Source Code Cross Referenced for AttributeBin.java in  » 6.0-JDK-Modules » java-3d » javax » media » j3d » 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 » javax.media.j3d 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


001:        /*
002:         * $RCSfile: AttributeBin.java,v $
003:         *
004:         * Copyright 1999-2008 Sun Microsystems, Inc.  All Rights Reserved.
005:         * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
006:         *
007:         * This code is free software; you can redistribute it and/or modify it
008:         * under the terms of the GNU General Public License version 2 only, as
009:         * published by the Free Software Foundation.  Sun designates this
010:         * particular file as subject to the "Classpath" exception as provided
011:         * by Sun in the LICENSE file that accompanied this code.
012:         *
013:         * This code is distributed in the hope that it will be useful, but WITHOUT
014:         * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
015:         * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
016:         * version 2 for more details (a copy is included in the LICENSE file that
017:         * accompanied this code).
018:         *
019:         * You should have received a copy of the GNU General Public License version
020:         * 2 along with this work; if not, write to the Free Software Foundation,
021:         * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
022:         *
023:         * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
024:         * CA 95054 USA or visit www.sun.com if you need additional information or
025:         * have any questions.
026:         *
027:         * $Revision: 1.8 $
028:         * $Date: 2008/02/28 20:17:19 $
029:         * $State: Exp $
030:         */
031:
032:        package javax.media.j3d;
033:
034:        import javax.vecmath.*;
035:        import java.util.ArrayList;
036:
037:        /**
038:         * The AttributeBin manages a collection of TextureBin objects.
039:         * All objects in the AttributeBin share the same RenderingAttributes
040:         */
041:
042:        class AttributeBin extends Object implements  ObjectUpdate {
043:
044:            /**
045:             * The RenderingAttributes for this AttributeBin
046:             */
047:            RenderingAttributesRetained definingRenderingAttributes = null;
048:
049:            /**
050:             * The RenderBin for this object
051:             */
052:            RenderBin renderBin = null;
053:
054:            /**
055:             * The EnvirionmentSet that this AttributeBin resides
056:             */
057:            EnvironmentSet environmentSet = null;
058:
059:            /**
060:             * The references to the next and previous AttributeBins in the
061:             * list.
062:             */
063:            AttributeBin next = null;
064:            AttributeBin prev = null;
065:
066:            /**
067:             * The list of ShaderBins in this AttributeBin
068:             */
069:            ShaderBin shaderBinList = null;
070:
071:            /**
072:             *  List of shaderBins to be added next frame
073:             */
074:            ArrayList addShaderBins = new ArrayList();
075:
076:            /**
077:             * If the RenderingAttribute component of the appearance will be changed
078:             * frequently, then confine it to a separate bin
079:             */
080:            boolean soleUser = false;
081:            AppearanceRetained app = null;
082:
083:            int onUpdateList = 0;
084:            static int ON_OBJ_UPDATE_LIST = 0x1;
085:            static int ON_CHANGED_FREQUENT_UPDATE_LIST = 0x2;
086:
087:            // Cache it outside, to avoid the "if" check in renderMethod
088:            // for whether the definingRendering attrs is non-null;
089:            boolean ignoreVertexColors = false;
090:
091:            // XXXX: use definingMaterial etc. instead of these
092:            // when sole user is completely implement
093:            RenderingAttributesRetained renderingAttrs;
094:
095:            int numEditingShaderBins = 0;
096:
097:            AttributeBin(AppearanceRetained app,
098:                    RenderingAttributesRetained renderingAttributes,
099:                    RenderBin rBin) {
100:
101:                reset(app, renderingAttributes, rBin);
102:            }
