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📄 nooppipeline.java

📁 JAVA3D矩陈的相关类
💻 JAVA
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    }    // ---------------------------------------------------------------------    //    // Canvas3D methods - native wrappers    //    // This is the native method for creating the underlying graphics context.    Context createNewContext(Canvas3D cv, long display, Drawable drawable,            long fbConfig, Context shareCtx, boolean isSharedCtx,            boolean offScreen,            boolean glslLibraryAvailable,            boolean cgLibraryAvailable) {        return new NoopContext();    }    void createQueryContext(Canvas3D cv, long display, Drawable drawable,            long fbConfig, boolean offScreen, int width, int height,            boolean glslLibraryAvailable,            boolean cgLibraryAvailable) {    }    // This is the native for creating offscreen buffer    Drawable createOffScreenBuffer(Canvas3D cv, Context ctx, long display, long fbConfig, int width, int height) {        return null;    }    void destroyOffScreenBuffer(Canvas3D cv, Context ctx, long display, long fbConfig, Drawable drawable) {    }    // This is the native for reading the image from the offscreen buffer    void readOffScreenBuffer(Canvas3D cv, Context ctx, int format, int type, Object data, int width, int height) {    }        // The native method for swapBuffers    int swapBuffers(Canvas3D cv, Context ctx, long dpy, Drawable drawable) {        return 0;    }    // notify D3D that Canvas is resize    int resizeD3DCanvas(Canvas3D cv, Context ctx) {        return 0;    }    // notify D3D to toggle between FullScreen and window mode    int toggleFullScreenMode(Canvas3D cv, Context ctx) {        return 0;    }    // native method for setting Material when no material is present    void updateMaterialColor(Context ctx, float r, float g, float b, float a) {    }    void destroyContext(long display, Drawable drawable, Context ctx) {    }    // This is the native method for doing accumulation.    void accum(Context ctx, float value) {    }    // This is the native method for doing accumulation return.    void accumReturn(Context ctx) {    }    // This is the native method for clearing the accumulation buffer.    void clearAccum(Context ctx) {    }    // This is the native method for getting the number of lights the underlying    // native library can support.    int getNumCtxLights(Context ctx) {        return 0;    }    // Native method for decal 1st child setup    boolean decal1stChildSetup(Context ctx) {        return false;    }    // Native method for decal nth child setup    void decalNthChildSetup(Context ctx) {    }    // Native method for decal reset    void decalReset(Context ctx, boolean depthBufferEnable) {    }    // Native method for decal reset    void ctxUpdateEyeLightingEnable(Context ctx, boolean localEyeLightingEnable) {    }    // The following three methods are used in multi-pass case    // native method for setting blend color    void setBlendColor(Context ctx, float red, float green,            float blue, float alpha) {    }    // native method for setting blend func    void setBlendFunc(Context ctx, int src, int dst) {    }    // native method for setting fog enable flag    void setFogEnableFlag(Context ctx, boolean enableFlag) {    }    // Setup the full scene antialising in D3D and ogl when GL_ARB_multisamle supported    void setFullSceneAntialiasing(Context ctx, boolean enable) {    }    void setGlobalAlpha(Context ctx, float alpha) {    }    // Native method to update separate specular color control    void updateSeparateSpecularColorEnable(Context ctx, boolean control) {    }    // Initialization for D3D when scene begin    void beginScene(Context ctx) {    }    void endScene(Context ctx) {    }    // True under Solaris,    // False under windows when display mode <= 8 bit    boolean validGraphicsMode() {        return true;    }    // native method for setting light enables    void setLightEnables(Context ctx, long enableMask, int maxLights) {    }    // native method for setting scene ambient    void setSceneAmbient(Context ctx, float red, float green, float blue) {    }    // native method for disabling fog    void disableFog(Context ctx) {    }    // native method for disabling modelClip    void disableModelClip(Context ctx) {    }    // native method for setting default RenderingAttributes    void resetRenderingAttributes(Context ctx,            boolean depthBufferWriteEnableOverride,            boolean depthBufferEnableOverride) {    }    // native method for setting default texture    void resetTextureNative(Context ctx, int texUnitIndex) {    }    // native method for activating a particular texture unit    void activeTextureUnit(Context ctx, int texUnitIndex) {    }    // native method for setting default TexCoordGeneration    void resetTexCoordGeneration(Context ctx) {    }    // native method for setting default TextureAttributes    void resetTextureAttributes(Context ctx) {    }    // native method for setting default PolygonAttributes    void resetPolygonAttributes(Context ctx) {    }    // native method for setting default LineAttributes    void resetLineAttributes(Context ctx) {    }    // native method for setting default PointAttributes    void resetPointAttributes(Context ctx) {    }    // native method for setting default TransparencyAttributes    void resetTransparency(Context ctx, int geometryType,            int polygonMode, boolean lineAA,            boolean pointAA) {    }    // native method for setting default ColoringAttributes    void resetColoringAttributes(Context ctx,            float r, float g,            float b, float a,            boolean enableLight) {    }    /**     *  This native method makes sure that the rendering for this canvas     *  gets done now.     */    void syncRender(Context ctx, boolean wait) {    }    // The native method that sets this ctx to be the current one    boolean useCtx(Context ctx, long display, Drawable drawable) {        return true;    }    void clear(Context ctx, float r, float g, float b, boolean clearStencil) {            }    void textureFillBackground(Context ctx, float texMinU, float texMaxU, float texMinV, float texMaxV,            float mapMinX, float mapMaxX, float mapMinY, float mapMaxY, boolean useBiliearFilter) {    }        void textureFillRaster(Context ctx, float texMinU, float texMaxU, float texMinV, float texMaxV,            float mapMinX, float mapMaxX, float mapMinY, float mapMaxY, float mapZ, float alpha,             boolean useBiliearFilter)  {    }        void executeRasterDepth(Context ctx, float posX, float posY, float posZ,            int srcOffsetX, int srcOffsetY, int rasterWidth, int rasterHeight,             int depthWidth, int depthHeight, int depthType, Object depthData) {            }        // The native method for setting the ModelView matrix.    void setModelViewMatrix(Context ctx, double[] viewMatrix, double[] modelMatrix) {    }    // The native method for setting the Projection matrix.    void setProjectionMatrix(Context ctx, double[] projMatrix) {    }    // The native method for setting the Viewport.    void setViewport(Context ctx, int x, int y, int width, int height) {    }    // used for display Lists    void newDisplayList(Context ctx, int displayListId) {    }    void endDisplayList(Context ctx) {    }    void callDisplayList(Context ctx, int id, boolean isNonUniformScale) {    }    void freeDisplayList(Context ctx, int id) {    }    void freeTexture(Context ctx, int id) {    }    void texturemapping(Context ctx,            int px, int py,            int xmin, int ymin, int xmax, int ymax,            int texWidth, int texHeight,            int rasWidth,            int format, int objectId,            byte[] image,            int winWidth, int winHeight) {    }    boolean initTexturemapping(Context ctx, int texWidth,            int texHeight, int objectId) {        return true;    }    // Set internal render mode to one of FIELD_ALL, FIELD_LEFT or    // FIELD_RIGHT.  Note that it is up to the caller to ensure that    // stereo is available before setting the mode to FIELD_LEFT or    // FIELD_RIGHT.  The boolean isTRUE for double buffered mode, FALSE    // foe single buffering.    void setRenderMode(Context ctx, int mode, boolean doubleBuffer) {    }    // Set glDepthMask.    void setDepthBufferWriteEnable(Context ctx, boolean mode) {    }    // ---------------------------------------------------------------------    //    // Canvas3D / GraphicsConfigTemplate3D methods - logic dealing with    // native graphics configuration or drawing surface    //    // Return a graphics config based on the one passed in. Note that we can    // assert that the input config is non-null and was created from a    // GraphicsConfigTemplate3D.    // This method must return a valid GraphicsConfig, or else it must throw    // an exception if one cannot be returned.    GraphicsConfiguration getGraphicsConfig(GraphicsConfiguration gconfig) {        System.err.println("NoopPipeline.getGraphicsConfig()");        return gconfig;    }    // Get the native FBconfig pointer    long getFbConfig(GraphicsConfigInfo gcInfo) {        return 0L;    }    // Get best graphics config from pipeline    GraphicsConfiguration getBestConfiguration(GraphicsConfigTemplate3D gct,            GraphicsConfiguration[] gc) {        GraphicsConfiguration gc1 = GraphicsEnvironment.getLocalGraphicsEnvironment().                getDefaultScreenDevice().getDefaultConfiguration();        // We need to cache the GraphicsTemplate3D	synchronized (Canvas3D.graphicsConfigTable) {	    if (Canvas3D.graphicsConfigTable.get(gc1) == null) {                GraphicsConfigInfo gcInfo = new GraphicsConfigInfo(gct);//                gcInfo.setPrivateData(privateData);		Canvas3D.graphicsConfigTable.put(gc1, gcInfo);            }	}           return gc1;    }    // Determine whether specified graphics config is supported by pipeline    boolean isGraphicsConfigSupported(GraphicsConfigTemplate3D gct,            GraphicsConfiguration gc) {        return true;    }    // Methods to get actual capabilities from Canvas3D    boolean hasDoubleBuffer(Canvas3D cv) {        return true;    }    boolean hasStereo(Canvas3D cv) {        return false;    }    int getStencilSize(Canvas3D cv) {        return 0;    }    boolean hasSceneAntialiasingMultisample(Canvas3D cv) {        return false;    }    boolean hasSceneAntialiasingAccum(Canvas3D cv) {        return false;    }    // Methods to get native WS display and screen    long getDisplay() {        return 0L;    }    int getScreen(GraphicsDevice graphicsDevice) {        return 0;    }    // ---------------------------------------------------------------------    //    // DrawingSurfaceObject methods    //    // Method to construct a new DrawingSurfaceObject    DrawingSurfaceObject createDrawingSurfaceObject(Canvas3D cv) {        return new NoopDrawingSurfaceObject(cv);    }    // Method to free the drawing surface object    void freeDrawingSurface(Canvas3D cv, DrawingSurfaceObject drawingSurfaceObject) {        // This method is a no-op    }    // Method to free the native drawing surface object    void freeDrawingSurfaceNative(Object o) {        // This method is a no-op    }    /**     * Dummy context for noop pipeline     */    static class NoopContext implements Context {    }}

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