| /* |
| * Copyright (c) 2009-2010 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.jme3.renderer; |
| |
| import com.jme3.material.RenderState; |
| import com.jme3.math.ColorRGBA; |
| import com.jme3.scene.Mesh; |
| import com.jme3.scene.VertexBuffer; |
| import com.jme3.texture.FrameBuffer; |
| import com.jme3.texture.Image; |
| |
| /** |
| * Represents the current state of the graphics library. This class is used |
| * internally to reduce state changes. NOTE: This class is specific to OpenGL. |
| */ |
| public class RenderContext { |
| |
| /** |
| * @see RenderState#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode) |
| */ |
| public RenderState.FaceCullMode cullMode = RenderState.FaceCullMode.Off; |
| |
| /** |
| * @see RenderState#setDepthTest(boolean) |
| */ |
| public boolean depthTestEnabled = false; |
| |
| /** |
| * @see RenderState#setAlphaTest(boolean) |
| */ |
| public boolean alphaTestEnabled = false; |
| |
| /** |
| * @see RenderState#setDepthWrite(boolean) |
| */ |
| public boolean depthWriteEnabled = true; |
| |
| /** |
| * @see RenderState#setColorWrite(boolean) |
| */ |
| public boolean colorWriteEnabled = true; |
| |
| /** |
| * @see Renderer#setClipRect(int, int, int, int) |
| */ |
| public boolean clipRectEnabled = false; |
| |
| /** |
| * @see RenderState#setPolyOffset(float, float) |
| */ |
| public boolean polyOffsetEnabled = false; |
| |
| /** |
| * @see RenderState#setPolyOffset(float, float) |
| */ |
| public float polyOffsetFactor = 0; |
| |
| /** |
| * @see RenderState#setPolyOffset(float, float) |
| */ |
| public float polyOffsetUnits = 0; |
| |
| /** |
| * For normals only. Uses GL_NORMALIZE. |
| * |
| * @see VertexBuffer#setNormalized(boolean) |
| */ |
| public boolean normalizeEnabled = false; |
| |
| /** |
| * For glMatrixMode. |
| * |
| * @see Renderer#setWorldMatrix(com.jme3.math.Matrix4f) |
| * @see Renderer#setViewProjectionMatrices(com.jme3.math.Matrix4f, com.jme3.math.Matrix4f) |
| */ |
| public int matrixMode = -1; |
| |
| /** |
| * @see Mesh#setPointSize(float) |
| */ |
| public float pointSize = 1; |
| |
| /** |
| * @see Mesh#setLineWidth(float) |
| */ |
| public float lineWidth = 1; |
| |
| /** |
| * @see RenderState#setBlendMode(com.jme3.material.RenderState.BlendMode) |
| */ |
| public RenderState.BlendMode blendMode = RenderState.BlendMode.Off; |
| |
| /** |
| * @see RenderState#setWireframe(boolean) |
| */ |
| public boolean wireframe = false; |
| |
| /** |
| * @see RenderState#setPointSprite(boolean) |
| */ |
| public boolean pointSprite = false; |
| |
| /** |
| * @see Renderer#setShader(com.jme3.shader.Shader) |
| */ |
| public int boundShaderProgram; |
| |
| /** |
| * @see Renderer#setFrameBuffer(com.jme3.texture.FrameBuffer) |
| */ |
| public int boundFBO = 0; |
| |
| /** |
| * Currently bound Renderbuffer |
| * |
| * @see Renderer#setFrameBuffer(com.jme3.texture.FrameBuffer) |
| */ |
| public int boundRB = 0; |
| |
| /** |
| * Currently bound draw buffer |
| * -2 = GL_NONE |
| * -1 = GL_BACK |
| * 0 = GL_COLOR_ATTACHMENT0 |
| * n = GL_COLOR_ATTACHMENTn |
| * where n is an integer greater than 1 |
| * |
| * @see Renderer#setFrameBuffer(com.jme3.texture.FrameBuffer) |
| * @see FrameBuffer#setTargetIndex(int) |
| */ |
| public int boundDrawBuf = -1; |
| |
| /** |
| * Currently bound read buffer |
| * |
| * @see RenderContext#boundDrawBuf |
| * @see Renderer#setFrameBuffer(com.jme3.texture.FrameBuffer) |
| * @see FrameBuffer#setTargetIndex(int) |
| */ |
| public int boundReadBuf = -1; |
| |
| /** |
| * Currently bound element array vertex buffer. |
| * |
| * @see Renderer#renderMesh(com.jme3.scene.Mesh, int, int) |
| */ |
| public int boundElementArrayVBO; |
| |
| /** |
| * @see Renderer#renderMesh(com.jme3.scene.Mesh, int, int) |
| */ |
| public int boundVertexArray; |
| |
| /** |
| * Currently bound array vertex buffer. |
| * |
| * @see Renderer#renderMesh(com.jme3.scene.Mesh, int, int) |
| */ |
