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/*
* Copyright (c) 2016 JogAmp Community. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions 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.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those
* of the authors and should not be interpreted as representing official policies,
* either expressed or implied, of the JogAmp Community.
*
*/
package org.jdesktop.j3d.examples.gl2es2pipeline;
import java.awt.GraphicsConfiguration;
import java.io.File;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.swing.JOptionPane;
import org.jogamp.java3d.Alpha;
import org.jogamp.java3d.AmbientLight;
import org.jogamp.java3d.Appearance;
import org.jogamp.java3d.Background;
import org.jogamp.java3d.BoundingSphere;
import org.jogamp.java3d.BranchGroup;
import org.jogamp.java3d.Canvas3D;
import org.jogamp.java3d.ColoringAttributes;
import org.jogamp.java3d.DirectionalLight;
import org.jogamp.java3d.GLSLShaderProgram;
import org.jogamp.java3d.GeometryArray;
import org.jogamp.java3d.J3DBuffer;
import org.jogamp.java3d.Light;
import org.jogamp.java3d.Material;
import org.jogamp.java3d.PointLight;
import org.jogamp.java3d.PositionInterpolator;
import org.jogamp.java3d.RotationInterpolator;
import org.jogamp.java3d.Shader;
import org.jogamp.java3d.ShaderAppearance;
import org.jogamp.java3d.ShaderError;
import org.jogamp.java3d.ShaderErrorListener;
import org.jogamp.java3d.ShaderProgram;
import org.jogamp.java3d.SourceCodeShader;
import org.jogamp.java3d.SpotLight;
import org.jogamp.java3d.Transform3D;
import org.jogamp.java3d.TransformGroup;
import org.jogamp.java3d.TriangleStripArray;
import org.jogamp.java3d.utils.geometry.Sphere;
import org.jogamp.java3d.utils.shader.SimpleShaderAppearance;
import org.jogamp.java3d.utils.shader.StringIO;
import org.jogamp.java3d.utils.universe.SimpleUniverse;
import org.jogamp.vecmath.Color3f;
import org.jogamp.vecmath.Point3d;
import org.jogamp.vecmath.Point3f;
import org.jogamp.vecmath.Vector3d;
import org.jogamp.vecmath.Vector3f;
/**
* Simple Java 3D example program with programmable shader.
*/
public class SphereGLSL 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. This flag is set based on command line argument
private static int lightType = POINT_LIGHT;//DIRECTIONAL_LIGHT;
private SimpleUniverse univ = null;
private BranchGroup scene = 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 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(0.4);
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);
objScale.addChild(bg);
// Create a Sphere object, generate one copy of the sphere,
// and add it into the scene graph.
ShaderAppearance a = new ShaderAppearance();
Material m = new Material(objColor, eColor, objColor, sColor, 100.0f);
m.setLightingEnable(true);
String vertexProgram = null;
String fragmentProgram = null;
try
{
vertexProgram = StringIO.readFully(
new File(System.getProperty("user.dir") + "/src/main/java/org/jdesktop/j3d/examples/gl2es2pipeline/simple.vert"));
fragmentProgram = StringIO.readFully(
new File(System.getProperty("user.dir") + "/src/main/java/org/jdesktop/j3d/examples/gl2es2pipeline/simple.frag"));
}
catch (IOException e)
{
throw new RuntimeException(e);
}
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);
a.setShaderProgram(shaderProgram);
a.setMaterial(m);
Sphere sph = new Sphere(1.0f, Sphere.GENERATE_NORMALS, 200, a);
makeNIO(sph);
objScale.addChild(sph);
// 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 SimpleShaderAppearance();
Appearance appL2 = new SimpleShaderAppearance();
appL1.setColoringAttributes(caL1);
appL2.setColoringAttributes(caL2);
Sphere sph2 = new Sphere(0.05f, appL1);
makeNIO(sph2);
l1Trans.addChild(sph2);
Sphere sph3 = new Sphere(0.05f, appL2);
makeNIO(sph3);
l2Trans.addChild(sph3);
// 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:
lgt1 = new PointLight(lColor1, lPoint, atten);
lgt2 = new PointLight(lColor2, lPoint, atten);
break;
case SPOT_LIGHT:
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.
