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/*
* $RCSfile: RenderingAttributesRetained.java,v $
*
* Copyright 1998-2008 Sun Microsystems, Inc. All Rights Reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Sun designates this
* particular file as subject to the "Classpath" exception as provided
* by Sun in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
* CA 95054 USA or visit www.sun.com if you need additional information or
* have any questions.
*
* $Revision: 1.9 $
* $Date: 2008/02/28 20:17:29 $
* $State: Exp $
*/
package javax.media.j3d;
import java.lang.annotation.Native;
import java.util.ArrayList;
/**
* The RenderingAttributes object defines all rendering state that can be set
* as a component object of a Shape3D node.
*/
class RenderingAttributesRetained extends NodeComponentRetained {
// A list of pre-defined bits to indicate which component
// in this RenderingAttributes object changed.
static final int DEPTH_ENABLE = 0x01;
static final int DEPTH_WRITE_ENABLE = 0x02;
static final int ALPHA_TEST_VALUE = 0x04;
static final int ALPHA_TEST_FUNC = 0x08;
static final int VISIBLE = 0x10;
static final int IGNORE_VCOLOR = 0x20;
static final int RASTER_OP_ENABLE = 0x40;
static final int RASTER_OP_VALUE = 0x80;
static final int DEPTH_TEST_FUNC = 0x100;
static final int STENCIL_ENABLE = 0x200;
static final int STENCIL_OP_VALUES = 0x400;
static final int STENCIL_FUNC = 0x800;
static final int STENCIL_WRITE_MASK = 0x1000;
// depth buffer Enable for hidden surface removal
boolean depthBufferEnable = true;
boolean depthBufferWriteEnable = true;
float alphaTestValue = 0.0f;
int alphaTestFunction = RenderingAttributes.ALWAYS;
int depthTestFunction = RenderingAttributes.LESS_OR_EQUAL;
boolean visible = true;
boolean ignoreVertexColors = false;
// raster operation
boolean rasterOpEnable = false;
int rasterOp = RenderingAttributes.ROP_COPY;
// stencil operation
boolean stencilEnable = false;
int stencilFailOp = RenderingAttributes.STENCIL_KEEP;
int stencilZFailOp = RenderingAttributes.STENCIL_KEEP;
int stencilZPassOp = RenderingAttributes.STENCIL_KEEP;
int stencilFunction = RenderingAttributes.ALWAYS;
int stencilReferenceValue = 0;
int stencilCompareMask = ~0;
int stencilWriteMask = ~0;
// depth buffer comparison function. Used by multi-texturing only
//[PEPE] NOTE: they are both unused. Candidates for removal.
@Native
static final int LESS = 0;
@Native
static final int LEQUAL = 1;
/**
* Sets the visibility flag for this RenderingAttributes component object.
* @param visible true or false to enable or disable visibility
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*
* @see View#setVisibilityPolicy
*/
final void initVisible(boolean state){
visible = state;
}
/**
* Sets the visibility flag for this RenderingAttributes
* component object. Invisible objects are not rendered (subject to
* the visibility policy for the current view), but they can be picked
* or collided with.
* @param visible true or false to enable or disable visibility
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*
* @see View#setVisibilityPolicy
*/
final void setVisible(boolean state){
// Optimize : If new state equal to current state, should I simply return ?
// Is it safe ?
initVisible(state);
// Need to call sendMessage twice. Not an efficient approach, but
// it simplified code logic and speed up the common case; where
// perUniv is false.
sendMessage(VISIBLE, (state ? Boolean.TRUE: Boolean.FALSE));
}
/**
* Retrieves the visibility flag for this RenderingAttributes object.
* @return true if the object is visible; false
* if the object is invisible.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
final boolean getVisible() {
return visible;
}
/**
* Enables or disables vertex colors for this RenderAttributes
* component object.
* @param state true or false to enable or disable vertex colors
*/
final void initIgnoreVertexColors(boolean state) {
ignoreVertexColors = state;
}
/**
* Enables or disables vertex colors for this RenderAttributes
* component object and sends a
* message notifying the interested structures of the change.
* @param state true or false to enable or disable depth vertex colors
*/
final void setIgnoreVertexColors(boolean state) {
initIgnoreVertexColors(state);
sendMessage(IGNORE_VCOLOR,
(state ? Boolean.TRUE: Boolean.FALSE));
}
/**
* Retrieves the state of vertex color Enable flag
* @return true if vertex colors are enabled, false
* if vertex colors are disabled
*/
final boolean getIgnoreVertexColors() {
return ignoreVertexColors;
}
/**
* Enables or disables depth buffer mode for this RenderAttributes
* component object.
