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/*
* Copyright 1999-2008 Sun Microsystems, Inc. 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. Sun designates this
* particular file as subject to the "Classpath" exception as provided
* by Sun 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 Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
* CA 95054 USA or visit www.sun.com if you need additional information or
* have any questions.
*
*/
package org.scijava.java3d;
import java.util.ArrayList;
/**
* The AttributeBin manages a collection of TextureBin objects.
* All objects in the AttributeBin share the same RenderingAttributes
*/
class AttributeBin extends Object implements ObjectUpdate {
/**
* The RenderingAttributes for this AttributeBin
*/
RenderingAttributesRetained definingRenderingAttributes = null;
/**
* The RenderBin for this object
*/
RenderBin renderBin = null;
/**
* The EnvirionmentSet that this AttributeBin resides
*/
EnvironmentSet environmentSet = null;
/**
* The references to the next and previous AttributeBins in the
* list.
*/
AttributeBin next = null;
AttributeBin prev = null;
/**
* The list of ShaderBins in this AttributeBin
*/
ShaderBin shaderBinList = null;
/**
* List of shaderBins to be added next frame
*/
ArrayList addShaderBins = new ArrayList();
/**
* If the RenderingAttribute component of the appearance will be changed
* frequently, then confine it to a separate bin
*/
boolean soleUser = false;
AppearanceRetained app = null;
int onUpdateList = 0;
static int ON_OBJ_UPDATE_LIST = 0x1;
static int ON_CHANGED_FREQUENT_UPDATE_LIST = 0x2;
// Cache it outside, to avoid the "if" check in renderMethod
// for whether the definingRendering attrs is non-null;
boolean ignoreVertexColors = false;
// XXXX: use definingMaterial etc. instead of these
// when sole user is completely implement
RenderingAttributesRetained renderingAttrs;
int numEditingShaderBins = 0;
AttributeBin(AppearanceRetained app, RenderingAttributesRetained renderingAttributes, RenderBin rBin) {
reset(app, renderingAttributes, rBin);
}
void reset(AppearanceRetained app, RenderingAttributesRetained renderingAttributes, RenderBin rBin) {
prev = null;
next = null;
shaderBinList = null;
onUpdateList = 0;
numEditingShaderBins = 0;
renderingAttrs = renderingAttributes;
renderBin = rBin;
// Issue 249 - check for sole user only if property is set
soleUser = false;
if (VirtualUniverse.mc.allowSoleUser) {
if (app != null) {
soleUser = ((app.changedFrequent & AppearanceRetained.RENDERING) != 0);
}
}
//System.err.println("soleUser = "+soleUser+" renderingAttributes ="+renderingAttributes);
// Set the appearance only for soleUser case
if (soleUser)
this.app = app;
else
app = null;
if (renderingAttributes != null) {
if (renderingAttributes.changedFrequent != 0) {
definingRenderingAttributes = renderingAttributes;
if ((onUpdateList & ON_CHANGED_FREQUENT_UPDATE_LIST) == 0 ) {
renderBin.aBinUpdateList.add(this);
onUpdateList |= AttributeBin.ON_CHANGED_FREQUENT_UPDATE_LIST;
}
}
else {
if (definingRenderingAttributes != null) {
definingRenderingAttributes.set(renderingAttributes);
}
else {
definingRenderingAttributes = (RenderingAttributesRetained)renderingAttributes.clone();
}
}
ignoreVertexColors = definingRenderingAttributes.ignoreVertexColors;
} else {
definingRenderingAttributes = null;
ignoreVertexColors = false;
}
}
/**
* This tests if the given attributes match this AttributeBin
*/
boolean equals(RenderingAttributesRetained renderingAttributes, RenderAtom ra) {
// If the any reference to the appearance components that is cached renderMolecule
// can change frequently, make a separate bin
if (soleUser || (ra.geometryAtom.source.appearance != null &&
((ra.geometryAtom.source.appearance.changedFrequent &
AppearanceRetained.RENDERING) != 0))) {
if (app == ra.geometryAtom.source.appearance) {
// if this AttributeBin is currently on a zombie state,
// we'll need to put it on the update list to reevaluate
// the state, because while it is on a zombie state,
// rendering attributes reference could have been changed.
