All Downloads are FREE. Search and download functionalities are using the official Maven repository.

javax.media.j3d.ShaderAttributeSetRetained Maven / Gradle / Ivy

The newest version!
/*
 * Copyright 2005-2008 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;


import java.util.ArrayList;
import java.util.HashMap;
import java.util.Map;


/**
 * The ShaderAttributeSet object provides uniform attributes to shader
 * programs.
 */

class ShaderAttributeSetRetained extends NodeComponentRetained {

private Map attrs = new HashMap();

    // Lock used for synchronization of live state
    Object liveStateLock = new Object();

    /**
     * Constructs an empty ShaderAttributeSetretained object. The attributes set
     * is initially empty.
     */
    ShaderAttributeSetRetained() {
    }

    //
    // Methods for dealing with the (name, value) pairs for explicit
    // attributes
    //

    /**
     * Adds the specified shader attribute to the attributes set.
     * The newly specified attribute replaces an attribute with the
     * same name, if one already exists in the attributes set.
     *
     * @param attr the shader attribute to be added to the set
     *
     */
    void put(ShaderAttribute attr) {
	synchronized(liveStateLock) {
	    // System.err.println("ShaderAttributeSetRetained : put()");
	    ShaderAttributeRetained sAttr = (ShaderAttributeRetained)attr.retained;
	    // System.err.println("attr is " + attr );
	    // System.err.println("attrName is " + sAttr.attrName + " attr.Retained is "+ sAttr );
	    assert(sAttr != null);
	    attrs.put(sAttr.attrName, sAttr);

	    if (source.isLive()) {
		sAttr.setLive(inBackgroundGroup, refCount);
		sAttr.copyMirrorUsers(this);

		sendMessage(ShaderConstants.ATTRIBUTE_SET_PUT, sAttr.mirror);
	    }
	}
    }

    /**
     * Retrieves the shader attribute with the specified
     * attrName from the attributes set. If attrName does
     * not exist in the attributes set, null is returned.
     *
     * @param attrName the name of the shader attribute to be retrieved
     *
     * @exception CapabilityNotSetException if appropriate capability is
     * not set and this object is part of live or compiled scene graph
     */
    ShaderAttribute get(String attrName) {
	return (ShaderAttribute)attrs.get(attrName).source;
    }

    /**
     * Removes the shader attribute with the specified
     * attrName from the attributes set. If attrName does
     * not exist in the attributes set then nothing happens.
     *
     * @param attrName the name of the shader attribute to be removed
     */
    void remove(String attrName) {
	synchronized(liveStateLock) {
		ShaderAttributeRetained sAttr = attrs.get(attrName);
	    attrs.remove(attrName);
	    if (source.isLive()) {
		sAttr.clearLive(refCount);
		sAttr.removeMirrorUsers(this);

		sendMessage(ShaderConstants.ATTRIBUTE_SET_REMOVE, attrName);
	    }
	}
    }

    /**
     * Removes the specified shader attribute from the attributes
     * set. If the attribute does not exist in the attributes set then
     * nothing happens. Note that this method will not remove a
     * shader object other than the one specified, even if it has the
     * same name as the specified attribute. Applications that wish to
     * remove an attribute by name should use
     * removeAttribute(String).
     *
     * @param attr the shader attribute to be removed
     */
    void remove(ShaderAttribute attr) {
	synchronized(liveStateLock) {
	    String attrName = attr.getAttributeName();
	    if (attrs.get(attrName) == attr.retained) {
		attrs.remove(attrName);
		if (source.isLive()) {
		    ((ShaderAttributeRetained)attr.retained).clearLive(refCount);
		    ((ShaderAttributeRetained)attr.retained).removeMirrorUsers(this);

		    sendMessage(ShaderConstants.ATTRIBUTE_SET_REMOVE, attrName);
		}
	    }
	}
    }

    /**
     * Removes all shader attributes from the attributes set. The
     * attributes set will be empty following this call.
     *
     */
    void clear() {
	synchronized(liveStateLock) {
	    attrs.clear();
	    if(source.isLive()) {
		ShaderAttributeRetained[] sAttrs = new ShaderAttributeRetained[attrs.size()];
			sAttrs = attrs.values().toArray(sAttrs);
		for (int i = 0; i < sAttrs.length; i++) {
		    sAttrs[i].clearLive(refCount);
		    sAttrs[i].removeMirrorUsers(this);
		}
		sendMessage(ShaderConstants.ATTRIBUTE_SET_CLEAR, null);
	    }
	}
    }