* @param state true or false to enable or disable depth buffer mode
*/
final void initDepthBufferEnable(boolean state){
depthBufferEnable = state;
}
/**
* Enables or disables depth buffer mode for this RenderAttributes
* component object and sends a
* message notifying the interested structures of the change.
* @param state true or false to enable or disable depth buffer mode
*/
final void setDepthBufferEnable(boolean state){
initDepthBufferEnable(state);
sendMessage(DEPTH_ENABLE, (state ? Boolean.TRUE: Boolean.FALSE));
}
/**
* Retrieves the state of zBuffer Enable flag
* @return true if depth buffer mode is enabled, false
* if depth buffer mode is disabled
*/
final boolean getDepthBufferEnable(){
return depthBufferEnable;
}
/**
* Enables or disables writing the depth buffer for this object.
* During the transparent rendering pass,
* this attribute can be overridden by
* the depthBufferFreezeTransparent attribute in the View object.
* @param state true or false to enable or disable depth buffer Write mode
* @see View#setDepthBufferFreezeTransparent
*/
final void initDepthBufferWriteEnable(boolean state){
depthBufferWriteEnable = state;
}
/**
* Enables or disables writing the depth buffer for this object and sends
* a message notifying the interested structures of the change.
* During the transparent rendering pass,
* this attribute can be overridden by
* the depthBufferFreezeTransparent attribute in the View object.
* @param state true or false to enable or disable depth buffer Write mode
* @see View#setDepthBufferFreezeTransparent
*/
final void setDepthBufferWriteEnable(boolean state){
initDepthBufferWriteEnable(state);
sendMessage(DEPTH_WRITE_ENABLE, (state ? Boolean.TRUE: Boolean.FALSE));
}
/**
* Retrieves the state of Depth Buffer Write Enable flag
* @return true if depth buffer is writable, false
* if depth buffer is read-only
*/
final boolean getDepthBufferWriteEnable(){
return depthBufferWriteEnable;
}
/**
* Set alpha test value used by alpha test function. This value is
* compared to the alpha value of each rendered pixel.
* @param value the alpha value
*/
final void initAlphaTestValue(float value){
alphaTestValue = value;
}
/**
* Set alpha test value used by alpha test function and sends a
* message notifying the interested structures of the change.
* This value is compared to the alpha value of each rendered pixel.
* @param value the alpha value
*/
final void setAlphaTestValue(float value){
initAlphaTestValue(value);
sendMessage(ALPHA_TEST_VALUE, new Float(value));
}
/**
* Retrieves the alpha test value.
* @return the alpha test value.
*/
final float getAlphaTestValue(){
return alphaTestValue;
}
/**
* Set alpha test function. This function is used to compare the
* alpha test value with each per-pixel alpha value. If the test
* passes, then the pixel is written otherwise the pixel is not
* written.
* @param function the new alpha test function. One of:
* ALWAYS, NEVER, EQUAL, NOT_EQUAL, LESS, LESS_OR_EQUAL, GREATER,
* GREATER_OR_EQUAL.
*/
final void initAlphaTestFunction(int function){
alphaTestFunction = function;
}
/**
* Set alpha test function and sends a
* message notifying the interested structures of the change.
* This function is used to compare the
* alpha test value with each per-pixel alpha value. If the test
* passes, then the pixel is written otherwise the pixel is not
* written.
* @param function the new alpha test function. One of:
* ALWAYS, NEVER, EQUAL, NOT_EQUAL, LESS, LESS_OR_EQUAL, GREATER,
* GREATER_OR_EQUAL.
*/
final void setAlphaTestFunction(int function){
initAlphaTestFunction(function);
sendMessage(ALPHA_TEST_FUNC, new Integer(function));
}
/**
* Retrieves current alpha test function.
* @return the current alpha test function
*/
final int getAlphaTestFunction(){
return alphaTestFunction;
}
/**
* Set depth test function. This function is used to compare the
* depth test value with each per-pixel alpha value. If the test
* passes, then the pixel is written otherwise the pixel is not
* written.
* @param function the new depth test function. One of:
* ALWAYS, NEVER, EQUAL, NOT_EQUAL, LESS, LESS_OR_EQUAL, GREATER,
* GREATER_OR_EQUAL.
* Default value is LESS_OR_EQUAL
*/
final void initDepthTestFunction(int function){
depthTestFunction = function;
}
/**
* Set depth test function. This function is used to compare the
* depth test value with each per-pixel depth value. If the test
* passes, the pixel is written otherwise the pixel is not
* written.