103:
104:            void reset(AppearanceRetained app,
105:                    RenderingAttributesRetained renderingAttributes,
106:                    RenderBin rBin) {
107:                prev = null;
108:                next = null;
109:                shaderBinList = null;
110:                onUpdateList = 0;
111:                numEditingShaderBins = 0;
112:                renderingAttrs = renderingAttributes;
113:
114:                renderBin = rBin;
115:
116:                // Issue 249 - check for sole user only if property is set
117:                soleUser = false;
118:                if (VirtualUniverse.mc.allowSoleUser) {
119:                    if (app != null) {
120:                        soleUser = ((app.changedFrequent & AppearanceRetained.RENDERING) != 0);
121:                    }
122:                }
123:
124:                //System.err.println("soleUser = "+soleUser+" renderingAttributes ="+renderingAttributes);
125:                // Set the appearance only for soleUser case
126:                if (soleUser)
127:                    this .app = app;
128:                else
129:                    app = null;
130:
131:                if (renderingAttributes != null) {
132:                    if (renderingAttributes.changedFrequent != 0) {
133:                        definingRenderingAttributes = renderingAttributes;
134:                        if ((onUpdateList & ON_CHANGED_FREQUENT_UPDATE_LIST) == 0) {
135:                            renderBin.aBinUpdateList.add(this );
136:                            onUpdateList |= AttributeBin.ON_CHANGED_FREQUENT_UPDATE_LIST;
137:                        }
138:                    } else {
139:                        if (definingRenderingAttributes != null) {
140:                            definingRenderingAttributes
141:                                    .set(renderingAttributes);
142:                        } else {
143:                            definingRenderingAttributes = (RenderingAttributesRetained) renderingAttributes
144:                                    .clone();
145:                        }
146:                    }
147:                    ignoreVertexColors = definingRenderingAttributes.ignoreVertexColors;
148:                } else {
149:                    definingRenderingAttributes = null;
150:                    ignoreVertexColors = false;
151:                }
152:            }
153:
154:            /**
155:             * This tests if the given attributes match this AttributeBin
156:             */
157:            boolean equals(RenderingAttributesRetained renderingAttributes,
158:                    RenderAtom ra) {
159:
160:                // If the any reference to the appearance components  that is cached renderMolecule
161:                // can change frequently, make a separate bin
162:                if (soleUser
163:                        || (ra.geometryAtom.source.appearance != null && ((ra.geometryAtom.source.appearance.changedFrequent & AppearanceRetained.RENDERING) != 0))) {
164:                    if (app == (Object) ra.geometryAtom.source.appearance) {
165:
166:                        // if this AttributeBin is currently on a zombie state,
167:                        // we'll need to put it on the update list to reevaluate
168:                        // the state, because while it is on a zombie state,
169:                        // rendering attributes reference could have been changed. 
170:                        // Example, application could have detached an appearance,
171:                        // made changes to the reference, and then
172:                        // reattached the appearance. In this case, the rendering
173:                        // attributes reference change would not have reflected to 
174:                        // the AttributeBin
175:
176:                        if (numEditingShaderBins == 0) {
177:                            if ((onUpdateList & ON_CHANGED_FREQUENT_UPDATE_LIST) == 0) {
178:                                renderBin.aBinUpdateList.add(this );
179:                                onUpdateList |= AttributeBin.ON_CHANGED_FREQUENT_UPDATE_LIST;
180:                            }
181:                        }
182:                        return true;
183:                    } else {
184:                        return false;
185:                    }
186:
187:                }
188:                // Either a changedFrequent or a null case