    /**
     * Returns a shallow copy of the attributes set.
     *
     * @return a shallow copy of the attributes set
     *
     */
    ShaderAttribute[] getAll() {

	ShaderAttributeRetained[] sAttrsRetained = new ShaderAttributeRetained[attrs.size()];
	ShaderAttribute[] sAttrs = new ShaderAttribute[sAttrsRetained.length];
	sAttrsRetained = attrs.values().toArray(sAttrsRetained);
	for(int i=0; i < sAttrsRetained.length; i++) {
	    sAttrs[i] = (ShaderAttribute) sAttrsRetained[i].source;
	}

	return sAttrs;
    }

    /**
     * Returns the number of elements in the attributes set.
     *
     * @return the number of elements in the attributes set
     *
     */
    int size() {
	return attrs.size();
    }


    void updateNative(Canvas3D cv, ShaderProgramRetained shaderProgram) {
        shaderProgram.setShaderAttributes(cv, this);
    }

Map getAttrs() {
	return attrs;
}

    @Override
    void setLive(boolean backgroundGroup, int refCount) {

	// System.err.println("ShaderAttributeSetRetained.setLive()");
	ShaderAttributeRetained[] sAttrsRetained = new ShaderAttributeRetained[attrs.size()];
	sAttrsRetained = attrs.values().toArray(sAttrsRetained);
	for(int i=0; i < sAttrsRetained.length; i++) {
	    sAttrsRetained[i].setLive(backgroundGroup, refCount);
	}

	super.doSetLive(backgroundGroup, refCount);
        super.markAsLive();
    }

    @Override
    synchronized void addAMirrorUser(Shape3DRetained shape) {

	super.addAMirrorUser(shape);

	ShaderAttributeRetained[] sAttrsRetained = new ShaderAttributeRetained[attrs.size()];
	sAttrsRetained = attrs.values().toArray(sAttrsRetained);
	for(int i=0; i < sAttrsRetained.length; i++) {
	    sAttrsRetained[i].addAMirrorUser(shape);
	}
    }

    @Override
    synchronized void removeAMirrorUser(Shape3DRetained shape) {
	super.removeAMirrorUser(shape);

	ShaderAttributeRetained[] sAttrsRetained = new ShaderAttributeRetained[attrs.size()];
	sAttrsRetained = attrs.values().toArray(sAttrsRetained);
	for(int i=0; i < sAttrsRetained.length; i++) {
	    sAttrsRetained[i].removeAMirrorUser(shape);
	}
    }


    @Override
    synchronized void removeMirrorUsers(NodeComponentRetained node) {
	super.removeMirrorUsers(node);

	ShaderAttributeRetained[] sAttrsRetained = new ShaderAttributeRetained[attrs.size()];
	sAttrsRetained = attrs.values().toArray(sAttrsRetained);
	for(int i=0; i < sAttrsRetained.length; i++) {
	    sAttrsRetained[i].removeMirrorUsers(node);
	}
    }

    @Override
    synchronized void copyMirrorUsers(NodeComponentRetained node) {
	super.copyMirrorUsers(node);

	ShaderAttributeRetained[] sAttrsRetained = new ShaderAttributeRetained[attrs.size()];
	sAttrsRetained = attrs.values().toArray(sAttrsRetained);
	for(int i=0; i < sAttrsRetained.length; i++) {
	    sAttrsRetained[i].copyMirrorUsers(node);
	}
    }

    @Override
    void clearLive(int refCount) {
	// System.err.println("ShaderAttributeSetRetained.clearLive()");

	super.clearLive(refCount);

	ShaderAttributeRetained[] sAttrsRetained = new ShaderAttributeRetained[attrs.size()];
	sAttrsRetained = attrs.values().toArray(sAttrsRetained);
	for(int i=0; i < sAttrsRetained.length; i++) {
	    sAttrsRetained[i].clearLive(refCount);
	}
    }

