phongSP);
        }
        Sphere sph = new Sphere(1.0f, Sphere.GENERATE_NORMALS, 30, sApp);
        objTrans.addChild(sph);

        // Create a new Behavior object that will perform the
        // desired operation on the specified transform and add
        // it into the scene graph.
        Transform3D yAxis = new Transform3D();
        yAxis.rotZ(Math.PI);
        Alpha rotationAlpha = new Alpha(-1, 10000);

        RotationInterpolator rotator =
            new RotationInterpolator(rotationAlpha, objTrans, yAxis,
                                     0.0f, (float) Math.PI*2.0f);
        rotator.setSchedulingBounds(bounds);
        objRoot.addChild(rotator);

        // 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:
            assert false : "can't get here";
            lgt1 = new PointLight(lColor1, lPoint, atten);
//            lgt2 = new PointLight(lColor2, lPoint, atten);
            break;
        case SPOT_LIGHT:
            assert false : "can't get here";
            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.
        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);

        return objRoot;
    }

    private Canvas3D initScene() {
        GraphicsConfiguration config =
            SimpleUniverse.getPreferredConfiguration();

        Canvas3D c = new Canvas3D(config);

        u = new SimpleUniverse(c);

        // This will move the ViewPlatform back a bit so the
        // objects in the scene can be viewed.
        u.getViewingPlatform().setNominalViewingTransform();

        BranchGroup scene = createSceneGraph();
        u.addBranchGraph(scene);

        return c;
    }

    /**
     * Creates new form PhongShadingGLSL
     */
    public PhongShadingGLSL() {
        // Initialize the GUI components
        initComponents();

        // Create the scene and add the Canvas3D to the drawing panel
        Canvas3D c = initScene();
        drawingPanel.add(c, java.awt.BorderLayout.CENTER);
    }

    // ----------------------------------------------------------------
    
    /** This method is called from within the constructor to
     * initialize the form.
     * WARNING: Do NOT modify this code. The content of this method is
     * always regenerated by the Form Editor.
     */
    // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents
    private void initComponents() {
        java.awt.GridBagConstraints gridBagConstraints;

        shaderButtonGroup = new javax.swing.ButtonGroup();
        guiPanel = new javax.swing.JPanel();
        jPanel1 = new javax.swing.JPanel();
        gouraudButton = new javax.swing.JRadioButton();
        phongButton = new javax.swing.JRadioButton();
        drawingPanel = new javax.swing.JPanel();
        jMenuBar1 = new javax.swing.JMenuBar();
        fileMenu = new javax.swing.JMenu();
        exitMenuItem = new javax.swing.JMenuItem();

        setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
        setTitle("Phong Shading Test");
        guiPanel.setLayout(new java.awt.GridBagLayout());

        jPanel1.setLayout(new java.awt.GridBagLayout());

        jPanel1.setBorder(javax.swing.BorderFactory.createTitledBorder("Shader"));
        shaderButtonGroup.add(gouraudButton);
        gouraudButton.setSelected(true);
        gouraudButton.setText("Per-Vertex Lighting (Gouraud)");
        gouraudButton.setBorder(javax.swing.BorderFactory.createEmptyBorder(0, 0, 0, 0));
        gouraudButton.setMargin(new java.awt.Insets(0, 0, 0, 0));
        gouraudButton.addActionListener(new java.awt.event.ActionListener() {
            public void actionPerformed(java.awt.event.ActionEvent evt) {
                gouraudButtonActionPerformed(evt);
            }
        });

        gridBagConstraints = new java.awt.GridBagConstraints();
        gridBagConstraints.fill = java.awt.GridBagConstraints.HORIZONTAL;
        gridBagConstraints.insets = new java.awt.Insets(2, 2, 2, 2);
        jPanel1.add(gouraudButton, gridBagConstraints);

        shaderButtonGroup.add(phongButton);
        phongButton.setText("Per-Pixel Lighting (Phong)");
        phongButton.setBorder(javax.swing.BorderFactory.createEmptyBorder(0, 0, 0, 0));
        phongButton.setMargin(new java.awt.Insets(0, 0, 0, 0));
        phongButton.addActionListener(new java.awt.event.ActionListener() {
            public void actionPerformed(java.awt.event.ActionEvent evt) {
                phongButtonActionPerformed(evt);
            }
        });

        gridBagConstraints = new java.awt.GridBagConstraints();
        gridBagConstraints.gridx = 0;
        gridBagConstraints.gridy = 1;
        gridBagConstraints.fill = java.awt.GridBagConstraints.HORIZONTAL;
        gridBagConstraints.insets = new java.awt.Insets(2, 2, 2, 2);
        jPanel1.add(phongButton, gridBagConstraints);

        gridBagConstraints = new java.awt.GridBagConstraints();
        gridBagConstraints.fill = java.awt.GridBagConstraints.HORIZONTAL;
        gridBagConstraints.insets = new java.awt.Insets(4, 4, 4, 4);
        guiPanel.add(jPanel1, gridBagConstraints);

        getContentPane().add(guiPanel, java.awt.BorderLayout.NORTH);

        drawingPanel.setLayout(new java.awt.BorderLayout());

        drawingPanel.setPreferredSize(new java.awt.Dimension(500, 500));
        getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER);

        fileMenu.setText("File");
        exitMenuItem.setText("Exit");
        exitMenuItem.addActionListener(new java.awt.event.ActionListener() {
            public void actionPerformed(java.awt.event.ActionEvent evt) {
                exitMenuItemActionPerformed(evt);
            }
        });

        fileMenu.add(exitMenuItem);

        jMenuBar1.add(fileMenu);

        setJMenuBar(jMenuBar1);

        pack();
    }// </editor-fold>//GEN-END:initComponents

    private void phongButtonActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_phongButtonActionPerformed
        sApp.setShaderProgram(phongSP);
    }//GEN-LAST:event_phongButtonActionPerformed

    private void gouraudButtonActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_gouraudButtonActionPerformed
        sApp.setShaderProgram(gouraudSP);
    }//GEN-LAST:event_gouraudButtonActionPerformed

    private void exitMenuItemActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_exitMenuItemActionPerformed
        System.exit(0);
    }//GEN-LAST:event_exitMenuItemActionPerformed
    
    /**
     * @param args the command line arguments
     */
    public static void main(String args[]) {
        java.awt.EventQueue.invokeLater(new Runnable() {
            public void run() {
                new PhongShadingGLSL().setVisible(true);
            }
        });
    }
    
    // Variables declaration - do not modify//GEN-BEGIN:variables
    private javax.swing.JPanel drawingPanel;
    private javax.swing.JMenuItem exitMenuItem;
    private javax.swing.JMenu fileMenu;
    private javax.swing.JRadioButton gouraudButton;
    private javax.swing.JPanel guiPanel;
    private javax.swing.JMenuBar jMenuBar1;
    private javax.swing.JPanel jPanel1;
    private javax.swing.JRadioButton phongButton;
    private javax.swing.ButtonGroup shaderButtonGroup;
    // End of variables declaration//GEN-END:variables
    
}