189:                // and the incoming one is not equal or null
190:                // then return;	
191:                // This check also handles null == null case
192:                if (definingRenderingAttributes != null) {
193:                    if ((this .definingRenderingAttributes.changedFrequent != 0)
194:                            || (renderingAttributes != null && renderingAttributes.changedFrequent != 0))
195:                        if (definingRenderingAttributes == renderingAttributes) {
196:                            if (definingRenderingAttributes.compChanged != 0) {
197:                                if ((onUpdateList & ON_CHANGED_FREQUENT_UPDATE_LIST) == 0) {
198:                                    renderBin.aBinUpdateList.add(this );
199:                                    onUpdateList |= AttributeBin.ON_CHANGED_FREQUENT_UPDATE_LIST;
200:                                }
201:                            }
202:                        } else {
203:                            return false;
204:                        }
205:                    else if (!definingRenderingAttributes
206:                            .equivalent(renderingAttributes)) {
207:                        return false;
208:                    }
209:                } else if (renderingAttributes != null) {
210:                    return false;
211:                }
212:
213:                return (true);
214:            }
215:
216:            public void updateObject() {
217:                ShaderBin sb;
218:                TextureBin t;
219:                int i, size;
220:
221:                size = addShaderBins.size();
222:                if (size > 0) {
223:                    sb = (ShaderBin) addShaderBins.get(0);
224:                    if (shaderBinList == null) {
225:                        shaderBinList = sb;
226:                    } else {
227:                        sb.next = shaderBinList;
228:                        shaderBinList.prev = sb;
229:                        shaderBinList = sb;
230:                    }
231:
232:                    for (i = 1; i < size; i++) {
233:                        sb = (ShaderBin) addShaderBins.get(i);
234:                        sb.next = shaderBinList;
235:                        shaderBinList.prev = sb;
236:                        shaderBinList = sb;
237:                    }
238:                }
239:                addShaderBins.clear();
240:                onUpdateList &= ~ON_OBJ_UPDATE_LIST;
241:            }
242:
243:            /**
244:             * Adds the given shaderBin to this AttributeBin.
245:             */
246:            void addShaderBin(ShaderBin sb, RenderBin rb,
247:                    ShaderAppearanceRetained sApp) {
248:
249:                sb.attributeBin = this ;
250:
251:                if (sApp != null) {
252:                    // ShaderBin should reference to the mirror components. -- JADA.
253:                    // System.err.println("AttributeBin : sApp.isMirror = " + sApp.isMirror);
254:                    assert (sApp.isMirror);
255:                    sb.shaderProgram = sApp.shaderProgram;
256:                    sb.shaderAttributeSet = sApp.shaderAttributeSet;
257:                }
258:                sb.shaderAppearance = sApp;
259:
260:                // TODO : JADA - sort by ShaderProgram to avoid state trashing.
261:                addShaderBins.add(sb);
262:                if ((onUpdateList & ON_OBJ_UPDATE_LIST) == 0) {
263:                    onUpdateList |= ON_OBJ_UPDATE_LIST;
264:                    rb.objUpdateList.add(this );
265:                }
266:
267:            }
268:
269:            /**
270:             * Removes the given shaderBin from this AttributeBin.
271:             */
272:            void removeShaderBin(ShaderBin sb) {
273:
274:                // If the shaderBin being remove is contained in addShaderBins, 
275:                // then remove the shadereBin from the addList
276:                if (addShaderBins.contains(sb)) {
277:                    addShaderBins.remove(addShaderBins.indexOf(sb));
278:                } else {
279:                    if (sb.prev == null) { // At the head of the list
280:                        shaderBinList = sb.next;
281:                        if (sb.next != null) {
282:                            sb.next.prev = null;
283:                        }
284:                    } else { // In the middle or at the end.
