Source Code Cross Referenced for LightBin.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: LightBin.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: 1.7 $
028:         * $Date: 2008/02/28 20:17:25 $
029:         * $State: Exp $
030:         */
031:
032:        package javax.media.j3d;
033:
034:        import javax.vecmath.*;
035:        import java.util.ArrayList;
036:
037:        /**
038:         * The LightBin manages a collection of EnvironmentSet objects.
039:         * The number of objects managed depends upon the number of Lights
040:         * in each EnvironmentSet and the number of lights supported by
041:         * the underlying rendering layer.
042:         */
043:
044:        class LightBin extends Object implements  ObjectUpdate {
045:
046:            /**
047:             * The maximum number of lights in a LightBin
048:             */
049:            int maxLights = -1;
050:
051:            /**
052:             * The Array of Light references in this LightBin.
053:             * This array is always maxLights in length.
054:             */
055:            LightRetained[] lights = null;
056:
057:            /**
058:             * An Array of reference counts for shared lights in 
059:             * among EnvirionmentSets
060:             */
061:            int[] lightsRef = null;
062:
063:            /**
064:             * The number of empty light slots in this LightBin
065:             */
066:            int numEmptySlots = -1;
067:
068:            /**
069:             * The RenderBin for this object
070:             */
071:            RenderBin renderBin = null;
072:
073:            /**
074:             * The references to the next and previous LightBins in the
075:             * list.
076:             */
077:            LightBin next = null;
078:            LightBin prev = null;
079:
080:            /**
081:             * The list of EnvironmentSets in this LightBin.
082:             */
083:            EnvironmentSet environmentSetList = null;
084:
085:            /**
086:             * List of envSet to be added for the next iteration
087:             */
088:            ArrayList insertEnvSet = new ArrayList();
089:
090:            /**
091:             * cache of the canvasDirty
092:             */
093:            int canvasDirty = 0;
094:
095:            /**
096:             * lightDirty Mask  cache , used to 
097:             * mark the lightdirty bits for next frame
098:             */
099:            int lightDirtyMaskCache = 0;
100:
101:            /**
102:             * lightDirty Mask used during rendering
103:             */
104:            int lightDirtyMask = 0;
105:
106:            /** 
107:             * List of pointLts in this lightbin 
108:             * Need to reload these lights when vworld scale changes
109:             */
110:            ArrayList pointLts = new ArrayList();
111:            int[] pointLtsSlotIndex;
112:
113:            // OrderedGroup info
114:            OrderedCollection orderedCollection = null;
115:
116:            boolean onUpdateList = false;
117:
118:            // background node that contains geometry
119:            BackgroundRetained geometryBackground = null;
120:
121:            LightBin(int maxLights, RenderBin rb, boolean isOpaque) {
122:                this .maxLights = maxLights;
123:                this .numEmptySlots = maxLights;
124:                lights = new LightRetained[maxLights];
125:                lightsRef = new int[maxLights];
126:                renderBin = rb;
127:            }
128:
129:            void reset(boolean inOpaque) {
130:                prev = null;
131:                next = null;
132:                orderedCollection = null;
133:                environmentSetList = null;
134:                onUpdateList = false;
135:                geometryBackground = null;
136:                // No need to reset the lights and lightRef
137:                if (J3dDebug.devPhase && J3dDebug.debug) {
138:                    for (int i = 0; i < maxLights; i++) {
139:                        J3dDebug.doAssert(lights[i] == null,
140:                                "lights[i] == null");
141:                        J3dDebug.doAssert(lightsRef[i] == 0,
142:                                "lightsRef[i] == 0");
143:                    }
144:                }
145:            }
146:
147:            void setOrderedInfo(OrderedCollection oc) {
148:                orderedCollection = oc;
149:            }
150:
151:            /**
152:             * Checks to see if an EnvironmentSet will fit into
153:             * this LightBin.  It takes into account shared lights.