    @Override
    synchronized void createMirrorObject() {
	// System.err.println("ShaderAttributeSetRetained : createMirrorObject");
        // This method should only call by setLive().
	if (mirror == null) {
            ShaderAttributeSetRetained mirrorSAS = new ShaderAttributeSetRetained();
	    mirror = mirrorSAS;
	    mirror.source = source;

	}
	initMirrorObject();
    }

    @Override
    void initMirrorObject() {

	ShaderAttributeRetained[] sAttrs = new ShaderAttributeRetained[attrs.size()];
	sAttrs = attrs.values().toArray(sAttrs);
	// Need to copy the mirror attrs
	for (int i = 0; i < sAttrs.length; i++) {
	    ShaderAttributeRetained mirrorSA = (ShaderAttributeRetained) sAttrs[i].mirror;
	    assert(mirrorSA != null);
	    ((ShaderAttributeSetRetained)mirror).attrs.put(mirrorSA.attrName, mirrorSA);
	}
    }

     /**
     * Update the "component" field of the mirror object with the  given "value"
     */
    @Override
    synchronized void updateMirrorObject(int component, Object value) {

	// System.err.println("ShaderAttributeSetRetained : updateMirrorObject");

	ShaderAttributeSetRetained mirrorSAS = (ShaderAttributeSetRetained)mirror;

	if ((component & ShaderConstants.ATTRIBUTE_SET_PUT) != 0) {
	    // System.err.println("     -- ATTRIBUTE_SET_PUT");
	    ShaderAttributeRetained mirrorSA = (ShaderAttributeRetained)value;
 	    assert(mirrorSA != null);
	    ((ShaderAttributeSetRetained)mirror).attrs.put(mirrorSA.attrName, mirrorSA);
	}
	else if((component & ShaderConstants.ATTRIBUTE_SET_REMOVE) != 0) {
	    // System.err.println("     -- ATTRIBUTE_SET_REMOVE");
	    ((ShaderAttributeSetRetained)mirror).attrs.remove((String)value);
	}
	else if((component & ShaderConstants.ATTRIBUTE_SET_CLEAR) != 0) {
	    // System.err.println("     -- ATTRIBUTE_SET_CLEAR");
	    ((ShaderAttributeSetRetained)mirror).attrs.clear();
	}
	else {
	    assert(false);
	}
    }

    final void sendMessage(int attrMask, Object attr) {

	ArrayList univList = new ArrayList();
	ArrayList> gaList = Shape3DRetained.getGeomAtomsList(mirror.users, univList);

	// Send to rendering attribute structure, regardless of
	// whether there are users or not (alternate appearance case ..)
	J3dMessage createMessage = new J3dMessage();
	createMessage.threads = J3dThread.UPDATE_RENDERING_ATTRIBUTES;
	createMessage.type = J3dMessage.SHADER_ATTRIBUTE_SET_CHANGED;
	createMessage.universe = null;
	createMessage.args[0] = this;
	createMessage.args[1]= new Integer(attrMask);
	createMessage.args[2] = attr;
	//	System.err.println("changedFreqent1 = "+changedFrequent);
	createMessage.args[3] = new Integer(changedFrequent);
	VirtualUniverse.mc.processMessage(createMessage);

	// System.err.println("univList.size is " + univList.size());
	for(int i=0; i gL = gaList.get(i);
	    GeometryAtom[] gaArr = new GeometryAtom[gL.size()];
	    gL.toArray(gaArr);
	    createMessage.args[3] = gaArr;

	    VirtualUniverse.mc.processMessage(createMessage);
	}

    }


    // Issue 320 : Override base class method so we can force changedFrequent
    // to be set whenever the capability is writable, regardless of whether
    // it is frequently writable. We must do this because the ShaderBin doesn't
    // support updating shader attributes when changedFrequent is 0.
    @Override
    void setFrequencyChangeMask(int bit, int mask) {
        if (source.getCapability(bit)) {
            changedFrequent |= mask;
        } else if (!source.isLive()) {
            // Record the freq->infreq change only for non-live node components
            changedFrequent &= ~mask;
        }
    }

    @Override
    void handleFrequencyChange(int bit) {
        if (bit == ShaderAttributeSet.ALLOW_ATTRIBUTES_WRITE) {
            setFrequencyChangeMask(bit, 0x1);
        }
    }

}




© 2015 - 2024 Weber Informatics LLC | Privacy Policy