Source Code Cross Referenced for ShaderBin.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: ShaderBin.java,v $
003:         *
004:         * Copyright 2005-2008 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 20:17:30 $
029:         * $State: Exp $
030:         */
031:
032:        package javax.media.j3d;
033:
034:        import javax.vecmath.*;
035:        import java.util.Map;
036:        import java.util.HashMap;
037:        import java.util.ArrayList;
038:
039:        // XXXX : We should have a common Bin object that all other Bins extend from. 
040:
041:        //class ShaderBin extends Object implements ObjectUpdate, NodeComponentUpdate {
042:        class ShaderBin implements  ObjectUpdate {
043:
044:            /**
045:             * Node component dirty mask.
046:             */
047:            static final int SHADER_PROGRAM_DIRTY = 0x1;
048:            static final int SHADER_ATTRIBUTE_SET_DIRTY = 0x2;
049:
050:            /**
051:             * The RenderBin for this object
052:             */
053:            RenderBin renderBin = null;
054:
055:            /**
056:             * The AttributeBin that this ShaderBin resides
057:             */
058:            AttributeBin attributeBin = null;
059:
060:            /**
061:             * The references to the next and previous ShaderBins in the
062:             * list.
063:             */
064:            ShaderBin next = null;
065:            ShaderBin prev = null;
066:
067:            /**
068:             * The list of TextureBins in this ShaderBin
069:             */
070:            TextureBin textureBinList = null;
071:
072:            /**
073:             * The list of TextureBins to be added for the next frame
074:             */
075:            ArrayList addTextureBins = new ArrayList();
076:
077:            boolean onUpdateList = false;
078:
079:            int numEditingTextureBins = 0;
080:
081:            int componentDirty = 0;
082:            ShaderAppearanceRetained shaderAppearance = null;
083:            ShaderProgramRetained shaderProgram = null;
084:            ShaderAttributeSetRetained shaderAttributeSet = new ShaderAttributeSetRetained();
085:
086:            ShaderBin(ShaderAppearanceRetained sApp, RenderBin rBin) {
087:                reset(sApp, rBin);
088:            }
089:
090:            void reset(ShaderAppearanceRetained sApp, RenderBin rBin) {
091:                prev = null;
092:                next = null;
093:                renderBin = rBin;
094:                attributeBin = null;
095:                textureBinList = null;
096:                onUpdateList = false;
097:                numEditingTextureBins = 0;
098:                addTextureBins.clear();
099:                if (sApp != null) {
100:                    shaderProgram = sApp.shaderProgram;
101:                    shaderAttributeSet = sApp.shaderAttributeSet;
102:                } else {
103:                    shaderProgram = null;
104:                    shaderAttributeSet = null;
105:                }
106:                shaderAppearance = sApp;
107:            }
108:
109:            void clear() {
110:                reset(null, null);
111:            }
112:
113:            /**
114:             * This tests if the qiven ra.shaderProgram  match this shaderProgram
115:             */
116:            boolean equals(ShaderAppearanceRetained sApp) {
117:
118:                ShaderProgramRetained sp;
119:                ShaderAttributeSetRetained ss;
120:
121:                if (sApp == null) {
122:                    sp = null;
123:                    ss = null;
124:                } else {
125:                    sp = sApp.shaderProgram;
126:                    ss = sApp.shaderAttributeSet;
127:                }
128:
129:                if ((shaderProgram != sp) || (shaderAttributeSet != ss)) {
130:                    return false;
131:                }
132:
133:                return true;
134:
135:            }
136:
137:            public void updateObject() {
138:                TextureBin t;
139:                int i;
140:
141:                if (addTextureBins.size() > 0) {
142:                    t = (TextureBin) addTextureBins.get(0);
143:                    if (textureBinList == null) {
144:                        textureBinList = t;
145:
146:                    } else {
147:                        // Look for a TextureBin that has the same texture
148:                        insertTextureBin(t);
149:                    }
150:                    for (i = 1; i < addTextureBins.size(); i++) {
151:                        t = (TextureBin) addTextureBins.get(i);
152:                        // Look for a TextureBin that has the same texture
153:                        insertTextureBin(t);
154:
155:                    }
156:                }
157:                addTextureBins.clear();
158:                onUpdateList = false;
159:
160:            }
161:
162:            void insertTextureBin(TextureBin t) {
163:                TextureBin tb;
164:                int i;
165:                TextureRetained texture = null;
166:
167:                if (t.texUnitState != null && t.texUnitState.length > 0) {
168:                    if (t.texUnitState[0] != null) {
169:                        texture = t.texUnitState[0].texture;
170:                    }
171:                }
172:
173:                // use the texture in the first texture unit as the sorting criteria
174:                if (texture != null) {
175:                    tb = textureBinList;
176:                    while (tb != null) {
177:                        if (tb.texUnitState == null
178:                                || tb.texUnitState[0] == null
179:                                || tb.texUnitState[0].texture != texture) {
180:                            tb = tb.next;
181:                        } else {
182:                            // put it here  
183:                            t.next = tb;
184:                            t.prev = tb.prev;
185:                            if (tb.prev == null) {
186:                                textureBinList = t;
187:                            } else {
188:                                tb.prev.next = t;
189:                            }
190:                            tb.prev = t;
191:                            return;
192:                        }
193:                    }
194:                }
195:                // Just put it up front
196:                t.prev = null;
197:                t.next = textureBinList;
198:                textureBinList.prev = t;
199:                textureBinList = t;
200:
201:                t.tbFlag &= ~TextureBin.RESORT;
202:            }
203:
204:            /**
205:             * reInsert textureBin if the first texture is different from
206:             * the previous bin and different from the next bin
207:             */
208:            void reInsertTextureBin(TextureBin tb) {
209:
210:                TextureRetained texture = null, prevTexture = null, nextTexture = null;
211:
212:                if (tb.texUnitState != null && tb.texUnitState[0] != null) {
213:                    texture = tb.texUnitState[0].texture;
214:                }
215:
216:                if (tb.prev != null && tb.prev.texUnitState != null) {
217:                    prevTexture = tb.prev.texUnitState[0].texture;
218:                }
219:
220:                if (texture != prevTexture) {
221:                    if (tb.next != null && tb.next.texUnitState != null) {
222:                        nextTexture = tb.next.texUnitState[0].texture;
223:                    }
224:                    if (texture != nextTexture) {
225:                        if (tb.prev != null && tb.next != null) {
226:                            tb.prev.next = tb.next;
227:                            tb.next.prev = tb.prev;
228:                            insertTextureBin(tb);
229:                        }
230:                    }
231:                }
232:            }
233:
234:            /**
235:             * Adds the given TextureBin to this AttributeBin.
