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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 java.applet.Applet;
import java.awt.*;
import java.util.*;
import java.awt.event.*;
import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.universe.*;
import com.sun.j3d.utils.geometry.*;
import javax.media.j3d.*;
import javax.vecmath.*;
/**
* Pure immediate mode stereo example program for stereo. In pure
* immediate mode, the renderer must be stopped on the Canvas being
* rendered into. In our example, this is done immediately after the
* canvas is created. A separate thread is started up to do the
* immediate mode rendering.
*/
public class PureImmediateStereo extends Applet implements Runnable {
// Set this to true when the graphics card use shared z buffer
// in stereo mode.
public static String defaultSharedStereoZbuffer = Boolean.TRUE.toString();
private boolean sharedStereoZbuffer;
private boolean stereoSupport;
private Canvas3D canvas;
private GraphicsContext3D gc;
private Shape3D leftConeBody, rightConeBody;
private Shape3D leftConeCap, rightConeCap;
private Transform3D cmt = new Transform3D();
private Vector3f leftTrans, rightTrans;
// One rotation (2*PI radians) every 6 seconds
private Alpha rotAlpha = new Alpha(-1, 6000);
private SimpleUniverse u = null;
private double angle;
// Compute data which is common for both
// left and right eye
void computeSharedData() {
// Compute angle of rotation based on alpha value
angle = rotAlpha.value() * 2.0*Math.PI;
cmt.rotY(angle);
}
// Render the geometry in right eye
void renderLeft() {
cmt.setTranslation(leftTrans);
gc.setModelTransform(cmt);
if (sharedStereoZbuffer) {
// Graphics card shared same z buffer in stereo mode,
// in this case we have to explicitly clearing both
// frame buffers.
gc.clear();
}
gc.draw(leftConeBody);
gc.draw(leftConeCap);
}
// Render the geometry for right eye
void renderRight() {
cmt.setTranslation(rightTrans);
gc.setModelTransform(cmt);
if (sharedStereoZbuffer) {
// Graphics card shared same z buffer in stereo mode,
// in this case we have to explicitly clearing both
// frame buffers.
gc.clear();
}
gc.draw(rightConeBody);
gc.draw(rightConeCap);
}
//
// Run method for our immediate mode rendering thread.
//
public void run() {
// Set up Graphics context
gc = canvas.getGraphicsContext3D();
// We always need to set this for PureImmediate
// stereo mode
gc.setBufferOverride(true);
Color3f lightColor = new Color3f(1, 1, 1);
Vector3f lightDir = new Vector3f(0, 0, -1);
DirectionalLight light = new DirectionalLight(lightColor,
lightDir);
gc.addLight(light);
Appearance redApp = new Appearance();
Appearance greenApp = new Appearance();
Color3f ambientColor = new Color3f(0, 0, 0);
Color3f emissiveColor = new Color3f(0, 0, 0);
Color3f diffuseColor = new Color3f(1, 0, 0);
Color3f specularColor = new Color3f(1, 1, 1);
redApp.setMaterial(new Material(ambientColor, emissiveColor,
diffuseColor, specularColor, 5));
diffuseColor = new Color3f(0, 1, 0);
greenApp.setMaterial(new Material(ambientColor, emissiveColor,
diffuseColor, specularColor, 5));
// Set up geometry
Cone leftCone = new Cone(0.4f, 0.6f,
Primitive.GENERATE_NORMALS, redApp);
Cone rightCone = new Cone(0.4f, 0.6f,
Primitive.GENERATE_NORMALS, greenApp);
leftConeBody = leftCone.getShape(Cone.BODY);
leftConeCap = leftCone.getShape(Cone.CAP);
rightConeBody = rightCone.getShape(Cone.BODY);
rightConeCap = rightCone.getShape(Cone.CAP);
leftTrans = new Vector3f(-0.6f, 0, 0);
rightTrans = new Vector3f(0.6f, 0, 0);
while (true) {
// compute data which is can be used
// for both left and right eye
computeSharedData();
if (stereoSupport) {
if (!sharedStereoZbuffer) {
gc.setStereoMode(GraphicsContext3D.STEREO_BOTH);
// This clear both left and right buffers, we
// must set STEREO_BOTH before it. Otherwise
// it only clear LEFT or RIGHT buffer unless
// this is invoke twice for each buffer.
gc.clear();
}
gc.setStereoMode(GraphicsContext3D.STEREO_LEFT);
renderLeft();
gc.setStereoMode(GraphicsContext3D.STEREO_RIGHT);
renderRight();
} else {
gc.clear();
renderLeft();
}
// This swap both left and right buffers so
// there is no need to set STEREO_BOTH before it
canvas.swap();
// Be polite to other threads !
Thread.yield();
}
}
public PureImmediateStereo() {
}
//
// init: create the canvas, stop the renderer,
// create the universe, and start the drawing thread.
//
public void init() {
setLayout(new BorderLayout());
// Preferred to use Stereo
GraphicsConfigTemplate3D gct = new GraphicsConfigTemplate3D();
gct.setStereo(GraphicsConfigTemplate3D.PREFERRED);
GraphicsConfiguration config =
GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getBestConfiguration(gct);
canvas = new Canvas3D(config);
Map map = canvas.queryProperties();
stereoSupport = canvas.getStereoAvailable();
if (stereoSupport) {
System.out.println("This machine support stereo, you should see a red cone on the left and green cone on the right.");
// User can overide the above default behavior using
// java3d property.
String str = System.getProperty("j3d.sharedstereozbuffer",
defaultSharedStereoZbuffer);
sharedStereoZbuffer = (new Boolean(str)).booleanValue();
} else {
System.out.println("Stereo is not support, you should only see the left red cone.");
}
if (!canvas.getDoubleBufferAvailable()) {
System.out.println("Double buffer is not support !");
}
// we must stop the Renderer in PureImmediate mode
canvas.stopRenderer();
add("Center", canvas);
// Create the universe and viewing branch
u = new SimpleUniverse(canvas);
// This will move the ViewPlatform back a bit so the
// objects in the scene can be viewed.
u.getViewingPlatform().setNominalViewingTransform();
// Start a new thread that will continuously render
(new Thread(this)).start();
}
// Cleanup all Java3D threads and memory when this applet exit
public void destroy() {
u.cleanup();
}
//
// The following allows PureImmediateStereo to be run as an application
// as well as an applet
//
public static void main(String[] args) {
new MainFrame(new PureImmediateStereo(), 512, 256);
}
}
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