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📄 transparentrenderinginfo.java

📁 JAVA3D矩陈的相关类
💻 JAVA
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/* * $RCSfile: TransparentRenderingInfo.java,v $ * * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. * * Use is subject to license terms. * * $Revision: 1.6 $ * $Date: 2007/04/26 21:51:17 $ * $State: Exp $ */package javax.media.j3d;class TransparentRenderingInfo extends Object implements com.sun.j3d.utils.scenegraph.transparency.TransparencySortGeom {    // For DepthSortedTransparency, rm is the rendermolecule    // that this rInfo is part of    // For non depth sorted transparency, rm is one of the rendermolecules    // in the textureBin that is rendered, all renderMolecules under    // rm.textureBin's will be rendered    RenderMolecule rm;    RenderAtomListInfo rInfo;    TransparentRenderingInfo prev;    TransparentRenderingInfo next;    GeometryAtom geometryAtom;    double zVal; // Used in DepthSorted Transparency    // XXXX: Add Dirty info    /**     * update state before rendering transparent objects      */    boolean updateState(Canvas3D cv) {	TextureBin textureBin = rm.textureBin;	AttributeBin attributeBin = textureBin.attributeBin;        ShaderBin shaderBin = textureBin.shaderBin;        	// Get a collection to check if switch is on	RenderMolecule rm = textureBin.transparentRMList ;	// Optimization to skip updating Attributes if	// all switch are off. Note that switch condition	// is check again in rm.render().	while (rm != null) {	    if (rm.isSwitchOn()) {		break;	    }	    if (rm.next != null) {		rm = rm.next;	    } else {		rm = rm.nextMap;	    }	}		if (rm == null) {	    return false;	}        // XXXX : Code cleanup needed : The following code segment should simply test        //        each bin independently and update it if necessary.        if (cv.environmentSet != attributeBin.environmentSet) {                        boolean visible = (attributeBin.definingRenderingAttributes == null ||                    attributeBin.definingRenderingAttributes.visible);                        if ( (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy                    == View.VISIBILITY_DRAW_VISIBLE && !visible) ||                    (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy                    == View.VISIBILITY_DRAW_INVISIBLE && visible)) {                return false;            }                        // Fix to issue 314. Set the appropriate bits for the dirty bins             // and call the update state method.            cv.setStateToUpdate(Canvas3D.LIGHTBIN_BIT, attributeBin.environmentSet.lightBin);            cv.setStateToUpdate(Canvas3D.ENVIRONMENTSET_BIT, attributeBin.environmentSet);            cv.setStateToUpdate(Canvas3D.ATTRIBUTEBIN_BIT, attributeBin);            cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin);            cv.updateEnvState();        } else if (cv.attributeBin != attributeBin) {            boolean visible = (attributeBin.definingRenderingAttributes == null ||                    attributeBin.definingRenderingAttributes.visible);                        if ( (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy                    == View.VISIBILITY_DRAW_VISIBLE && !visible) ||                    (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy                    == View.VISIBILITY_DRAW_INVISIBLE && visible)) {                return false;            }                        // Fix to issue 314. Set the appropriate bits for the dirty bins             // and call the update state method.            cv.setStateToUpdate(Canvas3D.ATTRIBUTEBIN_BIT, attributeBin);            cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin);            cv.updateEnvState();                    } else if (cv.shaderBin != shaderBin) {            // Fix to issue 314. Set the appropriate bits for the dirty bins             // and call the update state method.            cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin);            cv.updateEnvState();         }         return true;    }    void render(Canvas3D cv) {	if (updateState(cv)) {      	    rm.textureBin.render(cv, rm.textureBin.transparentRMList);	}    }    void sortRender(Canvas3D cv) {	if (updateState(cv)) {	    rm.textureBin.render(cv, this);	}    }    public double getDistanceSquared() {        return zVal;    }    public Geometry getGeometry() {        // XXXX: verify 0 is always the correct index. Assumption is that for         // Shape3D with multiple geometry each geometry is put in it's         // own geometryAtom.        if (geometryAtom.geometryArray[0]==null)            return null;        return (Geometry)geometryAtom.geometryArray[0].source;    }    public void getLocalToVWorld(Transform3D localToVW) {        localToVW.set(rm.localToVworld[NodeRetained.LAST_LOCAL_TO_VWORLD]);    }    public Shape3D getShape3D() {        return (Shape3D)geometryAtom.source.source;    }}

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