graphfactory.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 194 行
JAVA
194 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.util.stat.graph;
import java.nio.FloatBuffer;
import com.jme.image.Texture2D;
import com.jme.image.Texture.MagnificationFilter;
import com.jme.image.Texture.MinificationFilter;
import com.jme.renderer.Renderer;
import com.jme.scene.Spatial;
import com.jme.scene.shape.Quad;
import com.jme.scene.state.BlendState;
import com.jme.scene.state.TextureState;
import com.jme.scene.state.BlendState.DestinationFunction;
import com.jme.scene.state.BlendState.SourceFunction;
import com.jme.system.DisplaySystem;
import com.jme.util.stat.StatCollector;
/**
* Factory class useful for setting up various types of graphs.
*
* @author Joshua Slack
*/
public class GraphFactory {
/**
* Makes a new line grapher and sets up a quad to display it.
*
* @param width
* the width in pixels of the graph
* @param height
* the height in pixels of the graph
* @param quad
* the quad on whose surface we'll display our graph.
* @return the new LineGrapher
*/
public static LineGrapher makeLineGraph(int width, int height, Quad quad) {
LineGrapher grapher = new LineGrapher(width, height);
grapher.setThreshold(1);
StatCollector.addStatListener(grapher);
Texture2D graphTex = setupGraphTexture(grapher);
float dW = (float) width / grapher.texRenderer.getWidth();
float dH = (float) height / grapher.texRenderer.getHeight();
setupGraphQuad(quad, graphTex, dW, dH);
return grapher;
}
/**
* Makes a new area grapher and sets up a quad to display it.
*
* @param width
* the width in pixels of the graph
* @param height
* the height in pixels of the graph
* @param quad
* the quad on whose surface we'll display our graph.
* @return the new TimedAreaGrapher
*/
public static TimedAreaGrapher makeTimedGraph(int width, int height,
Quad quad) {
TimedAreaGrapher grapher = new TimedAreaGrapher(width, height);
grapher.setThreshold(1);
StatCollector.addStatListener(grapher);
Texture2D graphTex = setupGraphTexture(grapher);
float dW = (float) width / grapher.texRenderer.getWidth();
float dH = (float) height / grapher.texRenderer.getHeight();
setupGraphQuad(quad, graphTex, dW, dH);
return grapher;
}
/**
* Makes a new label grapher and sets up a quad to display it.
*
* @param width
* the width in pixels of the graph
* @param height
* the height in pixels of the graph
* @param quad
* the quad on whose surface we'll display our graph.
* @return the new TabledLabelGrapher
*/
public static TabledLabelGrapher makeTabledLabelGraph(int width,
int height, Quad quad) {
TabledLabelGrapher grapher = new TabledLabelGrapher(width, height);
grapher.setThreshold(1);
StatCollector.addStatListener(grapher);
Texture2D graphTex = setupGraphTexture(grapher);
float dW = (float) width / grapher.texRenderer.getWidth();
float dH = (float) height / grapher.texRenderer.getHeight();
setupGraphQuad(quad, graphTex, dW, dH);
return grapher;
}
/**
* Creates and sets up a texture to be used as the texture for a given
* grapher. Also applies appropriate texture filter modes.
* (NearestNeighborNoMipMaps and Bilinear)
*
* @param grapher
* the grapher to associate the texture with
* @return the texture
*/
private static Texture2D setupGraphTexture(AbstractStatGrapher grapher) {
Texture2D graphTex = new Texture2D();
graphTex
.setMinificationFilter(MinificationFilter.NearestNeighborNoMipMaps);
graphTex.setMagnificationFilter(MagnificationFilter.Bilinear);
grapher.setTexture(graphTex);
return graphTex;
}
/**
* Sets up a Quad to be used as the display surface for a grapher. Puts it
* in the ortho mode, sets up UVs, and sets up a TextureState and an alpha
* transparency BlendState.
*
* @param quad
* the Quad to use
* @param graphTexture
* the texture to use
* @param maxU
* the maximum value along the U axis to use in the texture for
* UVs
* @param maxV
* the maximum value along the V axis to use in the texture for
* UVs
*/
private static void setupGraphQuad(Quad quad, Texture2D graphTexture,
float maxU, float maxV) {
quad.setTextureCombineMode(Spatial.TextureCombineMode.Replace);
quad.setLightCombineMode(Spatial.LightCombineMode.Off);
quad.setRenderQueueMode(Renderer.QUEUE_ORTHO);
quad.setZOrder(-1);
FloatBuffer tbuf = quad.getTextureCoords(0).coords;
tbuf.clear();
tbuf.put(0).put(maxV);
tbuf.put(0).put(0);
tbuf.put(maxU).put(0);
tbuf.put(maxU).put(maxV);
tbuf.rewind();
TextureState texState = DisplaySystem.getDisplaySystem().getRenderer()
.createTextureState();
texState.setTexture(graphTexture);
quad.setRenderState(texState);
BlendState blend = DisplaySystem.getDisplaySystem().getRenderer()
.createBlendState();
blend.setBlendEnabled(true);
blend.setSourceFunction(SourceFunction.SourceAlpha);
blend.setDestinationFunction(DestinationFunction.OneMinusSourceAlpha);
quad.setRenderState(blend);
}
}
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