// Example, application could have detached an appearance,
// made changes to the reference, and then
// reattached the appearance. In this case, the rendering
// attributes reference change would not have reflected to
// the AttributeBin
if (numEditingShaderBins == 0) {
if ((onUpdateList & ON_CHANGED_FREQUENT_UPDATE_LIST) == 0) {
renderBin.aBinUpdateList.add(this);
onUpdateList |=
AttributeBin.ON_CHANGED_FREQUENT_UPDATE_LIST;
}
}
return true;
}
else {
return false;
}
}
// Either a changedFrequent or a null case
// and the incoming one is not equal or null
// then return;
// This check also handles null == null case
if (definingRenderingAttributes != null) {
if ((this.definingRenderingAttributes.changedFrequent != 0) ||
(renderingAttributes !=null && renderingAttributes.changedFrequent != 0))
if (definingRenderingAttributes == renderingAttributes) {
if (definingRenderingAttributes.compChanged != 0) {
if ((onUpdateList & ON_CHANGED_FREQUENT_UPDATE_LIST) == 0 ) {
renderBin.aBinUpdateList.add(this);
onUpdateList |= AttributeBin.ON_CHANGED_FREQUENT_UPDATE_LIST;
}
}
}
else {
return false;
}
else if (!definingRenderingAttributes.equivalent(renderingAttributes)) {
return false;
}
}
else if (renderingAttributes != null) {
return false;
}
return (true);
}
@Override
public void updateObject() {
ShaderBin sb;
int i, size;
size = addShaderBins.size();
if (size > 0) {
sb = addShaderBins.get(0);
if (shaderBinList == null) {
shaderBinList = sb;
}
else {
sb.next = shaderBinList;
shaderBinList.prev = sb;
shaderBinList = sb;
}
for (i = 1; i < size ; i++) {
sb = addShaderBins.get(i);
sb.next = shaderBinList;
shaderBinList.prev = sb;
shaderBinList = sb;
}
}
addShaderBins.clear();
onUpdateList &= ~ON_OBJ_UPDATE_LIST;
}
/**
* Adds the given shaderBin to this AttributeBin.
*/
void addShaderBin(ShaderBin sb, RenderBin rb, ShaderAppearanceRetained sApp) {
sb.attributeBin = this;
if(sApp != null) {
// ShaderBin should reference to the mirror components. -- JADA.
// System.err.println("AttributeBin : sApp.isMirror = " + sApp.isMirror);
assert(sApp.isMirror);
sb.shaderProgram = sApp.shaderProgram;
sb.shaderAttributeSet = sApp.shaderAttributeSet;
}
sb.shaderAppearance = sApp;
// TODO : JADA - sort by ShaderProgram to avoid state trashing.
addShaderBins.add(sb);
if ((onUpdateList & ON_OBJ_UPDATE_LIST) == 0) {
onUpdateList |= ON_OBJ_UPDATE_LIST;
rb.objUpdateList.add(this);
}
}
/**
* Removes the given shaderBin from this AttributeBin.
*/
void removeShaderBin(ShaderBin sb) {
// If the shaderBin being remove is contained in addShaderBins,
// then remove the shadereBin from the addList
if (addShaderBins.contains(sb)) {
addShaderBins.remove(addShaderBins.indexOf(sb));
}
else {
if (sb.prev == null) { // At the head of the list
shaderBinList = sb.next;
if (sb.next != null) {
sb.next.prev = null;
}
} else { // In the middle or at the end.
sb.prev.next = sb.next;
if (sb.next != null) {
sb.next.prev = sb.prev;
}
}
}
sb.clear();
if (shaderBinList == null && addShaderBins.size() == 0 ) {
// Note: Removal of this attributebin as a user of the rendering
// atttrs is done during removeRenderAtom() in RenderMolecule.java
environmentSet.removeAttributeBin(this);
}
}
/**
* Renders this AttributeBin
*/
void render(Canvas3D cv) {
ShaderBin sb;
boolean visible = (definingRenderingAttributes == null ||
definingRenderingAttributes.visible);
if ( (renderBin.view.viewCache.visibilityPolicy
== View.VISIBILITY_DRAW_VISIBLE && !visible) ||
(renderBin.view.viewCache.visibilityPolicy
== View.VISIBILITY_DRAW_INVISIBLE && visible)) {
return;
}
// include this AttributeBin to the to-be-updated list in Canvas
cv.setStateToUpdate(Canvas3D.ATTRIBUTEBIN_BIT, this);
sb = shaderBinList;
while (sb != null) {
sb.render(cv);
sb = sb.next;
}
}
void updateAttributes(Canvas3D cv) {
if ((cv.canvasDirty & Canvas3D.ATTRIBUTEBIN_DIRTY) != 0) {
// Update Attribute Bundles
if (definingRenderingAttributes == null) {
cv.resetRenderingAttributes(cv.ctx,
cv.depthBufferWriteEnableOverride,
cv.depthBufferEnableOverride);
} else {
definingRenderingAttributes.updateNative(
cv,
cv.depthBufferWriteEnableOverride,
cv.depthBufferEnableOverride);
}
cv.renderingAttrs = renderingAttrs;
}
else if (cv.renderingAttrs != renderingAttrs &&
cv.attributeBin != this) {
// Update Attribute Bundles
if (definingRenderingAttributes == null) {
cv.resetRenderingAttributes(
cv.ctx,
cv.depthBufferWriteEnableOverride,
cv.depthBufferEnableOverride);
} else {
definingRenderingAttributes.updateNative(
cv,
cv.depthBufferWriteEnableOverride,
cv.depthBufferEnableOverride);
}
cv.renderingAttrs = renderingAttrs;
}
cv.attributeBin = this;
cv.canvasDirty &= ~Canvas3D.ATTRIBUTEBIN_DIRTY;
}
void updateNodeComponent() {
// May be in the freelist already (due to freq bit changing)
// if so, don't update anything
if ((onUpdateList & ON_CHANGED_FREQUENT_UPDATE_LIST) != 0) {
if (soleUser) {
boolean cloned = definingRenderingAttributes != null && definingRenderingAttributes != renderingAttrs;
renderingAttrs = app.renderingAttributes;
if (renderingAttrs == null) {
definingRenderingAttributes = null;
ignoreVertexColors = false;
}
else {
if (renderingAttrs.changedFrequent != 0) {
definingRenderingAttributes = renderingAttrs;
}
else {
if (cloned) {
definingRenderingAttributes.set(renderingAttrs);
}
else {
definingRenderingAttributes = (RenderingAttributesRetained)renderingAttrs.clone();
}
}
ignoreVertexColors = definingRenderingAttributes.ignoreVertexColors;
}
}
else {
ignoreVertexColors = definingRenderingAttributes.ignoreVertexColors;
}
}
onUpdateList &= ~ON_CHANGED_FREQUENT_UPDATE_LIST;
}
void incrActiveShaderBin() {
numEditingShaderBins++;
}
void decrActiveShaderBin() {
numEditingShaderBins--;
}
void updateFromShaderBin(RenderAtom ra) {
AppearanceRetained raApp = ra.geometryAtom.source.appearance;
RenderingAttributesRetained rAttrs =
(raApp == null)? null : raApp.renderingAttributes;
if (!soleUser && renderingAttrs != rAttrs) {
// no longer sole user
renderingAttrs = definingRenderingAttributes;
}
}
}