⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 phongshadingglsl.java

📁 java 3d编程的一些例子源代码
💻 JAVA
📖 第 1 页 / 共 2 页
字号:
/* * $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) {

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -