Source Code Cross Referenced for TransparentRenderingInfo.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: TransparentRenderingInfo.java,v $
003:         *
004:         * Copyright 2001-2008 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 20:17:32 $
029:         * $State: Exp $
030:         */
031:
032:        package javax.media.j3d;
033:
034:        class TransparentRenderingInfo extends Object implements 
035:                com.sun.j3d.utils.scenegraph.transparency.TransparencySortGeom {
036:            // For DepthSortedTransparency, rm is the rendermolecule
037:            // that this rInfo is part of
038:            // For non depth sorted transparency, rm is one of the rendermolecules
039:            // in the textureBin that is rendered, all renderMolecules under
040:            // rm.textureBin's will be rendered
041:            RenderMolecule rm;
042:            RenderAtomListInfo rInfo;
043:            TransparentRenderingInfo prev;
044:            TransparentRenderingInfo next;
045:            GeometryAtom geometryAtom;
046:            double zVal; // Used in DepthSorted Transparency
047:
048:            // XXXX: Add Dirty info
049:
050:            /**
051:             * update state before rendering transparent objects 
052:             */
053:            boolean updateState(Canvas3D cv) {
054:
055:                TextureBin textureBin = rm.textureBin;
056:                AttributeBin attributeBin = textureBin.attributeBin;
057:                ShaderBin shaderBin = textureBin.shaderBin;
058:
059:                // Get a collection to check if switch is on
060:
061:                RenderMolecule rm = textureBin.transparentRMList;
062:
063:                // Optimization to skip updating Attributes if
064:                // all switch are off. Note that switch condition
065:                // is check again in rm.render().
066:                while (rm != null) {
067:                    if (rm.isSwitchOn()) {
068:                        break;
069:                    }
070:                    if (rm.next != null) {
071:                        rm = rm.next;
072:                    } else {
073:                        rm = rm.nextMap;
074:                    }
075:                }
076:
077:                if (rm == null) {
078:                    return false;
079:                }
080:
081:                // XXXX : Code cleanup needed : The following code segment should simply test
082:                //        each bin independently and update it if necessary.
083:                if (cv.environmentSet != attributeBin.environmentSet) {
084:
085:                    boolean visible = (attributeBin.definingRenderingAttributes == null || attributeBin.definingRenderingAttributes.visible);
086:
087:                    if ((attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy == View.VISIBILITY_DRAW_VISIBLE && !visible)
088:                            || (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy == View.VISIBILITY_DRAW_INVISIBLE && visible)) {
089:                        return false;
090:                    }
091:
092:                    // Fix to issue 314. Set the appropriate bits for the dirty bins 
093:                    // and call the update state method.
094:                    cv.setStateToUpdate(Canvas3D.LIGHTBIN_BIT,
095:                            attributeBin.environmentSet.lightBin);
096:                    cv.setStateToUpdate(Canvas3D.ENVIRONMENTSET_BIT,
097:                            attributeBin.environmentSet);
098:                    cv
099:                            .setStateToUpdate(Canvas3D.ATTRIBUTEBIN_BIT,
100:                                    attributeBin);
101:                    cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin);
102:                    cv.updateEnvState();
103:
104:                } else if (cv.attributeBin != attributeBin) {
105:                    boolean visible = (attributeBin.definingRenderingAttributes == null || attributeBin.definingRenderingAttributes.visible);
106:
107:                    if ((attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy == View.VISIBILITY_DRAW_VISIBLE && !visible)
108:                            || (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy == View.VISIBILITY_DRAW_INVISIBLE && visible)) {
109:                        return false;
110:                    }
111:
112:                    // Fix to issue 314. Set the appropriate bits for the dirty bins 
113:                    // and call the update state method.
114:                    cv
115:                            .setStateToUpdate(Canvas3D.ATTRIBUTEBIN_BIT,
116:                                    attributeBin);
117:                    cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin);
118:                    cv.updateEnvState();
119:
120:                } else if (cv.shaderBin != shaderBin) {
121:
122:                    // Fix to issue 314. Set the appropriate bits for the dirty bins 
123:                    // and call the update state method.
124:                    cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin);
125:                    cv.updateEnvState();
126:
127:                }
128:
129:                return true;
130:            }
131:
132:            void render(Canvas3D cv) {
133:                if (updateState(cv)) {
134:                    rm.textureBin.render(cv, rm.textureBin.transparentRMList);
135:                }
136:            }
137:
138:            void sortRender(Canvas3D cv) {
139:                if (updateState(cv)) {
140:                    rm.textureBin.render(cv, this );
141:                }
142:            }
143:
144:            public double getDistanceSquared() {
145:                return zVal;
146:            }
147:
148:            public Geometry getGeometry() {
149:                // XXXX: verify 0 is always the correct index. Assumption is that for 
150:                // Shape3D with multiple geometry each geometry is put in it's 
151:                // own geometryAtom.
152:                if (geometryAtom.geometryArray[0] == null)
153:                    return null;
154:                return (Geometry) geometryAtom.geometryArray[0].source;
155:            }
156:
157:            public void getLocalToVWorld(Transform3D localToVW) {
158:                localToVW
159:                        .set(rm.localToVworld[NodeRetained.LAST_LOCAL_TO_VWORLD]);
160:            }
161:
162:            public Shape3D getShape3D() {
163:                return (Shape3D) geometryAtom.source.source;
164:            }
165:        }
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