materialstaterecord.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 211 行
JAVA
211 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.logging.Logger;
import org.lwjgl.opengl.GL11;
import com.jme.renderer.ColorRGBA;
import com.jme.scene.state.StateRecord;
import com.jme.util.geom.BufferUtils;
public class MaterialStateRecord extends StateRecord {
private static final Logger logger = Logger.getLogger(MaterialStateRecord.class.getName());
public ColorRGBA frontAmbient = new ColorRGBA(-1,-1,-1,-1);
public ColorRGBA frontDiffuse = new ColorRGBA(-1,-1,-1,-1);
public ColorRGBA frontSpecular = new ColorRGBA(-1,-1,-1,-1);
public ColorRGBA frontEmissive = new ColorRGBA(-1,-1,-1,-1);
public ColorRGBA backAmbient = new ColorRGBA(-1,-1,-1,-1);
public ColorRGBA backDiffuse = new ColorRGBA(-1,-1,-1,-1);
public ColorRGBA backSpecular = new ColorRGBA(-1,-1,-1,-1);
public ColorRGBA backEmissive = new ColorRGBA(-1,-1,-1,-1);
public float shininess = Float.NEGATIVE_INFINITY;
public int colorMaterial = Integer.MIN_VALUE;
public int materialFace = Integer.MIN_VALUE;
public int face = Integer.MIN_VALUE;
public FloatBuffer tempColorBuff = BufferUtils.createColorBuffer(1);
public boolean isSetColor(int face, int glMatColor, ColorRGBA color, MaterialStateRecord record) {
if (face == GL11.GL_FRONT) {
switch (glMatColor) {
case GL11.GL_AMBIENT:
return color.r == frontAmbient.r && color.g == frontAmbient.g && color.b == frontAmbient.b && color.a == frontAmbient.a;
case GL11.GL_DIFFUSE:
return color.r == frontDiffuse.r && color.g == frontDiffuse.g && color.b == frontDiffuse.b && color.a == frontDiffuse.a;
case GL11.GL_SPECULAR:
return color.r == frontSpecular.r && color.g == frontSpecular.g && color.b == frontSpecular.b && color.a == frontSpecular.a;
case GL11.GL_EMISSION:
return color.r == frontEmissive.r && color.g == frontEmissive.g && color.b == frontEmissive.b && color.a == frontEmissive.a;
default:
logger.warning("bad isSetColor");
}
} else if (face == GL11.GL_FRONT_AND_BACK) {
switch (glMatColor) {
case GL11.GL_AMBIENT:
return color.r == frontAmbient.r && color.g == frontAmbient.g && color.b == frontAmbient.b && color.a == frontAmbient.a &&
color.r == backAmbient.r && color.g == backAmbient.g && color.b == backAmbient.b && color.a == backAmbient.a;
case GL11.GL_DIFFUSE:
return color.r == frontDiffuse.r && color.g == frontDiffuse.g && color.b == frontDiffuse.b && color.a == frontDiffuse.a &&
color.r == backDiffuse.r && color.g == backDiffuse.g && color.b == backDiffuse.b && color.a == backDiffuse.a;
case GL11.GL_SPECULAR:
return color.r == frontSpecular.r && color.g == frontSpecular.g && color.b == frontSpecular.b && color.a == frontSpecular.a &&
color.r == backSpecular.r && color.g == backSpecular.g && color.b == backSpecular.b && color.a == backSpecular.a;
case GL11.GL_EMISSION:
return color.r == frontEmissive.r && color.g == frontEmissive.g && color.b == frontEmissive.b && color.a == frontEmissive.a &&