154:             */
155:            boolean willEnvironmentSetFit(EnvironmentSet e) {
156:                int i, j, numEsLights, slotsNeeded;
157:                LightRetained light;
158:
159:                numEsLights = e.lights.size();
160:                slotsNeeded = numEsLights;
161:                for (i = 0; i < numEsLights; i++) {
162:                    light = (LightRetained) e.lights.get(i);
163:                    if (light instanceof  AmbientLightRetained) {
164:                        continue;
165:                    }
166:                    for (j = 0; j < maxLights; j++) {
167:                        if (lights[j] == light) {
168:                            slotsNeeded--;
169:                            break;
170:                        }
171:                    }
172:                }
173:                if (slotsNeeded > numEmptySlots) {
174:                    return (false);
175:                } else {
176:                    return (true);
177:                }
178:            }
179:
180:            /**
181:             * Adds the new EnvironmentSet to this LightBin.
182:             */
183:            void addEnvironmentSet(EnvironmentSet e, RenderBin rb) {
184:                int i, j, numEsLights;
185:                LightRetained light;
186:
187:                numEsLights = e.lights.size();
188:                for (i = 0; i < numEsLights; i++) {
189:                    light = (LightRetained) e.lights.get(i);
190:                    if (light instanceof  AmbientLightRetained) {
191:                        continue;
192:                    }
193:                    for (j = 0; j < maxLights; j++) {
194:                        if (lights[j] == light) {
195:                            if (light.lightOn) {
196:                                e.enableMask |= 1 << j;
197:                            }
198:                            lightsRef[j]++;
199:                            // Keep a reference to the position of the light
200:                            // in the light bin that this light in the envSet
201:                            // refers
202:                            e.ltPos[i] = j;
203:                            break;
204:                        }
205:                    }
206:                    if (j == maxLights) {
207:                        // Find an empty slot
208:                        for (j = 0; j < maxLights; j++) {
209:                            if (lights[j] == null) {
210:                                lights[j] = light;
211:                                lightsRef[j] = 1;
212:                                if (light instanceof  PointLightRetained) {
213:                                    pointLts.add(light);
214:
215:                                    // save the destinated light slot for point
216:                                    // so that point light can be updated without
217:                                    // referencing the lights list
218:                                    int pointLtsSlotIndexLen = 0;
219:                                    if (pointLtsSlotIndex != null)
220:                                        pointLtsSlotIndexLen = pointLtsSlotIndex.length;
221:                                    if (pointLtsSlotIndexLen < pointLts.size()) {
222:
223:                                        int[] newIndexList = new int[pointLtsSlotIndexLen + 8];
224:                                        for (int x = 0; x < pointLtsSlotIndexLen; x++) {
225:                                            newIndexList[x] = pointLtsSlotIndex[x];
226:                                        }
227:                                        pointLtsSlotIndex = newIndexList;
228:                                    }
229:                                    pointLtsSlotIndex[pointLts.size() - 1] = j;
230:                                }
231:                                if (light.lightOn) {
232:                                    e.enableMask |= 1 << j;
233:                                }
234:                                // Keep a reference to the position of the light
235:                                // in the light bin that this light in the envSet
236:                                // refers
237:                                e.ltPos[i] = j;
238:                                numEmptySlots--;
239:                                break;
240:                            }
241:                        }
242:                    }
243:                }
244:                e.lightBin = this ;
245:                e.enableMaskCache = e.enableMask;
246:                insertEnvSet.add(e);
247:                if (!onUpdateList) {
248:                    rb.objUpdateList.add(this );
249:                    onUpdateList = true;
250:                }
251:
252:            }
253:
254:            public void updateObject() {
255:                int i, j;
256:                EnvironmentSet e;
257:
258:                // Handle insertion
259:                if (insertEnvSet.size() > 0) {
260:                    e = (EnvironmentSet) insertEnvSet.get(0);
261:                    if (environmentSetList == null) {
262:                        environmentSetList = e;
263:                    } else {
264:                        e.next = environmentSetList;
265:                        environmentSetList.prev = e;
266:                        environmentSetList = e;
267:                    }
268:                    for (i = 1; i < insertEnvSet.size(); i++) {
269:                        e = (EnvironmentSet) insertEnvSet.get(i);
270:                        e.next = environmentSetList;
271:                        environmentSetList.prev = e;
272:                        environmentSetList = e;
273:                    }
274:                }
275:
276:                insertEnvSet.clear();
277:                if (canvasDirty != 0) {
278:
279:                    Canvas3D canvases[] = renderBin.view.getCanvases();
280:                    for (i = 0; i < canvases.length; i++) {
281:                        canvases[i].canvasDirty |= canvasDirty;
282:                    }
283:                    lightDirtyMask = lightDirtyMaskCache;
284:                    canvasDirty = 0;
285:                    lightDirtyMaskCache = 0;
286:                }
287:                onUpdateList = false;
288:            }
289:
290:            /**
291:             * Removes the given EnvironmentSet from this LightBin.
