diff options
Diffstat (limited to 'engine/src/core/com/jme3/renderer/RenderContext.java')
-rw-r--r-- | engine/src/core/com/jme3/renderer/RenderContext.java | 319 |
1 files changed, 319 insertions, 0 deletions
diff --git a/engine/src/core/com/jme3/renderer/RenderContext.java b/engine/src/core/com/jme3/renderer/RenderContext.java new file mode 100644 index 0000000..ee9ff9c --- /dev/null +++ b/engine/src/core/com/jme3/renderer/RenderContext.java @@ -0,0 +1,319 @@ +/* + * 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; + } +} |