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3D rendering engine. Plus modelling. Expected glsl textures 3d and 2d rendering3D primitives, and a lot of scenes' samples to test.+ Game Jogl reworked, Calculator (numbers and vectors). Java code parser implementation starts (<=1.2)
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/*
*
* * Copyright (c) 2024. Manuel Daniel Dahmen
* *
* *
* * Copyright 2024 Manuel Daniel Dahmen
* *
* * Licensed under the Apache License, Version 2.0 (the "License");
* * you may not use this file except in compliance with the License.
* * You may obtain a copy of the License at
* *
* * http://www.apache.org/licenses/LICENSE-2.0
* *
* * Unless required by applicable law or agreed to in writing, software
* * distributed under the License is distributed on an "AS IS" BASIS,
* * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* * See the License for the specific language governing permissions and
* * limitations under the License.
*
*
*/
package one.empty3.library;
public class ZBufferFactory {
private static ZBufferImpl insta = null;
private static int la = -1, ha = -1;
public static ZBufferImpl instance(int x, int y) {
if (la == x && ha == y && insta != null) {
return insta;
}
la = x;
ha = y;
insta = new ZBufferImpl(x, y);
return insta;
}
public static ZBufferImpl instance(int x, int y, boolean D3) {
if (la == x && ha == y && insta != null)//&& (D3 && insta instanceof ZBuffer3D || !D3))
{
return insta;
}
la = x;
ha = y;
if (D3) {
// insta = new ZBuffer3DImpl(coordArr, y);
} else {
insta = new ZBufferImpl(x, y);
}
return insta;
}
public static ZBufferImpl instance(int x, int y, Scene s) {
ZBufferImpl z = new ZBufferImpl(x, y);
z.scene(s);
return z;
}
public static ZBufferImpl newInstance(int resx, int resy) {
return new ZBufferImpl(resx, resy);
}
}