292:             */
293:            void removeEnvironmentSet(EnvironmentSet e) {
294:                int i, j, numEsLights;
295:                LightRetained light;
296:
297:                e.lightBin = null;
298:                // If envSet being remove is contained in envSet, then
299:                // remove the envSet from the addList
300:                if (insertEnvSet.contains(e)) {
301:                    insertEnvSet.remove(insertEnvSet.indexOf(e));
302:                } else {
303:                    numEsLights = e.lights.size();
304:                    for (i = 0; i < numEsLights; i++) {
305:                        light = (LightRetained) e.lights.get(i);
306:                        for (j = 0; j < maxLights; j++) {
307:                            if (lights[j] == light) {
308:                                lightsRef[j]--;
309:                                if (lightsRef[j] == 0) {
310:                                    if (light instanceof  PointLightRetained)
311:                                        pointLts
312:                                                .remove(pointLts.indexOf(light));
313:                                    lights[j] = null;
314:                                    // If the lightBin is dirty unset the mask
315:                                    lightDirtyMaskCache &= ~(1 << j);
316:                                    // since the canvas may already be updated,
317:                                    lightDirtyMask &= ~(1 << j);
318:                                    numEmptySlots++;
319:                                }
320:                                break;
321:                            }
322:                        }
323:                    }
324:
325:                    if (e.prev == null) { // At the head of the list
326:                        environmentSetList = e.next;
327:                        if (e.next != null) {
328:                            e.next.prev = null;
329:                        }
330:                    } else { // In the middle or at the end.
331:                        e.prev.next = e.next;
332:                        if (e.next != null) {
333:                            e.next.prev = e.prev;
334:                        }
335:                    }
336:
337:                    // Mark all canvases that uses this environment set as
338:                    Canvas3D canvases[] = renderBin.view.getCanvases();
339:                    for (i = 0; i < canvases.length; i++) {
340:                        // Mark the environmentSet cached by all the canvases as null
341:                        // to force to reEvaluate when it comes back from the freelist
342:                        // During envset::render(), we only check for the pointers not
343:                        // being the same, so we need to take care of the env set
344:                        // gotten from the freelist from one frame to another
345:                        canvases[i].environmentSet = null;
346:                    }
347:
348:                }
349:                e.prev = null;
350:                e.next = null;
351:
352:                if (environmentSetList == null && insertEnvSet.size() == 0) {
353:                    renderBin.removeLightBin(this );
354:                    geometryBackground = null;
355:                }
356:
357:            }
358:
359:            /**
360:             * Renders this LightBin
361:             */
362:            void render(Canvas3D cv) {
363:                EnvironmentSet e;
364:
365:                // include this LightBin to the to-be-updated list in Canvas
366:                cv.setStateToUpdate(Canvas3D.LIGHTBIN_BIT, this );
367:
368:                e = environmentSetList;
369:                while (e != null) {
370:                    e.render(cv);
371:                    e = e.next;
372:                }
373:            }
374:
375:            void updateAttributes(Canvas3D cv) {
376:                int i;
377:                double scale;
378:
379:                int frameCount = VirtualUniverse.mc.frameCount;
380:
381:                // TODO: When working on issue 15 and 88, we realise that the 
382:                // logic in this method flaw. As we are ready into 1.3.2beta1 
383:                // phase, and there isn't an existing issue related to the logic
384:                // error in method, we decided not to fix it for now. This method
385:                // should have the logic as in EnvironmentSet.updateAttributes();
386:                // The fix to issue 15 and 88.
