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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.renderer;
import com.jme3.material.RenderState;
import com.jme3.math.ColorRGBA;
import com.jme3.scene.VertexBuffer;
import com.jme3.shader.Shader;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image;
import java.lang.ref.WeakReference;
/**
* Represents the current state of the graphics library. This class is used
* internally to reduce state changes. NOTE: This class is specific to OpenGL.
*/
public class RenderContext {
/**
* Number of texture units that JME supports.
*/
public static final int maxTextureUnits = 16;
/**
* Criteria for culling faces.
*
* @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)
*/
public RenderState.FaceCullMode cullMode;
/**
* Enables depth testing for color pixels.
*
* @see RenderState#setDepthTest(boolean)
*/
public boolean depthTestEnabled;
/**
* Enables depth writing.
*
* @see RenderState#setDepthWrite(boolean)
*/
public boolean depthWriteEnabled;
/**
* Enables color writing.
*
* @see RenderState#setColorWrite(boolean)
*/
public boolean colorWriteEnabled;
/**
* Enables the clipping rectangle.
*
* @see Renderer#setClipRect(int, int, int, int)
*/
public boolean clipRectEnabled;
/**
* Enables z-order offset for polygons.
*
* @see RenderState#setPolyOffset(float, float)
*/
public boolean polyOffsetEnabled;
/**
* Maximum Z slope for z-order offset.
*
* @see RenderState#setPolyOffset(float, float)
*/
public float polyOffsetFactor;
/**
* Minimum resolvable depth buffer value for z-order offset.
*
* @see RenderState#setPolyOffset(float, float)
*/
public float polyOffsetUnits;
/**
* No longer used.
*/
public float pointSize;
/**
* Line width for meshes.
*
* @see RenderState#setLineWidth(float)
*/
public float lineWidth;
/**
* How to blend input pixels with those already in the color buffer.
*
* @see RenderState#setBlendMode(com.jme3.material.RenderState.BlendMode)
*/
public RenderState.BlendMode blendMode;
/**
* RGB blend equation for BlendMode.Custom.
*
* @see RenderState#setBlendEquation(com.jme3.material.RenderState.BlendEquation)
*/
public RenderState.BlendEquation blendEquation;
/**
* Alpha blend equation for BlendMode.Custom.
*
* @see RenderState#setBlendEquationAlpha(com.jme3.material.RenderState.BlendEquationAlpha)
*/
public RenderState.BlendEquationAlpha blendEquationAlpha;
/**
* RGB source blend factor for BlendMode.Custom.
*
* @see RenderState#setCustomBlendFactors(com.jme3.material.RenderState.BlendFunc,
* com.jme3.material.RenderState.BlendFunc,
* com.jme3.material.RenderState.BlendFunc, com.jme3.material.RenderState.BlendFunc)
*/
public RenderState.BlendFunc sfactorRGB;
/**
* RGB destination blend factor for BlendMode.Custom.
*
* @see RenderState#setCustomBlendFactors(com.jme3.material.RenderState.BlendFunc,
* com.jme3.material.RenderState.BlendFunc,
* com.jme3.material.RenderState.BlendFunc, com.jme3.material.RenderState.BlendFunc)
*/
public RenderState.BlendFunc dfactorRGB;
/**
* Alpha source blend factor for BlendMode.Custom.
*
* @see RenderState#setCustomBlendFactors(com.jme3.material.RenderState.BlendFunc,
* com.jme3.material.RenderState.BlendFunc,
* com.jme3.material.RenderState.BlendFunc, com.jme3.material.RenderState.BlendFunc)
*/
public RenderState.BlendFunc sfactorAlpha;
/**
* Alpha destination blend factor for BlendMode.Custom.
*
* @see RenderState#setCustomBlendFactors(com.jme3.material.RenderState.BlendFunc,
* com.jme3.material.RenderState.BlendFunc,
* com.jme3.material.RenderState.BlendFunc, com.jme3.material.RenderState.BlendFunc)
*/
public RenderState.BlendFunc dfactorAlpha;
/**
* Enables wireframe rendering of triangle meshes.
*
* @see RenderState#setWireframe(boolean)
*/
public boolean wireframe;
/**
* ID of the shader for rendering.
*
* @see Renderer#setShader(com.jme3.shader.Shader)
*/
public int boundShaderProgram;
/**
* Shader for rendering.
*
* @see Renderer#setShader(com.jme3.shader.Shader)
*/
public Shader boundShader;
/**
* ID of the bound FrameBuffer.
*
* @see Renderer#setFrameBuffer(com.jme3.texture.FrameBuffer)
*/
public int boundFBO;
/**
* Currently bound FrameBuffer.
*
* @see Renderer#setFrameBuffer(com.jme3.texture.FrameBuffer)
*/
public FrameBuffer boundFB;
/**
* Currently bound Renderbuffer.
*
* @see Renderer#setFrameBuffer(com.jme3.texture.FrameBuffer)
*/
public int boundRB;
/**
* Currently bound draw buffer.
* -2 = GL_NONE
* -1 = GL_BACK
* 0 = GL_COLOR_ATTACHMENT0
* n = GL_COLOR_ATTACHMENTn
* where n is an integer greater than 1
*
* @see Renderer#setFrameBuffer(com.jme3.texture.FrameBuffer)
* @see FrameBuffer#setTargetIndex(int)
*/
public int boundDrawBuf;
/**
* Currently bound read buffer.
*
* @see RenderContext#boundDrawBuf
* @see Renderer#setFrameBuffer(com.jme3.texture.FrameBuffer)
* @see FrameBuffer#setTargetIndex(int)
*/
public int boundReadBuf;
/**
* Currently bound element array vertex buffer.
