1 /*
   2  * Copyright (c) 2013, Oracle and/or its affiliates. All rights reserved.
   3  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
   4  *
   5  * This code is free software; you can redistribute it and/or modify it
   6  * under the terms of the GNU General Public License version 2 only, as
   7  * published by the Free Software Foundation.  Oracle designates this
   8  * particular file as subject to the "Classpath" exception as provided
   9  * by Oracle in the LICENSE file that accompanied this code.
  10  *
  11  * This code is distributed in the hope that it will be useful, but WITHOUT
  12  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
  13  * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
  14  * version 2 for more details (a copy is included in the LICENSE file that
  15  * accompanied this code).
  16  *
  17  * You should have received a copy of the GNU General Public License version
  18  * 2 along with this work; if not, write to the Free Software Foundation,
  19  * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
  20  *
  21  * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
  22  * or visit www.oracle.com if you need additional information or have any
  23  * questions.
  24  */
  25 
  26 package com.sun.javafx.sg.prism;
  27 
  28 import javafx.application.ConditionalFeature;
  29 import javafx.application.Platform;
  30 import javafx.scene.shape.CullFace;
  31 import javafx.scene.shape.DrawMode;
  32 import com.sun.javafx.geom.Vec3d;
  33 import com.sun.javafx.geom.transform.Affine3D;
  34 import com.sun.prism.Graphics;
  35 import com.sun.prism.Material;
  36 import com.sun.prism.MeshView;
  37 import com.sun.prism.ResourceFactory;
  38 
  39 /**
  40  * TODO: 3D - Need documentation
  41  */
  42 public abstract class NGShape3D extends NGNode {
  43     private NGPhongMaterial material;
  44     private DrawMode drawMode;
  45     private CullFace cullFace;
  46     private boolean materialDirty = false;
  47     private boolean drawModeDirty = false;
  48     NGTriangleMesh mesh;
  49     private MeshView meshView;
  50 
  51     public void setMaterial(NGPhongMaterial material) {
  52         this.material = material;
  53         materialDirty = true;
  54         visualsChanged();
  55     }
  56     public void setDrawMode(Object drawMode) {
  57         this.drawMode = (DrawMode) drawMode;
  58         drawModeDirty = true;
  59         visualsChanged();
  60     }
  61 
  62     public void setCullFace(Object cullFace) {
  63         this.cullFace = (CullFace) cullFace;
  64         visualsChanged();
  65     }
  66 
  67     void invalidate() {
  68         meshView = null;
  69         visualsChanged();
  70     }
  71 
  72     private void renderMeshView(Graphics g) {
  73 
  74         //validate state
  75         g.setup3DRendering();
  76 
  77         ResourceFactory rf = g.getResourceFactory();
  78 
  79         if (meshView == null && mesh != null) {
  80             meshView = rf.createMeshView(mesh.createMesh(rf));
  81             setMaterial(material);
  82             setDrawMode(drawMode);
  83             setCullFace(cullFace);
  84         }
  85 
  86         if (meshView == null || !mesh.validate()) {
  87             return;
  88         }
  89 
  90         Material mtl =  material.createMaterial(rf);
  91         if (materialDirty) {
  92             meshView.setMaterial(mtl);
  93             materialDirty = false;
  94         }
  95 
  96         // NOTE: Always check determinant in case of mirror transform.
  97         int cullingMode = cullFace.ordinal();
  98         if (cullFace.ordinal() != MeshView.CULL_NONE
  99                 && g.getTransformNoClone().getDeterminant() < 0) {
 100             cullingMode = cullingMode == MeshView.CULL_BACK
 101                     ? MeshView.CULL_FRONT : MeshView.CULL_BACK;
 102         }
 103         meshView.setCullingMode(cullingMode);
 104 
 105         if (drawModeDirty) {
 106             meshView.setWireframe(drawMode == DrawMode.LINE);
 107             drawModeDirty = false;
 108         }
 109 
 110         // Setup lights
 111         int pointLightIdx = 0;
 112         if (g.getLights() == null || g.getLights()[0] == null) {
 113             // If no lights are in scene apply default light. Default light
 114             // is a single point white point light at camera eye position.