* @param function the new depth test function. One of
* ALWAYS, NEVER, EQUAL, NOT_EQUAL, LESS, LESS_OR_EQUAL, GREATER,
* GREATER_OR_EQUAL
* Default value is LESS_OR_EQUAL
*/
final void setDepthTestFunction(int function){
initDepthTestFunction(function);
sendMessage(DEPTH_TEST_FUNC, new Integer(function));
}
/**
* Retrieves current depth test function.
* @return the current depth test function
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
final int getDepthTestFunction(){
return depthTestFunction;
}
/**
* Initialize the raster op enable flag
*/
final void initRasterOpEnable(boolean flag) {
rasterOpEnable = flag;
}
/**
* Set the raster op enable flag
*/
final void setRasterOpEnable(boolean flag) {
initRasterOpEnable(flag);
sendMessage(RASTER_OP_ENABLE, new Boolean(flag));
}
/**
* Retrieves the current raster op enable flag.
*/
final boolean getRasterOpEnable() {
return rasterOpEnable;
}
/**
* Initialize the raster op value
*/
final void initRasterOp(int op) {
rasterOp = op;
}
/**
* Set the raster op value
*/
final void setRasterOp(int op) {
initRasterOp(op);
sendMessage(RASTER_OP_VALUE, new Integer(op));
}
/**
* Retrieves the current raster op value.
*/
final int getRasterOp() {
return rasterOp;
}
// Stencil operations
/**
* Initialize the stencil enable state
*/
final void initStencilEnable(boolean state) {
stencilEnable = state;
}
/**
* Set the stencil enable state
*/
final void setStencilEnable(boolean state) {
initStencilEnable(state);
sendMessage(STENCIL_ENABLE, new Boolean(state));
}
/**
* Retrieves the current stencil enable state.
*/
final boolean getStencilEnable() {
return stencilEnable;
}
/**
* Initialize the stencil op. value
*/
final void initStencilOp(int failOp, int zFailOp, int zPassOp) {
stencilFailOp = failOp;
stencilZFailOp = zFailOp;
stencilZPassOp = zPassOp;
}
/**
* Set the stencil op. value
*/
final void setStencilOp(int failOp, int zFailOp, int zPassOp) {
initStencilOp(failOp, zFailOp, zPassOp);
ArrayList arrList = new ArrayList(3);
arrList.add(new Integer(failOp));
arrList.add(new Integer(zFailOp));
arrList.add(new Integer(zPassOp));
sendMessage(STENCIL_OP_VALUES, arrList);
}
/**
* Retrieves the current stencil op. value
*/
final void getStencilOp(int[] stencilOps) {
stencilOps[0] = stencilFailOp;
stencilOps[1] = stencilZFailOp;
stencilOps[2] = stencilZPassOp;
}
/**
* Initialize the stencil function value
*/
final void initStencilFunction(int function, int refValue, int compareMask) {
stencilFunction = function;
stencilReferenceValue = refValue;
stencilCompareMask = compareMask;
}
/**
* Set the stencil function value
*/
final void setStencilFunction(int function, int refValue, int compareMask) {
initStencilOp(function, refValue, compareMask);
ArrayList arrList = new ArrayList(3);
arrList.add(new Integer(function));
arrList.add(new Integer(refValue));
arrList.add(new Integer(compareMask));
sendMessage(STENCIL_FUNC, arrList);
}
/**
* Retrieves the current stencil op. value
*/
final void getStencilFunction(int[] params) {
params[0] = stencilFunction;
params[1] = stencilReferenceValue;
params[2] = stencilCompareMask;
}
/**
* Initialize the stencil write mask
*/
final void initStencilWriteMask(int mask) {
stencilWriteMask = mask;
}
/**
* Set the stencil write mask
*/
final void setStencilWriteMask(int mask) {
initStencilWriteMask(mask);
sendMessage(STENCIL_WRITE_MASK, new Integer(mask));
}
/**
* Retrieves the current stencil write mask
*/
final int getStencilWriteMask() {
return stencilWriteMask;
}
/**
* Updates the native context.
*/
/**
* Updates the native context.
