Source Code Cross Referenced for GreyscaleCanvas3D.java in  » 6.0-JDK-Modules » java-3d » com » db » layers » Java Source Code / Java DocumentationJava Source Code and Java Documentation

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Java Source Code / Java Documentation » 6.0 JDK Modules » java 3d » com.db.layers 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


001:        /*
002:         * Copyright (c) 2000 Silvere Martin-Michiellot All Rights Reserved.
003:         *
004:         * Silvere Martin-Michiellot grants you ("Licensee") a non-exclusive,
005:         * royalty free, license to use, modify and redistribute this
006:         * software in source and binary code form,
007:         * provided that i) this copyright notice and license appear on all copies of
008:         * the software; and ii) Licensee does not utilize the software in a manner
009:         * which is disparaging to Silvere Martin-Michiellot.
010:         *
011:         * This software is provided "AS IS," without a warranty of any kind. ALL
012:         * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY
013:         * IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR
014:         * NON-INFRINGEMENT, ARE HEREBY EXCLUDED. Silvere Martin-Michiellot
015:         * AND ITS LICENSORS SHALL NOT BE LIABLE FOR ANY DAMAGES
016:         * SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING
017:         * OR DISTRIBUTING THE SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL
018:         * Silvere Martin-Michiellot OR ITS LICENSORS BE LIABLE
019:         * FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT,
020:         * INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER
021:         * CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF
022:         * OR INABILITY TO USE SOFTWARE, EVEN IF Silvere Martin-Michiellot HAS BEEN
023:         * ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
024:         *
025:         * This software is not designed or intended for use in on-line control of
026:         * aircraft, air traffic, aircraft navigation or aircraft communications; or in
027:         * the design, construction, operation or maintenance of any nuclear
028:         * facility. Licensee represents and warrants that it will not use or
029:         * redistribute the Software for such purposes.
030:         *
031:         */
032:
033:        package com.db.layers;
034:
035:        import java.awt.*;
036:        import java.awt.image.BufferedImage;
037:        import java.util.ArrayList;
038:        import javax.swing.*;
039:        import javax.media.j3d.*;
040:        import com.sun.j3d.utils.universe.SimpleUniverse;
041:
042:        //Builds up a Lightweight Canvas3D from an AWT Canvas3D
043:        //slow but useful
044:
045:        /**
046:         From the J3D mailing list
047:         >
048:         > I would like to know if the Java3D development team
049:         > has in mind to include a Swing, lightweigth component
050:         > for rendering in near releases of Java3D.
051:         >
052:         > Canvas3D is good, but try to integrate it with a
053:         > Swing application....
054:
055:
056:         I'm not the most informed person on this, but it is my understanding that if
057:         you want *FAST* 3D rendering, a Canvas3D component implemented as a
058:         lightweight component will never happen. My speculation is that the Canvas3D
059:         class maps to a native window handle, which is in turn owned by the OpenGL
060:         pipeline. The 3D hardware writes directly to to the screen memory, which is
061:         then immediately read by the D/A converter or the DVI subsystem. No frame
062:         data is passed across the bus (assuming a modern graphics card with most of
063:         the pipeline is implemented in hardware).
064:
065:
066:         If a "JCanvas3D" class were to be implemented, every frame would have to be
067:         rendered to an off-screen buffer, and then redrawn in the AWT rendering
068:         loop. The number of frame copies becomes crazy: assuming the offscreen
069:         buffer resides in 3D hardware memory (I guessing here; I don't know enough
070:         about hardware design to know), the card would write to the buffer, which
071:         would then be copied across the bus to main memory where it is processed by
072:         the AWT rendering loop. The frame is then copied to the native Component
073:         peer, where it is probably copied again to hardware memory for reading by
074:         the output subsystem. Regardless of how fast your CPU or graphics card is,
075:         the bus is certainly going to get bogged down with all the copies. Might as
076:         well do software rendering....
077:
078:
079:         I use Java3D in a Swing app with no problems (menus etc. work fine), and the
080:         rendering is FAST!! (even at 1600x1200)  All I did was implement the steps
081:         outlined at:
082:
083:
084:         http://www.j3d.org/faq/swing.html
085:
086:
087:         If framerate isn't an issue one could easily implement their own JComponent
088:         subclass that does all rendering to an offcreen buffer and then copied in
089:         the paintComponent(Graphics) method.
090:
091:
092:         Anyone with better technical knowledge feel like filling in the gaps and/or
093:         correcting my misunderstandings? This question comes up at lest once a
094:         month, and am frankly tired of the Java3D team being accused of "bad design"
095:         when the design they have implemented is the best possible given that speed
096:         is top priority for many people. And calling the methods described in the
097:         FAQ is hardly that big of a deal. Granted, Canvas3D doesn't work very well
098:         in the JScrollPane, but I'd argue that if you want scrolling you should be
099:         mapping the scroll bar events to view translate operations (i.e. do the
100:         scrolling in Java3D space, not AWT space).
101:
102:
103:         Simeon
104:         **/
105:
106:        public class JPanel3D extends JPanel {
107:
108:            private Canvas3D canvas3D;
109:
110:            public JPanel3D() {
111:
112:                super ();
113:                initConstructor();
114:
115:            }
116:
117:            //Creates a new JPanel with a double buffer and a flow layout.
118:            public JPanel3D(boolean isDoubleBuffered) {
119:
120:                super (isDoubleBuffered);
121:                initConstructor();
122:
123:            }
124:
125:            //Creates a new JPanel with FlowLayout and the specified buffering strategy.
126:            public JPanel3D(LayoutManager layout) {
127:
128:                super (layout);
129:                initConstructor();
130:
131:            }
132:
133:            //Create a new buffered JPanel with the specified layout manager
134:            public JPanel3D(LayoutManager layout, boolean isDoubleBuffered) {
135:
136:                super (layout, isDoubleBuffered);
137:                initConstructor();
138:
139:            }
140:
141:            private void initConstructor() {
142:
143:                GraphicsConfiguration graphicsConfiguration;
144:
145:                graphicsConfiguration = new SimpleUniverse()
146:                        .getPreferredConfiguration();
147:                //graphicsConfiguration = this.getGraphicsConfiguration();
148:                this .canvas3D = new Canvas3D(graphicsConfiguration, true);
149:                this .canvas3D.setSize(this .getSize());
150:
151:            }
152:
153:            public void paint(Graphics g) {
154:
155:                super .paint(g);
156:                Toolkit.getDefaultToolkit().sync();
157:
158:            }
159:
160:            public void repaint() {
161:
162:                Graphics2D graphics2D;
163:                BufferedImage sourceBufferedImage;
164:                boolean result;
165:
166:                graphics2D = (Graphics2D) this .getGraphics();
167:                if (canvas3D != null) {
168:                    this .canvas3D.waitForOffScreenRendering();
169:                    sourceBufferedImage = this .canvas3D.getOffScreenBuffer()
170:                            .getImage();
171:                    result = graphics2D.drawImage(sourceBufferedImage, 0, 0,
172:                            null);
173:                    //paint(graphics2D);
174:                }
175:
176:            }
177:
178:            public Canvas3D getCanvas3D() {
179:
180:                return this .canvas3D;
181:
182:            }
183:
184:            //please think about using com.sun.j3d.utils.universe.SimpleUniverse.getPreferredConfiguration()
185:            public GraphicsConfiguration[] getGraphicsConfigurations() {
186:
187:                GraphicsEnvironment graphicsEnvironment;
188:                GraphicsDevice[] graphicsDevices;
189:                GraphicsConfiguration[] graphicsConfigurations;
190:                ArrayList configurations;
191:
192:                configurations = new ArrayList();
193:                graphicsEnvironment = GraphicsEnvironment
194:                        .getLocalGraphicsEnvironment();
195:                graphicsDevices = graphicsEnvironment.getScreenDevices();
196:                for (int i = 0; i < graphicsDevices.length; i++) {
197:                    graphicsConfigurations = graphicsDevices[i]
198:                            .getConfigurations();
199:                    for (int j = 0; j < graphicsConfigurations.length; j++) {
200:                        configurations.add(graphicsConfigurations[j]);
201:                    }
202:                }
203:
204:                return (GraphicsConfiguration[]) configurations.toArray();
205:
206:            }
207:
208:        }
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