📄 pass.java
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/*
* 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.renderer.pass;
import java.io.Serializable;
import java.util.ArrayList;
import com.jme.renderer.RenderContext;
import com.jme.renderer.Renderer;
import com.jme.scene.Spatial;
import com.jme.scene.state.RenderState;
import com.jme.system.DisplaySystem;
/**
* <code>Pass</code> encapsulates logic necessary for rendering one or more
* steps in a multipass technique.
*
* Rendering:
*
* When renderPass is called, a check is first made to see if the
* pass isEnabled(). Then any states set on this pass are enforced via
* Spatial.enforceState(RenderState). This is useful for doing things such
* as causing this pass to be blended to a previous pass via enforcing an
* BlendState, etc. Next, doRender(Renderer) is called to do the actual
* rendering work. Finally, any enforced states set before this pass was
* run are restored.
*
* @author Joshua Slack
* @version $Id: Pass.java,v 1.9 2007/08/14 13:41:40 rherlitz Exp $
*/
public abstract class Pass implements Serializable {
private static final long serialVersionUID = -2608939114161492853L;
/** list of spatials registered with this pass. */
protected ArrayList<Spatial> spatials = new ArrayList<Spatial>();
/** if false, pass will not be updated or rendered. */
protected boolean enabled = true;
/** offset params to use to differentiate multiple passes of the same scene in the zbuffer. */
protected float zFactor;
protected float zOffset;
/**
* RenderStates registered with this pass - if a given state is not null it
* overrides the corresponding state set during rendering.
*/
protected RenderState[] passStates = new RenderState[RenderState.StateType.values().length];
/** a place to internally save previous states setup before rendering this pass */
protected RenderState[] savedStates = new RenderState[RenderState.StateType.values().length];
protected RenderContext<?> context = null;
/** if enabled, set the states for this pass and then render. */
public final void renderPass(Renderer r) {
if (!enabled) return;
context = DisplaySystem.getDisplaySystem().getCurrentContext();
applyPassStates();
r.setPolygonOffset(zFactor, zOffset);
doRender(r);
r.clearPolygonOffset();
resetOldStates();
context = null;
}
/**
* Enforce a particular state. In other words, the given state will override
* any state of the same type set on a scene object. Remember to clear the
* state when done enforcing. Very useful for multipass techniques where
* multiple sets of states need to be applied to a scenegraph drawn multiple
* times.
*
* @param state
* state to enforce
*/
public void setPassState(RenderState state) {
passStates[state.getStateType().ordinal()] = state;
}
/**
* Returns the requested RenderState that this Pass currently has set or
* null if none is set.
*
* @param type
* the renderstate type to retrieve
* @return a renderstate at the given position or null
* @deprecated As of 2.0, use {@link #getRenderState(com.jme.scene.state.RenderState.StateType)} instead.
*/
public RenderState getRenderState(int type) {
return passStates != null ? passStates[type] : null;
}
/**
* Returns the requested RenderState that this Pass currently has set or
* null if none is set.
*
* @param type
* the renderstate type to retrieve
* @return a renderstate at the given position or null
*/
public RenderState getRenderState(RenderState.StateType type) {
return passStates != null ? passStates[type.ordinal()] : null;
}
/**
* Clears an enforced render state index by setting it to null. This allows
* object specific states to be used.
*
* @param renderStateType
* The type of RenderState to clear enforcement on.
* @deprecated As of 2.0, use {@link #clearPassState(com.jme.scene.state.RenderState.StateType)} instead.
*/
public void clearPassState(int renderStateType) {
passStates[renderStateType] = null;
}
/**
* Clears an enforced render state by setting it to null. This allows
* object specific states to be used.
*
* @param type
* The type of RenderState to clear enforcement on.
*/
public void clearPassState(RenderState.StateType type) {
passStates[type.ordinal()] = null;
}
/**
* sets all enforced states to null.
*
* @see RenderContext#clearEnforcedState(int)
*/
public void clearPassStates() {
for (int i = 0; i < passStates.length; i++)
passStates[i] = null;
}
protected void applyPassStates() {
for (int x = RenderState.StateType.values().length; --x >= 0;) {
if (passStates[x] != null) {
savedStates[x] = context.enforcedStateList[x];
context.enforcedStateList[x] = passStates[x];
}
}
}
protected abstract void doRender(Renderer r);
protected void resetOldStates() {
for (int x = RenderState.StateType.values().length; --x >= 0;) {
if (passStates[x] != null) {
context.enforcedStateList[x] = savedStates[x];
}
}
}
/** if enabled, call doUpdate to update information for this pass. */
public final void updatePass(float tpf) {
if (!enabled) return;
doUpdate(tpf);
}
protected void doUpdate(float tpf) {
}
public void add(Spatial toAdd) {
spatials.add(toAdd);
}
public Spatial get(int index) {
return spatials.get(index);
}
public boolean contains(Spatial s) {
return spatials.contains(s);
}
public boolean remove(Spatial toRemove) {
return spatials.remove(toRemove);
}
public void removeAll() {
spatials.clear();
}
public int size() {
return spatials.size();
}
/**
* @return Returns the enabled.
*/
public boolean isEnabled() {
return enabled;
}
/**
* @param enabled The enabled to set.
*/
public void setEnabled(boolean enabled) {
this.enabled = enabled;
}
/**
* @return Returns the zFactor.
*/
public float getZFactor() {
return zFactor;
}
/**
* Sets the polygon offset param - factor - for this Pass.
*
* @param factor
* The zFactor to set.
*/
public void setZFactor(float factor) {
zFactor = factor;
}
/**
* @return Returns the zOffset.
*/
public float getZOffset() {
return zOffset;
}
/**
* Sets the polygon offset param - offset - for this Pass.
*
* @param offset
* The zOffset to set.
*/
public void setZOffset(float offset) {
zOffset = offset;
}
public void cleanUp() {
}
}
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