lightstaterecord.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 130 行
JAVA
130 行
/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme.scene.state.lwjgl.records;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import com.jme.renderer.ColorRGBA;
import com.jme.scene.state.StateRecord;
import com.jme.util.geom.BufferUtils;
public class LightStateRecord extends StateRecord {
private ArrayList<LightRecord> lightList = new ArrayList<LightRecord>();
private int lightMask;
private int backLightMask;
private boolean twoSidedOn;
public ColorRGBA globalAmbient = new ColorRGBA(-1, -1, -1, -1);
private boolean enabled;
private boolean localViewer;
private boolean separateSpecular;
// buffer for light colors.
public FloatBuffer lightBuffer = BufferUtils.createColorBuffer(1);
public int getBackLightMask() {
return backLightMask;
}
public void setBackLightMask(int backLightMask) {
this.backLightMask = backLightMask;
}
public LightRecord getLightRecord(int index) {
if (lightList.size() <= index) {
return null;
}
return lightList.get(index);
}
public void setLightRecord(LightRecord lr, int index) {
while (lightList.size() <= index) {
lightList.add(null);
}
lightList.set(index, lr);
}
public int getLightMask() {
return lightMask;
}
public void setLightMask(int lightMask) {
this.lightMask = lightMask;
}
public boolean isTwoSidedOn() {
return twoSidedOn;
}
public void setTwoSidedOn(boolean twoSidedOn) {
this.twoSidedOn = twoSidedOn;
}
public boolean isEnabled() {
return enabled;
}
public void setEnabled(boolean enabled) {
this.enabled = enabled;
}
public boolean isLocalViewer() {
return localViewer;
}
public void setLocalViewer(boolean localViewer) {
this.localViewer = localViewer;
}
public boolean isSeparateSpecular() {
return separateSpecular;
}
public void setSeparateSpecular(boolean seperateSpecular) {
this.separateSpecular = seperateSpecular;
}
@Override
public void invalidate() {
super.invalidate();
for (LightRecord record : lightList) {
record.invalidate();
}
lightMask = -1;
backLightMask = -1;
twoSidedOn = false;
enabled = false;
localViewer = false;
separateSpecular = false;
globalAmbient.set(-1, -1, -1, -1);
}
@Override
public void validate() {
super.validate();
for (LightRecord record : lightList) {
record.validate();
}
}
}
⌨️ 快捷键说明
复制代码Ctrl + C
搜索代码Ctrl + F
全屏模式F11
增大字号Ctrl + =
减小字号Ctrl + -
显示快捷键?