*
* @see Renderer#renderMesh(com.jme3.scene.Mesh, int, int, com.jme3.scene.VertexBuffer[])
*/
public int boundElementArrayVBO;
/**
* ID of the bound vertex array.
*
* @see Renderer#renderMesh(com.jme3.scene.Mesh, int, int, com.jme3.scene.VertexBuffer[])
*/
public int boundVertexArray;
/**
* Currently bound array vertex buffer.
*
* @see Renderer#renderMesh(com.jme3.scene.Mesh, int, int, com.jme3.scene.VertexBuffer[])
*/
public int boundArrayVBO;
/**
* Currently bound pixel pack pixel buffer.
*/
public int boundPixelPackPBO;
/**
* No longer used.
*/
public int numTexturesSet;
/**
* Current bound texture IDs for each texture unit.
*
* @see Renderer#setTexture(int, com.jme3.texture.Texture)
*/
public final WeakReference boundTextures[]
= new WeakReference[maxTextureUnits];
/**
* IDList for texture units.
*
* @see Renderer#setTexture(int, com.jme3.texture.Texture)
*/
public final IDList textureIndexList = new IDList();
/**
* Currently bound texture unit.
*
* @see Renderer#setTexture(int, com.jme3.texture.Texture)
*/
public int boundTextureUnit;
/**
* Stencil Buffer state.
*/
public boolean stencilTest;
/**
* Action taken when the stencil test fails on a front-facing polygon.
*/
public RenderState.StencilOperation frontStencilStencilFailOperation;
/**
* Action taken when the stencil test passes but the depth test fails on a front-facing polygon.
*/
public RenderState.StencilOperation frontStencilDepthFailOperation;
/**
* Action taken when both tests pass on a front-facing polygon.
*/
public RenderState.StencilOperation frontStencilDepthPassOperation;
/**
* Action taken when the stencil test fails on a back-facing polygon.
*/
public RenderState.StencilOperation backStencilStencilFailOperation;
/**
* Action taken when the stencil test passes but the depth test fails on a back-facing polygon.
*/
public RenderState.StencilOperation backStencilDepthFailOperation;
/**
* Action taken when both tests pass on a back-facing polygon.
*/
public RenderState.StencilOperation backStencilDepthPassOperation;
/**
* Stencil test function for front-facing polygons.
*/
public RenderState.TestFunction frontStencilFunction;
/**
* Stencil test function for back-facing polygons.
*/
public RenderState.TestFunction backStencilFunction;
/**
* Vertex attribs currently bound and enabled. If a slot is null, then
* it is disabled.
*/
public final WeakReference[] boundAttribs = new WeakReference[16];
/**
* IDList for vertex attributes.
*/
public final IDList attribIndexList = new IDList();
/**
* Depth test function.
*/
public RenderState.TestFunction depthFunc;
/**
* Alpha test function.
*/
public RenderState.TestFunction alphaFunc;
/**
* ID of the initial draw buffer.
*/
public int initialDrawBuf;
/**
* ID of the initial read buffer.
*/
public int initialReadBuf;
/**
* Color applied when a color buffer is cleared.
*/
public ColorRGBA clearColor = new ColorRGBA(0, 0, 0, 0);
/**
* Instantiates a context with appropriate default values.
*/
public RenderContext() {
init();
}
private void init() {
cullMode = RenderState.FaceCullMode.Off;
depthTestEnabled = false;
depthWriteEnabled = true;
colorWriteEnabled = true;
clipRectEnabled = false;
polyOffsetEnabled = false;
polyOffsetFactor = 0;
polyOffsetUnits = 0;
pointSize = 1;
lineWidth = 1;
blendMode = RenderState.BlendMode.Off;
blendEquation = RenderState.BlendEquation.Add;
blendEquationAlpha = RenderState.BlendEquationAlpha.InheritColor;
sfactorRGB = RenderState.BlendFunc.One;
dfactorRGB = RenderState.BlendFunc.One;
sfactorAlpha = RenderState.BlendFunc.One;
dfactorAlpha = RenderState.BlendFunc.One;
wireframe = false;
boundShaderProgram = 0;
boundShader = null;
boundFBO = 0;
boundFB = null;
boundRB = 0;
boundDrawBuf = -1;
boundReadBuf = -1;
boundElementArrayVBO = 0;
boundVertexArray = 0;
boundArrayVBO = 0;
boundPixelPackPBO = 0;
numTexturesSet = 0;
boundTextureUnit = 0;
stencilTest = false;
frontStencilStencilFailOperation = RenderState.StencilOperation.Keep;
frontStencilDepthFailOperation = RenderState.StencilOperation.Keep;
frontStencilDepthPassOperation = RenderState.StencilOperation.Keep;
backStencilStencilFailOperation = RenderState.StencilOperation.Keep;
backStencilDepthFailOperation = RenderState.StencilOperation.Keep;
backStencilDepthPassOperation = RenderState.StencilOperation.Keep;
frontStencilFunction = RenderState.TestFunction.Always;
backStencilFunction = RenderState.TestFunction.Always;
depthFunc = RenderState.TestFunction.Less;
alphaFunc = RenderState.TestFunction.Greater;
cullMode = RenderState.FaceCullMode.Off;
clearColor.set(0, 0, 0, 0);
}
/**
* Resets the RenderContext to default GL state.
*/
public void reset() {
init();
for (int i = 0; i < boundTextures.length; i++) {
boundTextures[i] = null;
}
textureIndexList.reset();
for (int i = 0; i < boundAttribs.length; i++) {
boundAttribs[i] = null;
}
attribIndexList.reset();
}
}
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