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/*
* Copyright (c) 2009, 2013, Oracle and/or its affiliates. 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. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle 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 Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
package com.sun.prism.es2;
import com.sun.prism.CompositeMode;
import com.sun.prism.RenderTarget;
import com.sun.prism.impl.ps.BaseShaderGraphics;
import com.sun.prism.paint.Color;
import com.sun.prism.paint.Paint;
public class ES2Graphics extends BaseShaderGraphics {
private final ES2Context context;
private ES2Graphics(ES2Context context, RenderTarget target) {
super(context, target);
this.context = context;
}
static ES2Graphics create(ES2Context context, RenderTarget target) {
if (target == null) {
return null;
}
return new ES2Graphics(context, target);
}
static void clearBuffers(ES2Context context, Color color, boolean clearColor,
boolean clearDepth, boolean ignoreScissor) {
context.getGLContext().clearBuffers(color, clearColor, clearDepth,
ignoreScissor);
}
public void clearQuad(float x1, float y1, float x2, float y2) {
// note that unlike clear(), this method does not currently
// attempt to clear the depth buffer...
context.setRenderTarget(this);
context.flushVertexBuffer();
CompositeMode mode = getCompositeMode();
// set the blend mode to CLEAR
context.updateCompositeMode(CompositeMode.CLEAR);
Paint oldPaint = getPaint();
setPaint(Color.BLACK); // any color will do...
fillQuad(x1, y1, x2, y2);
context.flushVertexBuffer();
setPaint(oldPaint);
// restore default blend mode
context.updateCompositeMode(mode);
}
public void clear(Color color) {
context.validateClearOp(this);
this.getRenderTarget().setOpaque(color.isOpaque());
clearBuffers(context, color, true, isDepthBuffer(), false);
}
public void sync() {
context.flushVertexBuffer();
context.getGLContext().finish();
}
// glass bring up: need this for Glass window client, which has no intimate
// knowledge of the graphics mechansim
// (so we need public API)
// to force it to reset its viewport and matrices due to resize event of the
// window surface
public void reset() {
forceRenderTarget();
}
/**
* Called from ES2SwapChain to force the render target to be revalidated
* (context made current, viewport and projection matrix updated, etc)
* in response to a window resize event.
*/
void forceRenderTarget() {
context.forceRenderTarget(this);
}
}