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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.es2;
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 ES2MeshView extends BaseMeshView {
static int count = 0;
private final ES2Context context;
private final long nativeHandle;
private float ambientLightRed = 0;
private float ambientLightBlue = 0;
private float ambientLightGreen = 0;
// NOTE: We only support up to 3 point lights at the present
private ES2Light[] lights = new ES2Light[3];
// TODO: 3D - Need a mechanism to "decRefCount" Mesh and Material
// if we need to do eager clean up
final private ES2Mesh mesh;
private ES2PhongMaterial material;
private ES2MeshView(ES2Context context, long nativeHandle, ES2Mesh mesh,
Disposer.Record disposerRecord) {
super(disposerRecord);
this.context = context;
this.mesh = mesh;
this.nativeHandle = nativeHandle;
count++;
}
static ES2MeshView create(ES2Context context, ES2Mesh mesh) {
long nativeHandle = context.createES2MeshView(mesh);
return new ES2MeshView(context, nativeHandle, mesh, new ES2MeshViewDisposerRecord(context, nativeHandle));
}
@Override
public void setCullingMode(int cullingMode) {
context.setCullingMode(nativeHandle, cullingMode);
}
@Override
public void setMaterial(Material material) {
context.setMaterial(nativeHandle, material);
this.material = (ES2PhongMaterial) material;
}
@Override
public void setWireframe(boolean wireframe) {
context.setWireframe(nativeHandle, wireframe);
}
@Override
public void setAmbientLight(float r, float g, float b) {
ambientLightRed = r;
ambientLightGreen = g;
ambientLightBlue = b;
context.setAmbientLight(nativeHandle, r, g, b);
}
float getAmbientLightRed() {
return ambientLightRed;
}
float getAmbientLightGreen() {
return ambientLightGreen;
}
float getAmbientLightBlue() {
return ambientLightBlue;
}
@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) {
lights[index] = new ES2Light(x, y, z, r, g, b, w);
context.setPointLight(nativeHandle, index, x, y, z, r, g, b, w);
}
}
ES2Light[] getPointLights() {
return lights;
}
@Override
public void render(Graphics g) {
material.lockTextureMaps();
context.renderMeshView(nativeHandle, g, this);
material.unlockTextureMaps();
}
ES2PhongMaterial getMaterial() {
return material;
}
@Override
public void dispose() {
// TODO: 3D - Need a mechanism to "decRefCount" Mesh and Material
material = null;
lights = null;
disposerRecord.dispose();
count--;
}
public int getCount() {
return count;
}
static class ES2MeshViewDisposerRecord implements Disposer.Record {
private final ES2Context context;
private long nativeHandle;
ES2MeshViewDisposerRecord(ES2Context context, long nativeHandle) {
this.context = context;
this.nativeHandle = nativeHandle;
}
void traceDispose() { }
@Override
public void dispose() {
if (nativeHandle != 0L) {
traceDispose();
context.releaseES2MeshView(nativeHandle);
nativeHandle = 0L;
}
}
}
}