Immediate mode rendering : Rendering « 3D « Java






Immediate mode rendering

Immediate mode rendering
/*
 *  @(#)PureImmediateStereo.java 1.4 02/10/21 13:53:11
 *
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 * contributors may be used to endorse or promote products derived
 * from this software without specific prior written permission.
 *
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import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsEnvironment;
import java.util.Map;

import javax.media.j3d.Alpha;
import javax.media.j3d.Appearance;
import javax.media.j3d.Canvas3D;
import javax.media.j3d.DirectionalLight;
import javax.media.j3d.GraphicsConfigTemplate3D;
import javax.media.j3d.GraphicsContext3D;
import javax.media.j3d.Material;
import javax.media.j3d.Shape3D;
import javax.media.j3d.Transform3D;
import javax.vecmath.Color3f;
import javax.vecmath.Vector3f;

import com.sun.j3d.utils.applet.MainFrame;
import com.sun.j3d.utils.geometry.Cone;
import com.sun.j3d.utils.geometry.Primitive;
import com.sun.j3d.utils.universe.SimpleUniverse;

/**
 * Pure immediate mode stereo example program for stereo. In pure immediate
 * mode, the renderer must be stopped on the Canvas being rendered into. In our
 * example, this is done immediately after the canvas is created. A separate
 * thread is started up to do the immediate mode rendering.
 */
public class PureImmediateStereo extends Applet implements Runnable {

  // Set this to true when the graphics card use shared z buffer
  // in stereo mode.
  public static String defaultSharedStereoZbuffer = Boolean.TRUE.toString();

  private boolean sharedStereoZbuffer;

  private boolean stereoSupport;

  private Canvas3D canvas;

  private GraphicsContext3D gc;

  private Shape3D leftConeBody, rightConeBody;

  private Shape3D leftConeCap, rightConeCap;

  private Transform3D cmt = new Transform3D();

  private Vector3f leftTrans, rightTrans;

  // One rotation (2*PI radians) every 6 seconds
  private Alpha rotAlpha = new Alpha(-1, 6000);

  private SimpleUniverse u = null;

  private double angle;

  // Compute data which is common for both
  // left and right eye
  void computeSharedData() {
    // Compute angle of rotation based on alpha value
    angle = rotAlpha.value() * 2.0 * Math.PI;
    cmt.rotY(angle);
  }

  // Render the geometry in right eye
  void renderLeft() {
    cmt.setTranslation(leftTrans);
    gc.setModelTransform(cmt);

    if (sharedStereoZbuffer) {
      // Graphics card shared same z buffer in stereo mode,
      // in this case we have to explicitly clearing both
      // frame buffers.
      gc.clear();
    }
    gc.draw(leftConeBody);
    gc.draw(leftConeCap);
  }

  // Render the geometry for right eye
  void renderRight() {
    cmt.setTranslation(rightTrans);
    gc.setModelTransform(cmt);

    if (sharedStereoZbuffer) {
      // Graphics card shared same z buffer in stereo mode,
      // in this case we have to explicitly clearing both
      // frame buffers.
      gc.clear();
    }
    gc.draw(rightConeBody);
    gc.draw(rightConeCap);
  }

  //
  // Run method for our immediate mode rendering thread.
  //
  public void run() {
    // Set up Graphics context
    gc = canvas.getGraphicsContext3D();

    // We always need to set this for PureImmediate
    // stereo mode
    gc.setBufferOverride(true);

    Color3f lightColor = new Color3f(1, 1, 1);
    Vector3f lightDir = new Vector3f(0, 0, -1);
    DirectionalLight light = new DirectionalLight(lightColor, lightDir);

    gc.addLight(light);