387:
388:                // within frames
389:                if (cv.lightBin != this ) {
390:
391:                    if (geometryBackground == null) {
392:                        scale = cv.canvasViewCache
393:                                .getVworldToCoexistenceScale();
394:                        cv.setModelViewMatrix(cv.ctx, cv.vpcToEc.mat,
395:                                renderBin.vworldToVpc);
396:                    } else {
397:                        scale = cv.canvasViewCache
398:                                .getInfVworldToCoexistenceScale();
399:                        cv.setModelViewMatrix(cv.ctx, cv.vpcToEc.mat,
400:                                renderBin.infVworldToVpc);
401:                    }
402:
403:                    for (i = 0; i < maxLights; i++) {
404:                        if (lights[i] != null) {
405:                            if (cv.lights[i] != lights[i]
406:                                    || cv.frameCount[i] != frameCount) {
407:                                cv.lights[i] = lights[i];
408:                                cv.frameCount[i] = frameCount;
409:                                lights[i].update(cv.ctx, i, scale);
410:                            }
411:                        }
412:                    }
413:                    cv.lightBin = this ;
414:                    cv.canvasDirty &= ~Canvas3D.LIGHTBIN_DIRTY;
415:                    // invalidate canvas cached enableMask
416:                    cv.enableMask = -1;
417:                }
418:                // across frames 
419:                else if ((cv.canvasDirty & Canvas3D.LIGHTBIN_DIRTY) != 0) {
420:                    // Just update the dirty lights
421:                    if (geometryBackground == null) {
422:                        scale = cv.canvasViewCache
423:                                .getVworldToCoexistenceScale();
424:                        cv.setModelViewMatrix(cv.ctx, cv.vpcToEc.mat,
425:                                renderBin.vworldToVpc);
426:                    } else {
427:                        scale = cv.canvasViewCache
428:                                .getInfVworldToCoexistenceScale();
429:                        cv.setModelViewMatrix(cv.ctx, cv.vpcToEc.mat,
430:                                renderBin.infVworldToVpc);
431:                    }
432:                    i = 0;
433:                    int mask = lightDirtyMask;
434:                    while (mask != 0) {
435:                        if ((mask & 1) != 0) {
436:                            lights[i].update(cv.ctx, i, scale);
437:                            cv.lights[i] = lights[i];
438:                            cv.frameCount[i] = frameCount;
439:                        }
440:                        mask >>= 1;
441:                        i++;
442:                    }
443:
444:                    cv.canvasDirty &= ~Canvas3D.LIGHTBIN_DIRTY;
445:                } else if ((pointLts.size() > 0)
446:                        && ((cv.canvasDirty & Canvas3D.VIEW_MATRIX_DIRTY) != 0)) {
447:                    if (geometryBackground == null) {
448:                        scale = cv.canvasViewCache
449:                                .getVworldToCoexistenceScale();
450:                        cv.setModelViewMatrix(cv.ctx, cv.vpcToEc.mat,
451:                                renderBin.vworldToVpc);
452:                    } else {
453:                        scale = cv.canvasViewCache
454:                                .getInfVworldToCoexistenceScale();
455:                        cv.setModelViewMatrix(cv.ctx, cv.vpcToEc.mat,
456:                                renderBin.infVworldToVpc);
457:                    }
458:                    for (i = 0; i < pointLts.size(); i++) {
459:                        LightRetained lt = (LightRetained) pointLts.get(i);
460:                        lt.update(cv.ctx, pointLtsSlotIndex[i], scale);
461:                        cv.lights[pointLtsSlotIndex[i]] = lt;
462:                        cv.frameCount[pointLtsSlotIndex[i]] = frameCount;
463:                    }
464:                }
465:            }
466:        }
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