/**
* Copyright (c) 2003-2009, Xith3D Project Group all rights reserved.
*
* Portions based on the Java3D interface, Copyright by Sun Microsystems.
* Many thanks to the developers of Java3D and Sun Microsystems for their
* innovation and design.
*
* 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 the 'Xith3D Project Group' 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) A
* RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE
*/
package org.xith3d.render;
import java.util.ArrayList;
import org.xith3d.render.config.OpenGLLayer;
/**
* A RenderCallback can be attached to a RenderPass.<br>
* Before the assotiated RenderPass'es Nodes are rendered, the callback method
* is invoked.
*
* @author Marvin Froehlich (aka Qudus)
*/
public interface RenderCallback
{
/**
* This method is invoked by the Renderer from the render thread.
* When this method is invoked, the RenderPass is about to be processed (e.g. shapes being culled).
*
* @param renderPass
*/
public void beforeRenderPassIsProcessed( RenderPass renderPass );
/**
* This method is invoked by the Renderer from the render thread.
* When this method is invoked, the RenderPass is processed (e.g. shapes being culled).
*
* @param renderPass
*/
public void afterRenderPassIsProcessed( RenderPass renderPass );
/**
* This method is invoked by the Renderer from the render thread.
* When this method is invoked, the RenderPass is about to be prepared.
*
* @param renderPass
* @param openGLLayer the used OpenGLLayer
* @param glObj In JOGL mode, this is the GLCanvas, in LWJGL this is null
*/
public void beforeRenderPassIsRendered( RenderPass renderPass, OpenGLLayer openGLLayer, Object glObj );
/**
* This method is invoked before the given RenderTarget is being activated.
*
* @param renderPass
* @param renderTarget
* @param openGLLayer the used OpenGLLayer
* @param glObj
*/
public void beforeRenderTargetIsActivated( RenderPass renderPass, RenderTarget renderTarget, OpenGLLayer openGLLayer, Object glObj );
/**
* This method is invoked after the given RenderTarget is being activated.
*
* @param renderPass
* @param renderTarget
* @param openGLLayer the used OpenGLLayer
* @param glObj
*/
public void afterRenderTargetIsActivated( RenderPass renderPass, RenderTarget renderTarget, OpenGLLayer openGLLayer, Object glObj );
/**
* This method is invoked by the Renderer from the render thread.
* When this method is invoked, the RenderPass is fully set up.
*
* @param renderPass
* @param openGLLayer the used OpenGLLayer
* @param glObj In JOGL mode, this is the GLCanvas, in LWJGL this is null
*/
public void afterRenderPassIsSetUp( RenderPass renderPass, OpenGLLayer openGLLayer, Object glObj );
/**
* This method is invoked before the given RenderTarget is being deactivated.
*
* @param renderPass
* @param renderTarget
* @param openGLLayer the used OpenGLLayer
* @param glObj
*/
public void beforeRenderTargetIsDeactivated( RenderPass renderPass, RenderTarget renderTarget, OpenGLLayer openGLLayer, Object glObj );
/**
* This method is invoked after the given RenderTarget is being deactivated.
*
* @param renderPass
* @param renderTarget
* @param openGLLayer the used OpenGLLayer
* @param glObj
*/
public void afterRenderTargetIsDeactivated( RenderPass renderPass, RenderTarget renderTarget, OpenGLLayer openGLLayer, Object glObj );
/**
* This method is invoked by the Renderer from the render thread.
* When this method is invoked, the RenderPass is fully set up.
*
* @param renderPass
* @param openGLLayer the used OpenGLLayer
* @param glObj In JOGL mode, this is the GLCanvas, in LWJGL this is null
*/
public void afterRenderPassCompleted( RenderPass renderPass, OpenGLLayer openGLLayer, Object glObj );
public static final class RenderCallbackNotifier
{
private final ArrayList< RenderCallback > callbacks;
public final void notifyBeforeRenderPassIsProcessed( final RenderPass renderPass )
{
for ( int i = 0; i < callbacks.size(); i++ )
{
callbacks.get( i ).beforeRenderPassIsProcessed( renderPass );
}
}
public final void notifyAfterRenderPassIsProcessed( final RenderPass renderPass )
{
for ( int i = 0; i < callbacks.size(); i++ )
{
callbacks.get( i ).afterRenderPassIsProcessed( renderPass );
}
}
public final void notifyBeforeRenderPassIsRendered( RenderPass renderPass, OpenGLLayer openGLLayer, Object glObj )
{
for ( int i = 0; i < callbacks.size(); i++ )
{
callbacks.get( i ).beforeRenderPassIsRendered( renderPass, openGLLayer, glObj );
}
}
public final void notifyBeforeRenderTargetIsActivated( RenderPass renderPass, RenderTarget renderTarget, OpenGLLayer openGLLayer, Object glObj )
{
for ( int i = 0; i < callbacks.size(); i++ )
{
callbacks.get( i ).beforeRenderTargetIsActivated( renderPass, renderTarget, openGLLayer, glObj );
}
}
public final void notifyAfterRenderTargetIsActivated( RenderPass renderPass, RenderTarget renderTarget, OpenGLLayer openGLLayer, Object glObj )
{
for ( int i = 0; i < callbacks.size(); i++ )
{
callbacks.get( i ).afterRenderTargetIsActivated( renderPass, renderTarget, openGLLayer, glObj );
}
}
public final void notifyAfterRenderPassIsSetUp( RenderPass renderPass, OpenGLLayer openGLLayer, Object glObj )
{
for ( int i = 0; i < callbacks.size(); i++ )
{
callbacks.get( i ).afterRenderPassIsSetUp( renderPass, openGLLayer, glObj );
}
}
public final void notifyBeforeRenderTargetIsDeactivated( RenderPass renderPass, RenderTarget renderTarget, OpenGLLayer openGLLayer, Object glObj )
{
for ( int i = 0; i < callbacks.size(); i++ )
{
callbacks.get( i ).beforeRenderTargetIsDeactivated( renderPass, renderTarget, openGLLayer, glObj );
}
}
public final void notifyAfterRenderTargetIsDeactivated( RenderPass renderPass, RenderTarget renderTarget, OpenGLLayer openGLLayer, Object glObj )
{
for ( int i = 0; i < callbacks.size(); i++ )
{
callbacks.get( i ).afterRenderTargetIsDeactivated( renderPass, renderTarget, openGLLayer, glObj );
}
}
public final void notifyAfterRenderPassCompleted( RenderPass renderPass, OpenGLLayer openGLLayer, Object glObj )
{
for ( int i = 0; i < callbacks.size(); i++ )
{
callbacks.get( i ).afterRenderPassCompleted( renderPass, openGLLayer, glObj );
}
}
public RenderCallbackNotifier( ArrayList< RenderCallback > callbacks )
{
this.callbacks = callbacks;
}
}
}