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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);
    }
}