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📄 samplertestglsl.java

📁 java 3d编程的一些例子源代码
💻 JAVA
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/* * $RCSfile: SamplerTestGLSL.java,v $ * * 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: 1.2 $ * $Date: 2006/03/03 18:26:39 $ * $State: Exp $ */package org.jdesktop.j3d.examples.glsl_shader;import com.sun.j3d.utils.universe.*;import com.sun.j3d.utils.geometry.Sphere;import com.sun.j3d.utils.image.TextureLoader;import com.sun.j3d.utils.shader.StringIO;import javax.media.j3d.*;import javax.vecmath.*;import java.awt.GraphicsConfiguration;import java.io.IOException;import java.net.URL;import javax.swing.JOptionPane;import org.jdesktop.j3d.examples.Resources;public class SamplerTestGLSL extends javax.swing.JFrame {    private static String cloudTexName = "resources/images/bg.jpg";    private static String earthTexName = "resources/images/earth.jpg";    private static String fragmentProgName = "glsl_shader/multitex.frag";    private URL cloudURL = null;    private URL earthURL = null;    private static final int CLOUD = 0;    private static final int EARTH = 1;        SimpleUniverse univ = null;    public BranchGroup createSceneGraph() {	// Create the root of the branch graph	BranchGroup objRoot = new BranchGroup();	// 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);	objRoot.addChild(objTrans);        // Create texture objects        cloudURL = Resources.getResource(cloudTexName);        Texture cloudTex = new TextureLoader(cloudURL, this).getTexture();        earthURL = Resources.getResource(earthTexName);        Texture earthTex = new TextureLoader(earthURL, this).getTexture();          // Create the shader program	String vertexProgram = null;	String fragmentProgram = null;	try {	    fragmentProgram = StringIO.readFully(Resources.getResource(fragmentProgName));        }	catch (IOException e) {	    System.err.println(e);	}	Shader[] shaders = new Shader[1];	shaders[0] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL,					  Shader.SHADER_TYPE_FRAGMENT,					  fragmentProgram);        final String[] shaderAttrNames = {            "cloudFactor",            "cloudTex",            "earthTex",        };        final Object[] shaderAttrValues = {            new Float(0.6f),            new Integer(0),            new Integer(1),        };	ShaderProgram shaderProgram = new GLSLShaderProgram();	shaderProgram.setShaders(shaders);        shaderProgram.setShaderAttrNames(shaderAttrNames);                // Create the shader attribute set        ShaderAttributeSet shaderAttributeSet = new ShaderAttributeSet();        for (int i = 0; i < shaderAttrNames.length; i++) {            ShaderAttribute shaderAttribute =                    new ShaderAttributeValue(shaderAttrNames[i],  shaderAttrValues[i]);            shaderAttributeSet.put(shaderAttribute);        }        // Create shader appearance to hold the shader program and        // shader attributes	ShaderAppearance app = new ShaderAppearance();	app.setShaderProgram(shaderProgram);	app.setShaderAttributeSet(shaderAttributeSet);        // Setup texture coordinate generation        Vector4f plane0S = new Vector4f(3.0f, 1.5f, 0.3f, 0.0f);        Vector4f plane0T = new Vector4f(1.0f, 2.5f, 0.24f, 0.0f);        TexCoordGeneration tcg0 =                new TexCoordGeneration(TexCoordGeneration.OBJECT_LINEAR,                TexCoordGeneration.TEXTURE_COORDINATE_2, plane0S, plane0T);        // Setup texture coordinate generation        TexCoordGeneration tcg1 =                new TexCoordGeneration(TexCoordGeneration.SPHERE_MAP,                TexCoordGeneration.TEXTURE_COORDINATE_2);        // Put the textures in unit 0,1        TextureUnitState[] tus = new TextureUnitState[2];        tus[CLOUD] = new TextureUnitState();        tus[CLOUD].setTexture(cloudTex);        tus[CLOUD].setTexCoordGeneration(tcg0);        tus[EARTH] = new TextureUnitState();        tus[EARTH].setTexture(earthTex);        tus[EARTH].setTexCoordGeneration(tcg1);        app.setTextureUnitState(tus);                   	// Create a Sphere object using the shader appearance,	// and add it into the scene graph.        Sphere sph = new Sphere(0.4f, Sphere.GENERATE_NORMALS, 30, app);	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();	Alpha rotationAlpha = new Alpha(-1, 4000);	RotationInterpolator rotator =	    new RotationInterpolator(rotationAlpha, objTrans, yAxis,				     0.0f, (float) Math.PI*2.0f);	BoundingSphere bounds =	    new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);	rotator.setSchedulingBounds(bounds);	objRoot.addChild(rotator);        // Have Java 3D perform optimizations on this scene graph.        //objRoot.compile();	return objRoot;    }    private Canvas3D initScene() {	GraphicsConfiguration config =	    SimpleUniverse.getPreferredConfiguration();	Canvas3D c = new Canvas3D(config);	BranchGroup scene = createSceneGraph();	univ = new SimpleUniverse(c);        // Add a ShaderErrorListener        univ.addShaderErrorListener(new ShaderErrorListener() {            public void errorOccurred(ShaderError error) {                error.printVerbose();                JOptionPane.showMessageDialog(SamplerTestGLSL.this,                              error.toString(),                              "ShaderError",                              JOptionPane.ERROR_MESSAGE);            }        });	ViewingPlatform viewingPlatform = univ.getViewingPlatform();	// This will move the ViewPlatform back a bit so the	// objects in the scene can be viewed.	viewingPlatform.setNominalViewingTransform();	univ.addBranchGraph(scene);	return c;    }    /**     * Creates new form SamplerTestGLSL     */    public SamplerTestGLSL() {	// 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() {        drawingPanel = new javax.swing.JPanel();        setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);        setTitle("SamplerTestGLSL");        drawingPanel.setLayout(new java.awt.BorderLayout());        drawingPanel.setPreferredSize(new java.awt.Dimension(500, 500));        getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER);        pack();    }// </editor-fold>//GEN-END:initComponents        /**     * @param args the command line arguments     */    public static void main(String args[]) {        java.awt.EventQueue.invokeLater(new Runnable() {            public void run() {                new SamplerTestGLSL().setVisible(true);            }        });    }        // Variables declaration - do not modify//GEN-BEGIN:variables    private javax.swing.JPanel drawingPanel;    // End of variables declaration//GEN-END:variables    }

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