/* * Copyright 2001-2008 Sun Microsystems, Inc. All Rights Reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Sun designates this * particular file as subject to the "Classpath" exception as provided * by Sun in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, * CA 95054 USA or visit www.sun.com if you need additional information or * have any questions. * */ package javax.media.j3d; class TransparentRenderingInfo extends Object implements TransparencySortGeom { // For DepthSortedTransparency, rm is the rendermolecule // that this rInfo is part of // For non depth sorted transparency, rm is one of the rendermolecules // in the textureBin that is rendered, all renderMolecules under // rm.textureBin's will be rendered RenderMolecule rm; RenderAtomListInfo rInfo; TransparentRenderingInfo prev; TransparentRenderingInfo next; GeometryAtom geometryAtom; double zVal; // Used in DepthSorted Transparency // XXXX: Add Dirty info /** * update state before rendering transparent objects */ boolean updateState(Canvas3D cv) { TextureBin textureBin = rm.textureBin; AttributeBin attributeBin = textureBin.attributeBin; ShaderBin shaderBin = textureBin.shaderBin; // Get a collection to check if switch is on RenderMolecule rm = textureBin.transparentRMList ; // Optimization to skip updating Attributes if // all switch are off. Note that switch condition // is check again in rm.render(). while (rm != null) { if (rm.isSwitchOn()) { break; } if (rm.next != null) { rm = rm.next; } else { rm = rm.nextMap; } } if (rm == null) { return false; } // XXXX : Code cleanup needed : The following code segment should simply test // each bin independently and update it if necessary. if (cv.environmentSet != attributeBin.environmentSet) { boolean visible = (attributeBin.definingRenderingAttributes == null || attributeBin.definingRenderingAttributes.visible); if ( (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy == View.VISIBILITY_DRAW_VISIBLE && !visible) || (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy == View.VISIBILITY_DRAW_INVISIBLE && visible)) { return false; } // Fix to issue 314. Set the appropriate bits for the dirty bins // and call the update state method. cv.setStateToUpdate(Canvas3D.LIGHTBIN_BIT, attributeBin.environmentSet.lightBin); cv.setStateToUpdate(Canvas3D.ENVIRONMENTSET_BIT, attributeBin.environmentSet); cv.setStateToUpdate(Canvas3D.ATTRIBUTEBIN_BIT, attributeBin); cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin); cv.updateEnvState(); } else if (cv.attributeBin != attributeBin) { boolean visible = (attributeBin.definingRenderingAttributes == null || attributeBin.definingRenderingAttributes.visible); if ( (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy == View.VISIBILITY_DRAW_VISIBLE && !visible) || (attributeBin.environmentSet.renderBin.view.viewCache.visibilityPolicy == View.VISIBILITY_DRAW_INVISIBLE && visible)) { return false; } // Fix to issue 314. Set the appropriate bits for the dirty bins // and call the update state method. cv.setStateToUpdate(Canvas3D.ATTRIBUTEBIN_BIT, attributeBin); cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin); cv.updateEnvState(); } else if (cv.shaderBin != shaderBin) { // Fix to issue 314. Set the appropriate bits for the dirty bins // and call the update state method. cv.setStateToUpdate(Canvas3D.SHADERBIN_BIT, shaderBin); cv.updateEnvState(); } return true; } void render(Canvas3D cv) { if (updateState(cv)) { rm.textureBin.render(cv, rm.textureBin.transparentRMList); } } void sortRender(Canvas3D cv) { if (updateState(cv)) { rm.textureBin.render(cv, this); } } @Override public double getDistanceSquared() { return zVal; } @Override public Geometry getGeometry() { // XXXX: verify 0 is always the correct index. Assumption is that for // Shape3D with multiple geometry each geometry is put in it's // own geometryAtom. if (geometryAtom.geometryArray[0]==null) return null; return (Geometry)geometryAtom.geometryArray[0].source; } @Override public void getLocalToVWorld(Transform3D localToVW) { localToVW.set(rm.localToVworld[NodeRetained.LAST_LOCAL_TO_VWORLD]); } @Override public Shape3D getShape3D() { return (Shape3D)geometryAtom.source.source; } }