*/
void updateNative(Canvas3D c3d,
boolean depthBufferWriteEnableOverride,
boolean depthBufferEnableOverride) {
Pipeline.getPipeline().updateRenderingAttributes(c3d.ctx,
depthBufferWriteEnableOverride, depthBufferEnableOverride,
depthBufferEnable, depthBufferWriteEnable, depthTestFunction,
alphaTestValue, alphaTestFunction, ignoreVertexColors,
rasterOpEnable, rasterOp, c3d.userStencilAvailable, stencilEnable,
stencilFailOp, stencilZFailOp, stencilZPassOp,
stencilFunction, stencilReferenceValue, stencilCompareMask,
stencilWriteMask );
}
/**
* Creates and initializes a mirror object, point the mirror object
* to the retained object if the object is not editable
*/
synchronized void createMirrorObject() {
if (mirror == null) {
// Check the capability bits and let the mirror object
// point to itself if is not editable
if (isStatic()) {
mirror = this;
}
else {
RenderingAttributesRetained mirrorRa
= new RenderingAttributesRetained();
mirrorRa.set(this);
mirrorRa.source = source;
mirror = mirrorRa;
}
} else {
((RenderingAttributesRetained) mirror).set(this);
}
}
/**
* Initializes a mirror object, point the mirror object to the retained
* object if the object is not editable
*/
synchronized void initMirrorObject() {
((RenderingAttributesRetained)mirror).set(this);
}
/**
* Update the "component" field of the mirror object with the
* given "value"
*/
synchronized void updateMirrorObject(int component, Object value) {
RenderingAttributesRetained mirrorRa = (RenderingAttributesRetained)mirror;
if ((component & DEPTH_ENABLE) != 0) {
mirrorRa.depthBufferEnable = ((Boolean)value).booleanValue();
}
else if ((component & DEPTH_WRITE_ENABLE) != 0) {
mirrorRa.depthBufferWriteEnable = ((Boolean)value).booleanValue();
}
else if ((component & DEPTH_TEST_FUNC) != 0) {
mirrorRa.depthTestFunction = ((Integer)value).intValue();
}
else if ((component & ALPHA_TEST_VALUE) != 0) {
mirrorRa.alphaTestValue = ((Float)value).floatValue();
}
else if ((component & ALPHA_TEST_FUNC) != 0) {
mirrorRa.alphaTestFunction = ((Integer)value).intValue();
}
else if ((component & VISIBLE) != 0) {
mirrorRa.visible = (((Boolean)value).booleanValue());
}
else if ((component & IGNORE_VCOLOR) != 0) {
mirrorRa.ignoreVertexColors = (((Boolean)value).booleanValue());
}
else if ((component & RASTER_OP_ENABLE) != 0) {
mirrorRa.rasterOpEnable = (((Boolean)value).booleanValue());
}
else if ((component & RASTER_OP_VALUE) != 0) {
mirrorRa.rasterOp = (((Integer)value).intValue());
}
else if ((component & STENCIL_ENABLE) != 0) {
mirrorRa.stencilEnable = (((Boolean)value).booleanValue());
}
else if ((component & STENCIL_OP_VALUES) != 0) {
ArrayList arrlist = (ArrayList) value;
mirrorRa.stencilFailOp = (((Integer)arrlist.get(0)).intValue());
mirrorRa.stencilZFailOp = (((Integer)arrlist.get(1)).intValue());
mirrorRa.stencilZPassOp = (((Integer)arrlist.get(2)).intValue());
}
else if ((component & STENCIL_FUNC) != 0) {
ArrayList arrlist = (ArrayList) value;
mirrorRa.stencilFunction = (((Integer)arrlist.get(0)).intValue());
mirrorRa.stencilReferenceValue = (((Integer)arrlist.get(1)).intValue());
mirrorRa.stencilCompareMask = (((Integer)arrlist.get(2)).intValue());
}
else if ((component & STENCIL_WRITE_MASK) != 0) {
mirrorRa.stencilWriteMask = (((Integer)value).intValue());
}
}
boolean equivalent(RenderingAttributesRetained rr) {
return (this == rr) ||
((rr != null) &&
(rr.depthBufferEnable == depthBufferEnable) &&
(rr.depthBufferWriteEnable == depthBufferWriteEnable) &&
(rr.alphaTestValue == alphaTestValue) &&
(rr.alphaTestFunction == alphaTestFunction) &&
(rr.visible == visible) &&
(rr.ignoreVertexColors == ignoreVertexColors) &&
(rr.rasterOpEnable == rasterOpEnable) &&
