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How to use Immediate mode rendering E-mail
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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.


Image

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(-16000);

  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(111);
    Vector3f lightDir = new Vector3f(00, -1);
    DirectionalLight light = new DirectionalLight(lightColor, lightDir);

    gc.addLight(light);

    Appearance redApp = new Appearance();
    Appearance greenApp = new Appearance();
    Color3f ambientColor = new Color3f(000);
    Color3f emissiveColor = new Color3f(000);
    Color3f diffuseColor = new Color3f(100);
    Color3f specularColor = new Color3f(111);
    redApp.setMaterial(new Material(ambientColor, emissiveColor,
        diffuseColor, specularColor, 5));
    diffuseColor = new Color3f(010);

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

    // Set up geometry
    Cone leftCone = new Cone(0.4f0.6f, Primitive.GENERATE_NORMALS, redApp);
    Cone rightCone = new Cone(0.4f0.6f, 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(-0.6f00);
    rightTrans = new Vector3f(0.6f00);

    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()512256);
  }
}

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