📄 phongshadingglsl.java
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/* * $RCSfile: PhongShadingGLSL.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: 1.5 $ * $Date: 2006/03/03 18:26:39 $ * $State: Exp $ */package org.jdesktop.j3d.examples.glsl_shader;import com.sun.j3d.utils.geometry.Sphere;import com.sun.j3d.utils.shader.StringIO;import com.sun.j3d.utils.universe.*;import javax.media.j3d.*;import javax.swing.JOptionPane;import javax.vecmath.*;import java.awt.GraphicsConfiguration;import java.io.IOException;import org.jdesktop.j3d.examples.Resources;/** * * @author kcr */public class PhongShadingGLSL 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. private static int lightType = DIRECTIONAL_LIGHT; private SimpleUniverse univ = null; private ShaderAppearance sApp = null; private ShaderProgram gouraudSP = null; private ShaderProgram phongSP = 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 lColor1 = new Color3f(1.0f, 1.0f, 0.5f); 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(0.5); 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); 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); objScale.addChild(objTrans); // Create a Sphere object, generate one copy of the sphere, // and add it into the scene graph. sApp = new ShaderAppearance(); sApp.setCapability(ShaderAppearance.ALLOW_SHADER_PROGRAM_WRITE); Material m = new Material(objColor, eColor, objColor, sColor, 100.0f); sApp.setMaterial(m); // Create Gouraud and Phong shader programs String vertexProgram = null; String fragmentProgram = null; Shader[] shaders = new Shader[2]; String[] attrNames = { "numLights" }; try { vertexProgram = StringIO.readFully(Resources.getResource("glsl_shader/gouraud.vert")); fragmentProgram = StringIO.readFully(Resources.getResource("glsl_shader/gouraud.frag")); } catch (IOException e) { throw new RuntimeException(e); } 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); gouraudSP = new GLSLShaderProgram(); gouraudSP.setShaders(shaders); try { vertexProgram = StringIO.readFully(Resources.getResource("glsl_shader/phong.vert")); fragmentProgram = StringIO.readFully(Resources.getResource("glsl_shader/phong.frag")); } catch (IOException e) { throw new RuntimeException(e); } 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); phongSP = new GLSLShaderProgram(); phongSP.setShaders(shaders); if (gouraudButton.isSelected()) { sApp.setShaderProgram(gouraudSP); } else if (phongButton.isSelected()) { sApp.setShaderProgram(phongSP); } Sphere sph = new Sphere(1.0f, Sphere.GENERATE_NORMALS, 30, sApp); 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(); yAxis.rotZ(Math.PI); Alpha rotationAlpha = new Alpha(-1, 10000); RotationInterpolator rotator = new RotationInterpolator(rotationAlpha, objTrans, yAxis, 0.0f, (float) Math.PI*2.0f); rotator.setSchedulingBounds(bounds); objRoot.addChild(rotator); // 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 Appearance();// Appearance appL2 = new Appearance(); appL1.setColoringAttributes(caL1);// appL2.setColoringAttributes(caL2); l1Trans.addChild(new Sphere(0.05f, appL1));// l2Trans.addChild(new Sphere(0.05f, appL2)); // 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) {
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