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/*
* Copyright (c) 2013, 2019, 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.d3d;
import com.sun.prism.Graphics;
import com.sun.prism.Material;
import com.sun.prism.impl.BaseMeshView;
import com.sun.prism.impl.Disposer;
/**
* TODO: 3D - Need documentation
*/
class D3DMeshView extends BaseMeshView {
static int count = 0;
private final D3DContext context;
private final long nativeHandle;
// TODO: 3D - Need a mechanism to "decRefCount" Mesh and Material
// if we need to do eager clean up
final private D3DMesh mesh;
private D3DPhongMaterial material;
private D3DMeshView(D3DContext context, long nativeHandle, D3DMesh mesh,
Disposer.Record disposerRecord) {
super(disposerRecord);
this.context = context;
this.mesh = mesh;
this.nativeHandle = nativeHandle;
count++;
}
static D3DMeshView create(D3DContext context, D3DMesh mesh) {
long nativeHandle = context.createD3DMeshView(mesh.getNativeHandle());
return new D3DMeshView(context, nativeHandle, mesh, new D3DMeshViewDisposerRecord(context, nativeHandle));
}
@Override
public void setCullingMode(int cullingMode) {
context.setCullingMode(nativeHandle, cullingMode);
}
@Override
public void setMaterial(Material material) {
context.setMaterial(nativeHandle,
((D3DPhongMaterial) material).getNativeHandle());
this.material = (D3DPhongMaterial) material;
}
@Override
public void setWireframe(boolean wireframe) {
context.setWireframe(nativeHandle, wireframe);
}
@Override
public void setAmbientLight(float r, float g, float b) {
context.setAmbientLight(nativeHandle, r, g, b);
}
@Override
public void setPointLight(int index, float x, float y, float z, float r, float g, float b, float w) {
// NOTE: We only support up to 3 point lights at the present
if (index >= 0 && index <= 2) {
context.setPointLight(nativeHandle, index, x, y, z, r, g, b, w);
}
}
@Override
public void render(Graphics g) {
material.lockTextureMaps();
context.renderMeshView(nativeHandle, g);
material.unlockTextureMaps();
}
@Override
public void dispose() {
// TODO: 3D - Need a mechanism to "decRefCount" Mesh and Material
material = null;
disposerRecord.dispose();
count--;
}
public int getCount() {
return count;
}
static class D3DMeshViewDisposerRecord implements Disposer.Record {
private final D3DContext context;
private long nativeHandle;
D3DMeshViewDisposerRecord(D3DContext context, long nativeHandle) {
this.context = context;
this.nativeHandle = nativeHandle;
}
void traceDispose() {}
@Override
public void dispose() {
if (nativeHandle != 0L) {
traceDispose();
context.releaseD3DMeshView(nativeHandle);
nativeHandle = 0L;
}
}
}
}