color.r == backEmissive.r && color.g == backEmissive.g && color.b == backEmissive.b && color.a == backEmissive.a;
default:
logger.warning("bad isSetColor");
}
} else if (face == GL11.GL_BACK) {
switch (glMatColor) {
case GL11.GL_AMBIENT:
return color.r == backAmbient.r && color.g == backAmbient.g && color.b == backAmbient.b && color.a == backAmbient.a;
case GL11.GL_DIFFUSE:
return color.r == backDiffuse.r && color.g == backDiffuse.g && color.b == backDiffuse.b && color.a == backDiffuse.a;
case GL11.GL_SPECULAR:
return color.r == backSpecular.r && color.g == backSpecular.g && color.b == backSpecular.b && color.a == backSpecular.a;
case GL11.GL_EMISSION:
return color.r == backEmissive.r && color.g == backEmissive.g && color.b == backEmissive.b && color.a == backEmissive.a;
default:
logger.warning("bad isSetColor");
}
}
return false;
}
public void setColor(int face, int glMatColor, ColorRGBA color) {
if (face == GL11.GL_FRONT || face == GL11.GL_FRONT_AND_BACK) {
switch (glMatColor) {
case GL11.GL_AMBIENT:
frontAmbient.set(color);
break;
case GL11.GL_DIFFUSE:
frontDiffuse.set(color);
break;
case GL11.GL_SPECULAR:
frontSpecular.set(color);
break;
case GL11.GL_EMISSION:
frontEmissive.set(color);
break;
default:
logger.warning("bad setColor");
}
}
if (face == GL11.GL_BACK || face == GL11.GL_FRONT_AND_BACK) {
switch (glMatColor) {
case GL11.GL_AMBIENT:
backAmbient.set(color);
break;
case GL11.GL_DIFFUSE:
backDiffuse.set(color);
break;
case GL11.GL_SPECULAR:
backSpecular.set(color);
break;
case GL11.GL_EMISSION:
backEmissive.set(color);
break;
default:
logger.warning("bad setColor");
}
}
}
public void resetColorsForCM(int face, int glMat) {
if (face == GL11.GL_FRONT || face == GL11.GL_FRONT_AND_BACK) {
switch (glMat) {
case GL11.GL_AMBIENT:
frontAmbient.set(-1, -1, -1, -1);
break;
case GL11.GL_DIFFUSE:
frontDiffuse.set(-1, -1, -1, -1);
break;
case GL11.GL_AMBIENT_AND_DIFFUSE:
frontAmbient.set(-1, -1, -1, -1);
frontDiffuse.set(-1, -1, -1, -1);
break;
case GL11.GL_EMISSION:
frontEmissive.set(-1, -1, -1, -1);
break;
case GL11.GL_SPECULAR:
frontSpecular.set(-1, -1, -1, -1);
break;
}
}
if (face == GL11.GL_BACK || face == GL11.GL_FRONT_AND_BACK) {
switch (glMat) {
case GL11.GL_AMBIENT:
backAmbient.set(-1, -1, -1, -1);
break;
case GL11.GL_DIFFUSE:
backDiffuse.set(-1, -1, -1, -1);
break;
case GL11.GL_AMBIENT_AND_DIFFUSE:
backAmbient.set(-1, -1, -1, -1);
backDiffuse.set(-1, -1, -1, -1);
break;
case GL11.GL_EMISSION:
backEmissive.set(-1, -1, -1, -1);
break;
case GL11.GL_SPECULAR:
backSpecular.set(-1, -1, -1, -1);
break;
}
}
}
@Override
public void invalidate() {
super.invalidate();
frontAmbient.set(-1,-1,-1,-1);
frontDiffuse.set(-1,-1,-1,-1);
frontSpecular.set(-1,-1,-1,-1);
frontEmissive.set(-1,-1,-1,-1);
backAmbient.set(-1,-1,-1,-1);
backDiffuse.set(-1,-1,-1,-1);
backSpecular.set(-1,-1,-1,-1);
backEmissive.set(-1,-1,-1,-1);
shininess = Float.NEGATIVE_INFINITY;
colorMaterial = Integer.MIN_VALUE;
materialFace = Integer.MIN_VALUE;
face = Integer.MIN_VALUE;
}
}
⌨️ 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?