 115             meshView.setAmbientLight(0.0f, 0.0f, 0.0f);
 116             Vec3d cameraPos = g.getCameraNoClone().getPositionInWorld(null);
 117             meshView.setPointLight(pointLightIdx++,
 118                                    (float)cameraPos.x,
 119                                    (float)cameraPos.y,
 120                                    (float)cameraPos.z,
 121                                    1.0f, 1.0f, 1.0f, 1.0f);
 122         } else {
 123             float ambientRed = 0.0f;
 124             float ambientBlue = 0.0f;
 125             float ambientGreen = 0.0f;
 126 
 127             for (int i = 0; i < g.getLights().length; i++) {
 128                 NGLightBase lightBase = g.getLights()[i];
 129                 if (lightBase == null) {
 130                     // The array of lights can have nulls
 131                     break;
 132                 } else if (lightBase.affects(this)) {
 133                     float rL = lightBase.getColor().getRed();
 134                     float gL = lightBase.getColor().getGreen();
 135                     float bL = lightBase.getColor().getBlue();
 136                     /* TODO: 3D
 137                      * There is a limit on the number of lights that can affect
 138                      * a 3D shape. (Currently we simply select the first 3)
 139                      * Thus it is important to select the most relevant lights.
 140                      * 
 141                      * One such way would be to sort lights according to
 142                      * intensity, which becomes especially relevant when lights
 143                      * are attenuated. Only the most intense set of lights
 144                      * would be set.
 145                      * The approximate intesity a light will have on a given
 146                      * shape, could be defined by:
 147                      */
 148 //                    // Where d is distance from point light
 149 //                    float attenuationFactor = 1/(c + cL * d + cQ * d * d);
 150 //                    float intensity = rL * 0.299f + gL * 0.587f + bL * 0.114f;
 151 //                    intensity *= attenuationFactor;
 152                     if (lightBase instanceof NGPointLight) {
 153                         NGPointLight light = (NGPointLight)lightBase;
 154                         if (rL != 0.0f || gL != 0.0f || bL != 0.0f) {
 155                             Affine3D lightWT = light.getWorldTransform();
 156                             meshView.setPointLight(pointLightIdx++,
 157                                     (float)lightWT.getMxt(),
 158                                     (float)lightWT.getMyt(),
 159                                     (float)lightWT.getMzt(),
 160                                     rL, gL, bL, 1.0f);
 161                         }
 162                     } else if (lightBase instanceof NGAmbientLight) {
 163                         // Accumulate ambient lights
 164                         ambientRed   += rL;
 165                         ambientGreen += gL;
 166                         ambientBlue  += bL;
 167                     }
 168                 }
 169             }
 170             ambientRed = saturate(ambientRed);
 171             ambientGreen = saturate(ambientGreen);
 172             ambientBlue = saturate(ambientBlue);
 173             meshView.setAmbientLight(ambientRed, ambientGreen, ambientBlue);
 174         }
 175         // TODO: 3D Required for D3D implementation of lights, which is limited to 3
 176         while (pointLightIdx < 3) {
 177                 // Reset any previously set lights
 178                 meshView.setPointLight(pointLightIdx++, 0, 0, 0, 0, 0, 0, 0);
 179         }
 180 
 181         meshView.render(g);
 182     }
 183 
 184     // Clamp between [0, 1]
 185     private static float saturate(float value) {
 186         return value < 1.0f ? ((value < 0.0f) ? 0.0f : value) : 1.0f;
 187     }
 188 
 189     public void setMesh(NGTriangleMesh triangleMesh) {
 190         this.mesh = triangleMesh;
 191         meshView = null;
 192         visualsChanged();
 193     }
 194 
 195     @Override
 196     protected void renderContent(Graphics g) {
 197         if (!Platform.isSupported(ConditionalFeature.SCENE3D) || material == null) {
 198             return;
 199         }
 200         renderMeshView(g);
 201     }
 202 
 203     // This node requires 3D graphics state for rendering
 204     @Override
 205     boolean isShape3D() {
 206         return true;
 207     }
 208 
 209     @Override
 210     protected boolean hasOverlappingContents() {
 211         return false;
 212     }
 213 
 214     @Override
 215     public void release() {
 216         // TODO: 3D - Need to release native resources
 217         // material, mesh and meshview have native backing that need clean up.
 218     }
 219 }