com.sun.prism.d3d.D3DMeshView Maven / Gradle / Ivy
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* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
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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 setLight(int index, float x, float y, float z, float r, float g, float b, float w,
float ca, float la, float qa, float maxRange, float dirX, float dirY, float dirZ,
float innerAngle, float outerAngle, float falloff) {
// NOTE: We only support up to 3 point lights at the present
if (index >= 0 && index <= 2) {
context.setLight(nativeHandle, index, x, y, z, r, g, b, w, ca, la, qa, maxRange,
dirX, dirY, dirZ, innerAngle, outerAngle, falloff);
}
}
@Override
public void render(Graphics g) {
material.lockTextureMaps();
context.renderMeshView(nativeHandle, g);
material.unlockTextureMaps();
}
@Override
public boolean isValid() {
return !context.isDisposed();
}
@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;
}
}
}
}
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