lwjglwireframestate.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 131 行
JAVA
131 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;
import org.lwjgl.opengl.GL11;
import com.jme.renderer.RenderContext;
import com.jme.scene.state.WireframeState;
import com.jme.scene.state.lwjgl.records.LineRecord;
import com.jme.scene.state.lwjgl.records.WireframeStateRecord;
import com.jme.system.DisplaySystem;
/**
* <code>LWJGLWireframeState</code> subclasses WireframeState to use the LWJGL
* API to access OpenGL. If the state is enabled, wireframe mode is used,
* otherwise solid fill is used.
*
* @author Mark Powell
* @author Joshua Slack - reworked for StateRecords.
* @version $Id: LWJGLWireframeState.java,v 1.11 2007/10/05 22:43:17 nca Exp $
*/
public class LWJGLWireframeState extends WireframeState {
private static final long serialVersionUID = 1L;
/**
* <code>set</code> sets the polygon mode to line or fill depending on if
* the state is enabled or not.
*
* @see com.jme.scene.state.WireframeState#apply()
*/
public void apply() {
// ask for the current state record
RenderContext<?> context = DisplaySystem.getDisplaySystem().getCurrentContext();
WireframeStateRecord record = (WireframeStateRecord) context.getStateRecord(StateType.Wireframe);
LineRecord lineRecord = (LineRecord) context.getLineRecord();
context.currentStates[StateType.Wireframe.ordinal()] = this;
if (isEnabled()) {
lineRecord.applyLineWidth(lineWidth);
lineRecord.applyLineSmooth(isAntialiased());
lineRecord.applyLineStipple(1, (short)0xFFFF);
if (!lineRecord.isValid())
lineRecord.validate();
switch (face) {
case Front:
applyPolyMode(GL11.GL_LINE, GL11.GL_FILL, record);
break;
case Back:
applyPolyMode(GL11.GL_FILL, GL11.GL_LINE, record);
break;
case FrontAndBack:
default:
applyPolyMode(GL11.GL_LINE, GL11.GL_LINE, record);
break;
}
} else {
applyPolyMode(GL11.GL_FILL, GL11.GL_FILL, record);
}
if (!record.isValid())
record.validate();
}
private void applyPolyMode(int frontMode, int backMode, WireframeStateRecord record) {
if (record.isValid()) {
if (frontMode == backMode && (record.frontMode != frontMode || record.backMode != backMode)) {
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, frontMode);
record.frontMode = frontMode;
record.backMode = backMode;
} else if (frontMode != backMode) {
if (record.frontMode != frontMode) {
GL11.glPolygonMode(GL11.GL_FRONT, frontMode);
record.frontMode = frontMode;
}
if (record.backMode != backMode) {
GL11.glPolygonMode(GL11.GL_BACK, backMode);
record.backMode = backMode;
}
}
} else {
if (frontMode == backMode) {
GL11.glPolygonMode(GL11.GL_FRONT_AND_BACK, frontMode);
} else if (frontMode != backMode) {
GL11.glPolygonMode(GL11.GL_FRONT, frontMode);
GL11.glPolygonMode(GL11.GL_BACK, backMode);
}
record.frontMode = frontMode;
record.backMode = backMode;
}
}
@Override
public WireframeStateRecord createStateRecord() {
return new WireframeStateRecord();
}
}
⌨️ 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?