Transform3D 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);
// Create a position interpolator and attach it to the view
// platform
TransformGroup vpTrans = univ.getViewingPlatform().getViewPlatformTransform();
Transform3D axisOfTranslation = new Transform3D();
Alpha transAlpha = new Alpha(-1, Alpha.INCREASING_ENABLE | Alpha.DECREASING_ENABLE, 0, 0, 5000, 0, 0, 5000, 0, 0);
axisOfTranslation.rotY(-Math.PI / 2.0);
PositionInterpolator translator = new PositionInterpolator(transAlpha, vpTrans, axisOfTranslation, 2.0f, 3.5f);
translator.setSchedulingBounds(bounds);
objScale.addChild(translator);
// Let Java 3D perform optimizations on this scene graph.
objRoot.compile();
return objRoot;
}
private Canvas3D createUniverse()
{
// Get the preferred graphics configuration for the default screen
GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();
// Create a Canvas3D using the preferred configuration
Canvas3D canvas3d = new Canvas3D(config);
// Create simple universe with view branch
univ = new SimpleUniverse(canvas3d);
//BoundingSphere bounds = new BoundingSphere(new Point3d(0.0, 0.0, 0.0), 100.0);
// Add a ShaderErrorListener
univ.addShaderErrorListener(new ShaderErrorListener() {
@Override
public void errorOccurred(ShaderError error)
{
error.printVerbose();
JOptionPane.showMessageDialog(SphereGLSL.this, error.toString(), "ShaderError", JOptionPane.ERROR_MESSAGE);
}
});
// This will move the ViewPlatform back a bit so the
// objects in the scene can be viewed.
univ.getViewingPlatform().setNominalViewingTransform();
// Ensure at least 5 msec per frame (i.e., < 200Hz)
univ.getViewer().getView().setMinimumFrameCycleTime(5);
return canvas3d;
}
/**
* Creates new form SphereGLSL
*/
public SphereGLSL()
{
// Initialize the GUI components
initComponents();
// Create Canvas3D and SimpleUniverse; add canvas to drawing panel
Canvas3D c = createUniverse();
drawingPanel.add(c, java.awt.BorderLayout.CENTER);
// Create the content branch and add it to the universe
scene = createSceneGraph();
univ.addBranchGraph(scene);
}
// ----------------------------------------------------------------
/** 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()
{
drawingPanel = new javax.swing.JPanel();
setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
setTitle("SphereGLSL");
drawingPanel.setLayout(new java.awt.BorderLayout());
drawingPanel.setPreferredSize(new java.awt.Dimension(700, 700));
getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER);
pack();
}// </editor-fold>//GEN-END:initComponents
/**
* @param args the command line arguments
*/
public static void main(final String args[])
{
System.setProperty("sun.awt.noerasebackground", "true");
System.setProperty("j3d.rend", "jogl2es2");
java.awt.EventQueue.invokeLater(new Runnable() {
@Override
public void run()
{
SphereGLSL sphereGLSL = new SphereGLSL();
sphereGLSL.setVisible(true);
}
});
}
// Variables declaration - do not modify//GEN-BEGIN:variables
private javax.swing.JPanel drawingPanel;
// End of variables declaration//GEN-END:variables
public static void makeNIO(Sphere sph)
{
//Make it NIO
TriangleStripArray geo = (TriangleStripArray) sph.getShape().getGeometry();
int[] stripVertexCounts = new int[geo.getNumStrips()];
geo.getStripVertexCounts(stripVertexCounts);
TriangleStripArray newGeo = new TriangleStripArray(geo.getVertexCount(), GeometryArray.COORDINATES | GeometryArray.NORMALS
//| GeometryArray.TEXTURE_COORDINATE_2
| GeometryArray.USE_NIO_BUFFER | GeometryArray.BY_REFERENCE, stripVertexCounts);
float[] coords = new float[geo.getValidVertexCount() * 3];
geo.getCoordinates(0, coords);
newGeo.setCoordRefBuffer(new J3DBuffer(makeFloatBuffer(coords)));
float[] norms = new float[geo.getValidVertexCount() * 3];
geo.getNormals(0, norms);
newGeo.setNormalRefBuffer(new J3DBuffer(makeFloatBuffer(norms)));
sph.getShape().setGeometry(newGeo);
}
private static FloatBuffer makeFloatBuffer(float[] arr)
{
ByteBuffer bb = ByteBuffer.allocateDirect(arr.length * 4);
bb.order(ByteOrder.nativeOrder());
FloatBuffer fb = bb.asFloatBuffer();
fb.put(arr);
fb.position(0);
return fb;
}
}
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