285:                        sb.prev.next = sb.next;
286:                        if (sb.next != null) {
287:                            sb.next.prev = sb.prev;
288:                        }
289:                    }
290:                }
291:
292:                sb.clear();
293:
294:                if (shaderBinList == null && addShaderBins.size() == 0) {
295:                    // Note: Removal of this attributebin as a user of the rendering
296:                    // atttrs is done during removeRenderAtom() in RenderMolecule.java
297:                    environmentSet.removeAttributeBin(this );
298:                }
299:            }
300:
301:            /**
302:             * Renders this AttributeBin
303:             */
304:            void render(Canvas3D cv) {
305:
306:                ShaderBin sb;
307:
308:                boolean visible = (definingRenderingAttributes == null || definingRenderingAttributes.visible);
309:
310:                if ((renderBin.view.viewCache.visibilityPolicy == View.VISIBILITY_DRAW_VISIBLE && !visible)
311:                        || (renderBin.view.viewCache.visibilityPolicy == View.VISIBILITY_DRAW_INVISIBLE && visible)) {
312:                    return;
313:                }
314:
315:                // include this AttributeBin to the to-be-updated list in Canvas
316:                cv.setStateToUpdate(Canvas3D.ATTRIBUTEBIN_BIT, this );
317:
318:                sb = shaderBinList;
319:                while (sb != null) {
320:                    sb.render(cv);
321:                    sb = sb.next;
322:                }
323:            }
324:
325:            void updateAttributes(Canvas3D cv) {
326:
327:                if ((cv.canvasDirty & Canvas3D.ATTRIBUTEBIN_DIRTY) != 0) {
328:                    // Update Attribute Bundles
329:                    if (definingRenderingAttributes == null) {
330:                        cv.resetRenderingAttributes(cv.ctx,
331:                                cv.depthBufferWriteEnableOverride,
332:                                cv.depthBufferEnableOverride);
333:                    } else {
334:                        definingRenderingAttributes.updateNative(cv,
335:                                cv.depthBufferWriteEnableOverride,
336:                                cv.depthBufferEnableOverride);
337:                    }
338:                    cv.renderingAttrs = renderingAttrs;
339:                }
340:
341:                else if (cv.renderingAttrs != renderingAttrs
342:                        && cv.attributeBin != this ) {
343:                    // Update Attribute Bundles
344:                    if (definingRenderingAttributes == null) {
345:                        cv.resetRenderingAttributes(cv.ctx,
346:                                cv.depthBufferWriteEnableOverride,
347:                                cv.depthBufferEnableOverride);
348:                    } else {
349:                        definingRenderingAttributes.updateNative(cv,
350:                                cv.depthBufferWriteEnableOverride,
351:                                cv.depthBufferEnableOverride);
352:                    }
353:                    cv.renderingAttrs = renderingAttrs;
354:                }
355:                cv.attributeBin = this ;
356:                cv.canvasDirty &= ~Canvas3D.ATTRIBUTEBIN_DIRTY;
357:            }
358:
359:            void updateNodeComponent() {
360:                // May be in the freelist already (due to freq bit changing)
361:                // if so, don't update anything
362:                if ((onUpdateList & ON_CHANGED_FREQUENT_UPDATE_LIST) != 0) {
363:                    if (soleUser) {
364:                        boolean cloned = definingRenderingAttributes != null
365:                                && definingRenderingAttributes != renderingAttrs;
366:                        renderingAttrs = app.renderingAttributes;
367:
368:                        if (renderingAttrs == null) {
369:                            definingRenderingAttributes = null;
370:                            ignoreVertexColors = false;
371:                        } else {
372:                            if (renderingAttrs.changedFrequent != 0) {
373:                                definingRenderingAttributes = renderingAttrs;
374:                            } else {
375:                                if (cloned) {
376:                                    definingRenderingAttributes
377:                                            .set(renderingAttrs);
378:                                } else {
379:                                    definingRenderingAttributes = (RenderingAttributesRetained) renderingAttrs
380:                                            .clone();
381:                                }
382:                            }
383:                            ignoreVertexColors = definingRenderingAttributes.ignoreVertexColors;
384:                        }
385:                    } else {
386:                        ignoreVertexColors = definingRenderingAttributes.ignoreVertexColors;
387:                    }
388:                }
389:
390:                onUpdateList &= ~ON_CHANGED_FREQUENT_UPDATE_LIST;
391:            }
392:
393:            void incrActiveShaderBin() {
394:                numEditingShaderBins++;
395:            }
396:
397:            void decrActiveShaderBin() {
398:                numEditingShaderBins--;
399:            }
400:
401:            void updateFromShaderBin(RenderAtom ra) {
402:
403:                AppearanceRetained raApp = ra.geometryAtom.source.appearance;
404:                RenderingAttributesRetained rAttrs = (raApp == null) ? null
405:                        : raApp.renderingAttributes;
406:
407:                if (!soleUser && renderingAttrs != rAttrs) {
408:                    // no longer sole user
409:                    renderingAttrs = definingRenderingAttributes;
410:                }
411:            }
412:        }
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