(rr.rasterOp == rasterOp) &&
(rr.depthTestFunction == depthTestFunction) &&
(rr.stencilEnable == stencilEnable) &&
(rr.stencilFailOp == stencilFailOp) &&
(rr.stencilZFailOp == stencilZFailOp) &&
(rr.stencilZPassOp == stencilZPassOp) &&
(rr.stencilFunction == stencilFunction) &&
(rr.stencilReferenceValue == stencilReferenceValue) &&
(rr.stencilCompareMask == stencilCompareMask) &&
(rr.stencilWriteMask == stencilWriteMask));
}
protected void set(RenderingAttributesRetained ra) {
super.set(ra);
depthBufferEnable = ra.depthBufferEnable;
depthBufferWriteEnable = ra.depthBufferWriteEnable;
alphaTestValue = ra.alphaTestValue;
alphaTestFunction = ra.alphaTestFunction;
depthTestFunction = ra.depthTestFunction;
visible = ra.visible;
ignoreVertexColors = ra.ignoreVertexColors;
rasterOpEnable = ra.rasterOpEnable;
rasterOp = ra.rasterOp;
stencilEnable = ra.stencilEnable;
stencilFailOp = ra.stencilFailOp;
stencilZFailOp = ra.stencilZFailOp;
stencilZPassOp = ra.stencilZPassOp;
stencilFunction = ra.stencilFunction;
stencilReferenceValue = ra.stencilReferenceValue;
stencilCompareMask = ra.stencilCompareMask;
stencilWriteMask = ra.stencilWriteMask;
}
final void sendMessage(int attrMask, Object attr) {
ArrayList univList = new ArrayList();
ArrayList gaList = Shape3DRetained.getGeomAtomsList(mirror.users, univList);
// Send to rendering attribute structure, regardless of
// whether there are users or not (alternate appearance case ..)
J3dMessage createMessage = new J3dMessage();
createMessage.threads = J3dThread.UPDATE_RENDERING_ATTRIBUTES;
createMessage.type = J3dMessage.RENDERINGATTRIBUTES_CHANGED;
createMessage.universe = null;
createMessage.args[0] = this;
createMessage.args[1]= new Integer(attrMask);
createMessage.args[2] = attr;
// System.err.println("changedFreqent1 = "+changedFrequent);
createMessage.args[3] = new Integer(changedFrequent);
VirtualUniverse.mc.processMessage(createMessage);
// System.err.println("univList.size is " + univList.size());
for(int i=0; i<univList.size(); i++) {
createMessage = new J3dMessage();
createMessage.threads = J3dThread.UPDATE_RENDER;
if (attrMask == VISIBLE)
createMessage.threads |= J3dThread.UPDATE_GEOMETRY;
createMessage.type = J3dMessage.RENDERINGATTRIBUTES_CHANGED;
createMessage.universe = (VirtualUniverse) univList.get(i);
createMessage.args[0] = this;
createMessage.args[1]= new Integer(attrMask);
createMessage.args[2] = attr;
ArrayList gL = (ArrayList)gaList.get(i);
GeometryAtom[] gaArr = new GeometryAtom[gL.size()];
gL.toArray(gaArr);
createMessage.args[3] = gaArr;
VirtualUniverse.mc.processMessage(createMessage);
}
}
// TODO : Need to handle stencil operation -- Chien
void handleFrequencyChange(int bit) {
int mask = 0;
if (bit == RenderingAttributes.ALLOW_ALPHA_TEST_VALUE_WRITE)
mask = ALPHA_TEST_VALUE;
if( bit == RenderingAttributes.ALLOW_ALPHA_TEST_FUNCTION_WRITE)
mask = ALPHA_TEST_FUNC;
if(bit == RenderingAttributes.ALLOW_VISIBLE_WRITE)
mask = VISIBLE;
if (bit == RenderingAttributes.ALLOW_IGNORE_VERTEX_COLORS_WRITE)
mask = IGNORE_VCOLOR;
if(bit == RenderingAttributes.ALLOW_RASTER_OP_WRITE)
mask = RASTER_OP_ENABLE;
if(bit == RenderingAttributes.ALLOW_DEPTH_ENABLE_WRITE)
mask = DEPTH_WRITE_ENABLE;
if( bit == RenderingAttributes.ALLOW_DEPTH_TEST_FUNCTION_WRITE)
mask = DEPTH_TEST_FUNC;
if( bit == RenderingAttributes.ALLOW_STENCIL_ATTRIBUTES_WRITE)
mask = DEPTH_TEST_FUNC;
if( bit == RenderingAttributes.ALLOW_DEPTH_TEST_FUNCTION_WRITE)
mask = STENCIL_ENABLE | STENCIL_OP_VALUES | STENCIL_FUNC |
STENCIL_WRITE_MASK;
if (mask != 0)
setFrequencyChangeMask(bit, mask);
// System.err.println("changedFreqent2 = "+changedFrequent);
}
}
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