236:             */
237:            void addTextureBin(TextureBin t, RenderBin rb, RenderAtom ra) {
238:
239:                t.environmentSet = this .attributeBin.environmentSet;
240:                t.attributeBin = this .attributeBin;
241:                t.shaderBin = this ;
242:
243:                attributeBin.updateFromShaderBin(ra);
244:                addTextureBins.add(t);
245:
246:                if (!onUpdateList) {
247:                    rb.objUpdateList.add(this );
248:                    onUpdateList = true;
249:                }
250:            }
251:
252:            /**
253:             * Removes the given TextureBin from this ShaderBin.
254:             */
255:            void removeTextureBin(TextureBin t) {
256:
257:                // If the TextureBin being remove is contained in addTextureBins, 
258:                // then remove the TextureBin from the addList
259:                if (addTextureBins.contains(t)) {
260:                    addTextureBins.remove(addTextureBins.indexOf(t));
261:                } else {
262:                    if (t.prev == null) { // At the head of the list
263:                        textureBinList = t.next;
264:                        if (t.next != null) {
265:                            t.next.prev = null;
266:                        }
267:                    } else { // In the middle or at the end.
268:                        t.prev.next = t.next;
269:                        if (t.next != null) {
270:                            t.next.prev = t.prev;
271:                        }
272:                    }
273:                }
274:
275:                t.shaderBin = null;
276:                t.prev = null;
277:                t.next = null;
278:
279:                t.clear();
280:
281:                if (textureBinList == null && addTextureBins.size() == 0) {
282:                    // Note: Removal of this shaderBin as a user of the rendering
283:                    // atttrs is done during removeRenderAtom() in RenderMolecule.java
284:                    attributeBin.removeShaderBin(this );
285:                }
286:            }
287:
288:            /**
289:             * Renders this ShaderBin
290:             */
291:            void render(Canvas3D cv) {
292:
293:                TextureBin tb;
294:
295:                // System.err.println("ShaderBin.render() shaderProgram = " + shaderProgram);
296:
297:                // include this ShaderBin to the to-be-updated list in canvas
298:                cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, this );
299:
300:                tb = textureBinList;
301:                while (tb != null) {
302:                    tb.render(cv);
303:                    tb = tb.next;
304:                }
305:            }
306:
307:            void updateAttributes(Canvas3D cv) {
308:
309:                // System.err.println("ShaderBin.updateAttributes() shaderProgram is " + shaderProgram);
310:                if (shaderProgram != null) {
311:                    // Compile, link, and enable shader program
312:                    shaderProgram.updateNative(cv, true);
313:
314:                    if (shaderAttributeSet != null) {
315:                        shaderAttributeSet.updateNative(cv, shaderProgram);
316:                    }
317:
318:                } else {
319:                    if (cv.shaderProgram != null) {
320:                        // Disable shader program
321:                        cv.shaderProgram.updateNative(cv, false);
322:                    }
323:                }
324:
325:                cv.shaderBin = this ;
326:                cv.shaderProgram = shaderProgram;
327:            }
328:
329:            void updateNodeComponent() {
330:                // System.err.println("ShaderBin.updateNodeComponent() ...");
331:
332:                // We don't need to clone shaderProgram. 	
333:                // ShaderProgram object can't be modified once it is live, 
334:                // so each update should be a new reference.
335:                if ((componentDirty & SHADER_PROGRAM_DIRTY) != 0) {
336:                    // System.err.println("  - SHADER_PROGRAM_DIRTY");
337:
338:                    shaderProgram = shaderAppearance.shaderProgram;
339:                }
340:
341:                // We need to clone the shaderAttributeSet.
342:                if ((componentDirty & SHADER_ATTRIBUTE_SET_DIRTY) != 0) {
343:                    // System.err.println("  - SHADER_ATTRIBUTE_SET_DIRTY");
344:
345:                    HashMap attrs = (HashMap) shaderAttributeSet.getAttrs();
346:                    attrs.clear();
347:                    if (shaderAppearance.shaderAttributeSet != null) {
348:                        attrs.putAll(shaderAppearance.shaderAttributeSet
349:                                .getAttrs());
350:                    }
351:                }
352:
353:                componentDirty = 0;
354:            }
355:
356:            void incrActiveTextureBin() {
357:                numEditingTextureBins++;
358:            }
359:
360:            void decrActiveTextureBin() {
361:                numEditingTextureBins--;
362:            }
363:        }
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