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📄 vertexattrtestglsl.java

📁 java 3d编程的一些例子源代码
💻 JAVA
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/* * $RCSfile: VertexAttrTestGLSL.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.shader.StringIO;import javax.media.j3d.*;import java.awt.GraphicsConfiguration;import java.io.IOException;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;import javax.swing.JFrame;import javax.swing.JOptionPane;import javax.vecmath.Color3f;import javax.vecmath.Point3d;import org.jdesktop.j3d.examples.Resources;public class VertexAttrTestGLSL extends javax.swing.JFrame {    SimpleUniverse univ = null;    BranchGroup scene = null;    public BranchGroup createSceneGraph( boolean hasVertexAttrs ) {        // Bounds for BG and behavior        BoundingSphere bounds =                new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);        // Create the root of the branch graph        BranchGroup objRoot = new BranchGroup();        objRoot.setCapability(BranchGroup.ALLOW_DETACH);        // Set up the background        Color3f bgColor   = new Color3f(0.1f, 0.1f, 0.1f);        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);        objRoot.addChild(objTrans);        // Create a simple Shape3D node; add it to the scene graph.        objTrans.addChild(new MyShape(this, hasVertexAttrs));        return objRoot;    }        private Canvas3D initScene() {        GraphicsConfiguration config =                SimpleUniverse.getPreferredConfiguration();                Canvas3D c = new Canvas3D(config);        univ = new SimpleUniverse(c);        // Add a ShaderErrorListener        univ.addShaderErrorListener(new ShaderErrorListener() {            public void errorOccurred(ShaderError error) {                error.printVerbose();                JOptionPane.showMessageDialog(VertexAttrTestGLSL.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();                        return c;    }        /**     * Creates new form VertexAttrTestGLSL     */    public VertexAttrTestGLSL() {        // 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);    }        static class MyShape extends Shape3D {        private static String vertexProgName = "glsl_shader/vertexshader.vert";        // Coordinate data        private static final float[] coords = {            0.0f, 0.0f, 0.0f,            0.5f, 0.0f, 0.0f,            0.0f, 0.5f, 0.0f,        };                private static final int[] sizes = { 1, 3 };        private static final float[] weights = {            0.45f,            0.15f,            0.95f,        };        private static final float[] temps = {            1.0f, 0.5f, 0.5f,            0.5f, 1.0f, 0.5f,            0.5f, 0.5f, 1.0f,        };                private static final String[] vaNames = { "weight", "temperature" };                J3DBuffer createDirectFloatBuffer(float[] arr) {            ByteOrder order =  ByteOrder.nativeOrder();                        FloatBuffer nioBuf = ByteBuffer.allocateDirect(arr.length * 4).order(order).asFloatBuffer();            nioBuf.put(arr);            return new J3DBuffer(nioBuf);        }                        MyShape(JFrame frame, boolean hasVertexAttrs) {                        int vertexFormat = GeometryArray.COORDINATES;            int vertexAttrCount = 0;            int[] vertexAttrSizes = null;            String[] vertexAttrNames = null;            String[] shaderAttrNames = null;                                   if (hasVertexAttrs) {                vertexFormat |= GeometryArray.VERTEX_ATTRIBUTES;                vertexAttrCount = vaNames.length;                vertexAttrSizes = sizes;                vertexAttrNames = vaNames;            }                        TriangleArray tri = new TriangleArray(6, vertexFormat, 0, null, vertexAttrCount, vertexAttrSizes);            tri.setValidVertexCount(3);            tri.setCoordinates(0, coords);                        if (hasVertexAttrs) {                tri.setVertexAttrs(0, 0, weights);                tri.setVertexAttrs(1, 0, temps);                                String vertexProgram = null;                try {                    vertexProgram = StringIO.readFully(Resources.getResource(vertexProgName));                } catch (IOException e) {                    throw new RuntimeException(e);                }                                           Shader[] shaders = new Shader[1];                shaders[0] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL,                        Shader.SHADER_TYPE_VERTEX,                        vertexProgram);                ShaderProgram shaderProgram = new GLSLShaderProgram();                shaderProgram.setShaders(shaders);                shaderProgram.setVertexAttrNames(vertexAttrNames);                shaderProgram.setShaderAttrNames(shaderAttrNames);                

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