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/*
* Copyright 2001-2008 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.
*
*/
package javax.media.j3d;
class TransparentRenderingInfo extends Object implements TransparencySortGeom {
// For DepthSortedTransparency, rm is the rendermolecule
// that this rInfo is part of
// For non depth sorted transparency, rm is one of the rendermolecules
// in the textureBin that is rendered, all renderMolecules under
// rm.textureBin's will be rendered
RenderMolecule rm;
RenderAtomListInfo rInfo;
TransparentRenderingInfo prev;
TransparentRenderingInfo next;
GeometryAtom geometryAtom;
double zVal; // Used in DepthSorted Transparency
// XXXX: Add Dirty info
/**
* update state before rendering transparent objects
*/
boolean updateState(Canvas3D cv) {
TextureBin textureBin = rm.textureBin;
AttributeBin attributeBin = textureBin.attributeBin;
ShaderBin shaderBin = textureBin.shaderBin;
// Get a collection to check if switch is on
RenderMolecule rm = textureBin.transparentRMList ;
// Optimization to skip updating Attributes if
// all switch are off. Note that switch condition
// is check again in rm.render().
while (rm != null) {
if (rm.isSwitchOn()) {
break;
}
if (rm.next != null) {
rm = rm.next;
} else {
rm = rm.nextMap;
}
}
if (rm == null) {
return false;
}
// XXXX : Code cleanup needed : The following code segment should simply test
// each bin independently and update it if necessary.
if (cv.environmentSet != attributeBin.environmentSet) {
boolean visible = (attributeBin.definingRenderingAttributes == null ||
attributeBin.definingRenderingAttributes.visible);
if ( (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy
== View.VISIBILITY_DRAW_VISIBLE && !visible) ||
(attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy
== View.VISIBILITY_DRAW_INVISIBLE && visible)) {
return false;
}
// Fix to issue 314. Set the appropriate bits for the dirty bins
// and call the update state method.
cv.setStateToUpdate(Canvas3D.LIGHTBIN_BIT, attributeBin.environmentSet.lightBin);
cv.setStateToUpdate(Canvas3D.ENVIRONMENTSET_BIT, attributeBin.environmentSet);
cv.setStateToUpdate(Canvas3D.ATTRIBUTEBIN_BIT, attributeBin);
cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin);
cv.updateEnvState();
} else if (cv.attributeBin != attributeBin) {
boolean visible = (attributeBin.definingRenderingAttributes == null ||
attributeBin.definingRenderingAttributes.visible);
if ( (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy
== View.VISIBILITY_DRAW_VISIBLE && !visible) ||
(attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy
== View.VISIBILITY_DRAW_INVISIBLE && visible)) {
return false;
}
// Fix to issue 314. Set the appropriate bits for the dirty bins
// and call the update state method.
cv.setStateToUpdate(Canvas3D.ATTRIBUTEBIN_BIT, attributeBin);
cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin);
cv.updateEnvState();
} else if (cv.shaderBin != shaderBin) {
// Fix to issue 314. Set the appropriate bits for the dirty bins
// and call the update state method.
cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin);
cv.updateEnvState();
}
return true;
}
void render(Canvas3D cv) {
if (updateState(cv)) {
rm.textureBin.render(cv, rm.textureBin.transparentRMList);
}
}
void sortRender(Canvas3D cv) {
if (updateState(cv)) {
rm.textureBin.render(cv, this);
}
}
@Override
public double getDistanceSquared() {
return zVal;
}
@Override
public Geometry getGeometry() {
// XXXX: verify 0 is always the correct index. Assumption is that for
// Shape3D with multiple geometry each geometry is put in it's
// own geometryAtom.
if (geometryAtom.geometryArray[0]==null)
return null;
return (Geometry)geometryAtom.geometryArray[0].source;
}
@Override
public void getLocalToVWorld(Transform3D localToVW) {
localToVW.set(rm.localToVworld[NodeRetained.LAST_LOCAL_TO_VWORLD]);
}
@Override
public Shape3D getShape3D() {
return (Shape3D)geometryAtom.source.source;
}
}
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