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package com.sun.prism.es2;

import com.sun.prism.Graphics;
import com.sun.prism.Material;
import com.sun.prism.impl.BaseMeshView;
import com.sun.prism.impl.Disposer;

TODO: 3D - Need documentation
/** * TODO: 3D - Need documentation */
class ES2MeshView extends BaseMeshView { static int count = 0; private final ES2Context context; private final long nativeHandle; private float ambientLightRed = 0; private float ambientLightBlue = 0; private float ambientLightGreen = 0; // NOTE: We only support up to 3 point lights at the present private ES2Light[] lights = new ES2Light[3]; // TODO: 3D - Need a mechanism to "decRefCount" Mesh and Material // if we need to do eager clean up final private ES2Mesh mesh; private ES2PhongMaterial material; private ES2MeshView(ES2Context context, long nativeHandle, ES2Mesh mesh, Disposer.Record disposerRecord) { super(disposerRecord); this.context = context; this.mesh = mesh; this.nativeHandle = nativeHandle; count++; } static ES2MeshView create(ES2Context context, ES2Mesh mesh) { long nativeHandle = context.createES2MeshView(mesh); return new ES2MeshView(context, nativeHandle, mesh, new ES2MeshViewDisposerRecord(context, nativeHandle)); } @Override public void setCullingMode(int cullingMode) { context.setCullingMode(nativeHandle, cullingMode); } @Override public void setMaterial(Material material) { context.setMaterial(nativeHandle, material); this.material = (ES2PhongMaterial) material; } @Override public void setWireframe(boolean wireframe) { context.setWireframe(nativeHandle, wireframe); } @Override public void setAmbientLight(float r, float g, float b) { ambientLightRed = r; ambientLightGreen = g; ambientLightBlue = b; context.setAmbientLight(nativeHandle, r, g, b); } float getAmbientLightRed() { return ambientLightRed; } float getAmbientLightGreen() { return ambientLightGreen; } float getAmbientLightBlue() { return ambientLightBlue; } @Override public void setPointLight(int index, float x, float y, float z, float r, float g, float b, float w) { // NOTE: We only support up to 3 point lights at the present if (index >= 0 && index <= 2) { lights[index] = new ES2Light(x, y, z, r, g, b, w); context.setPointLight(nativeHandle, index, x, y, z, r, g, b, w); } } ES2Light[] getPointLights() { return lights; } @Override public void render(Graphics g) { material.lockTextureMaps(); context.renderMeshView(nativeHandle, g, this); material.unlockTextureMaps(); } ES2PhongMaterial getMaterial() { return material; } @Override public void dispose() { // TODO: 3D - Need a mechanism to "decRefCount" Mesh and Material material = null; lights = null; disposerRecord.dispose(); count--; } public int getCount() { return count; } static class ES2MeshViewDisposerRecord implements Disposer.Record { private final ES2Context context; private long nativeHandle; ES2MeshViewDisposerRecord(ES2Context context, long nativeHandle) { this.context = context; this.nativeHandle = nativeHandle; } void traceDispose() { } public void dispose() { if (nativeHandle != 0L) { traceDispose(); context.releaseES2MeshView(nativeHandle); nativeHandle = 0L; } } } }