PureImmediateStereo.java Source code

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Here is the source code for PureImmediateStereo.java

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/*
 *   @(#)PureImmediateStereo.java 1.4 02/10/21 13:53:11
 *
 * Copyright (c) 1996-2002 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:
 *
 * - Redistributions 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 AND ITS LICENSORS SHALL NOT BE LIABLE FOR ANY DAMAGES
 * SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
 * DISTRIBUTING THE 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 SOFTWARE,
 * EVEN IF SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
 *
 * You acknowledge that Software is not designed,licensed or intended
 * for use in the design, construction, operation or maintenance of
 * any nuclear facility.
 */

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);
    }
}