| public int boundArrayVBO; |
| |
| public int numTexturesSet = 0; |
| |
| /** |
| * Current bound texture IDs for each texture unit. |
| * |
| * @see Renderer#setTexture(int, com.jme3.texture.Texture) |
| */ |
| public Image[] boundTextures = new Image[16]; |
| |
| /** |
| * IDList for texture units |
| * |
| * @see Renderer#setTexture(int, com.jme3.texture.Texture) |
| */ |
| public IDList textureIndexList = new IDList(); |
| |
| /** |
| * Currently bound texture unit |
| * |
| * @see Renderer#setTexture(int, com.jme3.texture.Texture) |
| */ |
| public int boundTextureUnit = 0; |
| |
| /** |
| * Stencil Buffer state |
| */ |
| public boolean stencilTest = false; |
| public RenderState.StencilOperation frontStencilStencilFailOperation = RenderState.StencilOperation.Keep; |
| public RenderState.StencilOperation frontStencilDepthFailOperation = RenderState.StencilOperation.Keep; |
| public RenderState.StencilOperation frontStencilDepthPassOperation = RenderState.StencilOperation.Keep; |
| public RenderState.StencilOperation backStencilStencilFailOperation = RenderState.StencilOperation.Keep; |
| public RenderState.StencilOperation backStencilDepthFailOperation = RenderState.StencilOperation.Keep; |
| public RenderState.StencilOperation backStencilDepthPassOperation = RenderState.StencilOperation.Keep; |
| public RenderState.TestFunction frontStencilFunction = RenderState.TestFunction.Always; |
| public RenderState.TestFunction backStencilFunction = RenderState.TestFunction.Always; |
| |
| /** |
| * Vertex attribs currently bound and enabled. If a slot is null, then |
| * it is disabled. |
| */ |
| public VertexBuffer[] boundAttribs = new VertexBuffer[16]; |
| |
| /** |
| * IDList for vertex attributes |
| */ |
| public IDList attribIndexList = new IDList(); |
| |
| /** |
| * Ambient color (GL1 only) |
| */ |
| public ColorRGBA ambient; |
| |
| /** |
| * Diffuse color (GL1 only) |
| */ |
| public ColorRGBA diffuse; |
| |
| /** |
| * Specular color (GL1 only) |
| */ |
| public ColorRGBA specular; |
| |
| /** |
| * Material color (GL1 only) |
| */ |
| public ColorRGBA color; |
| |
| /** |
| * Shininess (GL1 only) |
| */ |
| public float shininess; |
| |
| /** |
| * Use vertex color (GL1 only) |
| */ |
| public boolean useVertexColor; |
| |
| /** |
| * Reset the RenderContext to default GL state |
| */ |
| public void reset(){ |
| cullMode = RenderState.FaceCullMode.Off; |
| depthTestEnabled = false; |
| alphaTestEnabled = false; |
| depthWriteEnabled = false; |
| colorWriteEnabled = false; |
| clipRectEnabled = false; |
| polyOffsetEnabled = false; |
| polyOffsetFactor = 0; |
| polyOffsetUnits = 0; |
| normalizeEnabled = false; |
| matrixMode = -1; |
| pointSize = 1; |
| blendMode = RenderState.BlendMode.Off; |
| wireframe = false; |
| boundShaderProgram = 0; |
| boundFBO = 0; |
| boundRB = 0; |
| boundDrawBuf = -1; |
| boundReadBuf = -1; |
| boundElementArrayVBO = 0; |
| boundVertexArray = 0; |
| boundArrayVBO = 0; |
| numTexturesSet = 0; |
| for (int i = 0; i < boundTextures.length; i++) |
| boundTextures[i] = null; |
| |
| textureIndexList.reset(); |
| boundTextureUnit = 0; |
| for (int i = 0; i < boundAttribs.length; i++) |
| boundAttribs[i] = null; |
| |
| attribIndexList.reset(); |
| |
| stencilTest = false; |
| frontStencilStencilFailOperation = RenderState.StencilOperation.Keep; |
| frontStencilDepthFailOperation = RenderState.StencilOperation.Keep; |
| frontStencilDepthPassOperation = RenderState.StencilOperation.Keep; |
| backStencilStencilFailOperation = RenderState.StencilOperation.Keep; |
| backStencilDepthFailOperation = RenderState.StencilOperation.Keep; |
| backStencilDepthPassOperation = RenderState.StencilOperation.Keep; |
| frontStencilFunction = RenderState.TestFunction.Always; |
| backStencilFunction = RenderState.TestFunction.Always; |
| |
| ambient = diffuse = specular = color = null; |
| shininess = 0; |
| useVertexColor = false; |
| } |
| } |