    Appearance redApp = new Appearance();
    Appearance greenApp = new Appearance();
    Color3f ambientColor = new Color3f(0, 0, 0);
    Color3f emissiveColor = new Color3f(0, 0, 0);
    Color3f diffuseColor = new Color3f(1, 0, 0);
    Color3f specularColor = new Color3f(1, 1, 1);
    redApp.setMaterial(new Material(ambientColor, emissiveColor,
        diffuseColor, specularColor, 5));
    diffuseColor = new Color3f(0, 1, 0);

    greenApp.setMaterial(new Material(ambientColor, emissiveColor,
        diffuseColor, specularColor, 5));

    // Set up geometry
    Cone leftCone = new Cone(0.4f, 0.6f, Primitive.GENERATE_NORMALS, redApp);
    Cone rightCone = new Cone(0.4f, 0.6f, Primitive.GENERATE_NORMALS,
        greenApp);
    leftConeBody = leftCone.getShape(Cone.BODY);
    leftConeCap = leftCone.getShape(Cone.CAP);

    rightConeBody = rightCone.getShape(Cone.BODY);
    rightConeCap = rightCone.getShape(Cone.CAP);
    leftTrans = new Vector3f(-0.6f, 0, 0);
    rightTrans = new Vector3f(0.6f, 0, 0);

    while (true) {
      // compute data which is can be used
      // for both left and right eye
      computeSharedData();

      if (stereoSupport) {
        if (!sharedStereoZbuffer) {
          gc.setStereoMode(GraphicsContext3D.STEREO_BOTH);
          // This clear both left and right buffers, we
          // must set STEREO_BOTH before it. Otherwise
          // it only clear LEFT or RIGHT buffer unless
          // this is invoke twice for each buffer.
          gc.clear();
        }

        gc.setStereoMode(GraphicsContext3D.STEREO_LEFT);
        renderLeft();

        gc.setStereoMode(GraphicsContext3D.STEREO_RIGHT);
        renderRight();
      } else {
        gc.clear();
        renderLeft();
      }

      // This swap both left and right buffers so
      // there is no need to set STEREO_BOTH before it
      canvas.swap();

      // Be polite to other threads !
      Thread.yield();
    }
  }

  public PureImmediateStereo() {
  }

  //
  // init: create the canvas, stop the renderer,
  // create the universe, and start the drawing thread.
  //
  public void init() {
    setLayout(new BorderLayout());

    // Preferred to use Stereo
    GraphicsConfigTemplate3D gct = new GraphicsConfigTemplate3D();
    gct.setStereo(GraphicsConfigTemplate3D.PREFERRED);

    GraphicsConfiguration config = GraphicsEnvironment
        .getLocalGraphicsEnvironment().getDefaultScreenDevice()
        .getBestConfiguration(gct);

    canvas = new Canvas3D(config);
    Map map = canvas.queryProperties();

    stereoSupport = canvas.getStereoAvailable();

    if (stereoSupport) {
      System.out
          .println("This machine support stereo, you should see a red cone on the left and green cone on the right.");
      // User can overide the above default behavior using
      // java3d property.
      String str = System.getProperty("j3d.sharedstereozbuffer",
          defaultSharedStereoZbuffer);
      sharedStereoZbuffer = (new Boolean(str)).booleanValue();
    } else {
      System.out
          .println("Stereo is not support, you should only see the left red cone.");
    }

    if (!canvas.getDoubleBufferAvailable()) {
      System.out.println("Double buffer is not support !");
    }

    // we must stop the Renderer in PureImmediate mode
    canvas.stopRenderer();
    add("Center", canvas);

    // Create the universe and viewing branch
    u = new SimpleUniverse(canvas);

    // This will move the ViewPlatform back a bit so the
    // objects in the scene can be viewed.
    u.getViewingPlatform().setNominalViewingTransform();

    // Start a new thread that will continuously render
    (new Thread(this)).start();
  }

  // Cleanup all Java3D threads and memory when this applet exit
  public void destroy() {
    u.cleanup();
  }

  //
  // The following allows PureImmediateStereo to be run as an application
  // as well as an applet
  //
  public static void main(String[] args) {
    new MainFrame(new PureImmediateStereo(), 512, 256);
  }
}


           
       








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