/** * 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.jsr231; import java.nio.FloatBuffer; import javax.media.opengl.GL; import org.jagatoo.logging.ProfileTimer; import org.openmali.vecmath2.Colorf; import org.xith3d.render.CanvasPeer; import org.xith3d.render.OpenGLCapabilities; import org.xith3d.render.OpenGLStatesCache; import org.xith3d.render.RenderOptions; import org.xith3d.render.RenderPeer; import org.xith3d.render.RenderPeer.RenderMode; import org.xith3d.render.preprocessing.RenderAtom; import org.xith3d.render.preprocessing.ShapeAtom; import org.xith3d.render.states.StateUnit; import org.xith3d.render.states.units.MaterialStateUnit; import org.xith3d.render.states.units.StateUnitPeer; import org.xith3d.scenegraph.Appearance; import org.xith3d.scenegraph.Material; import org.xith3d.scenegraph.Shape3D; import org.xith3d.scenegraph.View; import org.xith3d.utility.logging.X3DLog; import com.sun.opengl.util.BufferUtil; /** * Handles the shading for material attributes. Materials can be tricky because * they can be used in different ways. We are using materials in conjunction * with lights, and we are multiplying it with the geometry vertex colors for * ambient and diffuse lighting. * * @author David Yazel * @author Lilian Chamontin [jsr231 port] * @author Marvin Froehlich (aka Qudus) */ public class MaterialStateUnitPeer implements StateUnitPeer { private FloatBuffer tempBuffer = BufferUtil.newFloatBuffer( 4 ); public void apply( RenderAtom< ? > atom, StateUnit stateUnit, Object glObj, CanvasPeer canvasPeer, RenderPeer renderPeer, OpenGLCapabilities glCaps, View view, OpenGLStatesCache statesCache, RenderOptions options, long nanoTime, long nanoStep, RenderMode renderMode, long frameId ) { if ( renderMode != RenderMode.NORMAL ) return; ProfileTimer.startProfile( X3DLog.LOG_CHANNEL, "MaterialStateUnitPeer::apply()" ); final GL gl = (GL)glObj; final Material m = ( (MaterialStateUnit)stateUnit ).getMaterial(); if ( m != null ) { if ( m.isLightingEnabled() && options.isLightingEnabled() ) { X3DLog.debug( "Lighting enabled" ); // enable lighting if ( !statesCache.enabled || !statesCache.lightingEnabled ) { gl.glEnable( GL.GL_LIGHTING ); statesCache.lightingEnabled = true; } /* * Set the coloring material to be used. * Should be set before setting the other material colors, * because of otherwise appropriate part may be ignored due to * old GL_COLOR_MATERIAL settings */ if ( m.getColorTarget() != Material.NONE ) { gl.glColorMaterial( GL.GL_FRONT_AND_BACK, m.getColorTarget().toOpenGL() ); if ( !statesCache.enabled || !statesCache.colorMaterialEnabled ) { gl.glEnable( GL.GL_COLOR_MATERIAL ); statesCache.colorMaterialEnabled = true; } } else { if ( !statesCache.enabled || statesCache.colorMaterialEnabled ) { gl.glDisable( GL.GL_COLOR_MATERIAL ); statesCache.colorMaterialEnabled = false; } } // set the various material colors float opaque = 1.0f; if ( atom instanceof ShapeAtom ) { final ShapeAtom shapeAtom = (ShapeAtom)atom; final Appearance app = ( (Shape3D)shapeAtom.getNode() ).getAppearance(); if ( ( app != null ) && ( app.getTransparencyAttributes() != null ) ) { opaque = 1.0f - app.getTransparencyAttributes().getTransparency(); } } // float buffer[] = new float[4]; // buffer[3] = 1f; Colorf color = m.getAmbientColor(); tempBuffer.put( color.getRed() ); tempBuffer.put( color.getGreen() ); tempBuffer.put( color.getBlue() ); tempBuffer.put( opaque ); tempBuffer.rewind(); // m.getAmbientColor().get(buffer); gl.glMaterialfv( GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, tempBuffer ); color = m.getDiffuseColor(); tempBuffer.put( color.getRed() ); tempBuffer.put( color.getGreen() ); tempBuffer.put( color.getBlue() ); tempBuffer.put( opaque ); tempBuffer.rewind(); // m.getDiffuseColor().get(buffer); gl.glMaterialfv( GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, tempBuffer ); color = m.getEmissiveColor(); tempBuffer.put( color.getRed() ); tempBuffer.put( color.getGreen() ); tempBuffer.put( color.getBlue() ); tempBuffer.put( opaque ); tempBuffer.rewind(); // m.getEmissiveColor().get(buffer); gl.glMaterialfv( GL.GL_FRONT_AND_BACK, GL.GL_EMISSION, tempBuffer ); // set the specular color color = m.getSpecularColor(); tempBuffer.put( color.getRed() ); tempBuffer.put( color.getGreen() ); tempBuffer.put( color.getBlue() ); tempBuffer.put( opaque ); tempBuffer.rewind(); // m.getSpecularColor().get(buffer); gl.glMaterialfv( GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, tempBuffer ); gl.glMaterialf( GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, m.getShininess() ); if ( m.getNormalizeNormals() && ( !statesCache.enabled || !statesCache.normalizeEnabled ) ) gl.glEnable( GL.GL_NORMALIZE ); else if ( !m.getNormalizeNormals() && ( !statesCache.enabled || statesCache.normalizeEnabled ) ) gl.glDisable( GL.GL_NORMALIZE ); statesCache.normalizeEnabled = m.getNormalizeNormals(); } else { if ( !statesCache.enabled || statesCache.lightingEnabled ) { gl.glDisable( GL.GL_LIGHTING ); statesCache.lightingEnabled = false; } if ( !statesCache.enabled || statesCache.colorMaterialEnabled ) { gl.glDisable( GL.GL_COLOR_MATERIAL ); statesCache.colorMaterialEnabled = false; } X3DLog.debug( "Lighting disabled" ); } } else { if ( !statesCache.enabled || statesCache.lightingEnabled ) { gl.glDisable( GL.GL_LIGHTING ); statesCache.lightingEnabled = false; } if ( !statesCache.enabled || statesCache.colorMaterialEnabled ) { gl.glDisable( GL.GL_COLOR_MATERIAL ); statesCache.colorMaterialEnabled = false; } X3DLog.debug( "Lighting disabled" ); } ProfileTimer.endProfile(); } }