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Renderer.java: whitespace

Stephen Gold %!s(int64=4) %!d(string=hai) anos
pai
achega
b682462d2d
Modificáronse 1 ficheiros con 86 adicións e 92 borrados
  1. 86 92
      jme3-core/src/main/java/com/jme3/renderer/Renderer.java

+ 86 - 92
jme3-core/src/main/java/com/jme3/renderer/Renderer.java

@@ -50,18 +50,18 @@ import java.util.EnumSet;
 /**
  * The <code>Renderer</code> is responsible for taking rendering commands and
  * executing them on the underlying video hardware.
- * 
+ *
  * @author Kirill Vainer
  */
 public interface Renderer {
 
     /**
-     * Detects available capabilities of the GPU. 
-     * 
+     * Detects available capabilities of the GPU.
+     *
      * Must be called prior to any other Renderer methods.
      */
     public void initialize();
-    
+
     /**
      * Get the capabilities of the renderer.
      * @return The capabilities of the renderer.
@@ -102,7 +102,7 @@ public interface Renderer {
 
     /**
      * Sets the background (aka clear) color.
-     * 
+     *
      * @param color The background color to set
      */
     public void setBackgroundColor(ColorRGBA color);
@@ -116,7 +116,7 @@ public interface Renderer {
     /**
      * Set the range of the depth values for objects. All rendered
      * objects will have their depth clamped to this range.
-     * 
+     *
      * @param start The range start
      * @param end The range end
      */
@@ -124,7 +124,7 @@ public interface Renderer {
 
     /**
      * Called when a new frame has been rendered.
-     * 
+     *
      * Currently, this will simply delete any OpenGL objects from the GPU
      * which have been garbage collected by the GC.
      */
@@ -132,7 +132,7 @@ public interface Renderer {
 
     /**
      * Set the viewport location and resolution on the screen.
-     * 
+     *
      * @param x The x coordinate of the viewport
      * @param y The y coordinate of the viewport
      * @param width Width of the viewport
@@ -144,7 +144,7 @@ public interface Renderer {
      * Specifies a clipping rectangle.
      * For all future rendering commands, no pixels will be allowed
      * to be rendered outside of the clip rectangle.
-     * 
+     *
      * @param x The x coordinate of the clip rect
      * @param y The y coordinate of the clip rect
      * @param width Width of the clip rect
@@ -153,7 +153,7 @@ public interface Renderer {
     public void setClipRect(int x, int y, int width, int height);
 
     /**
-     * Clears the clipping rectangle set with 
+     * Clears the clipping rectangle set with
      * {@link #setClipRect(int, int, int, int) }.
      */
     public void clearClipRect();
@@ -161,9 +161,9 @@ public interface Renderer {
     /**
      * Sets the shader to use for rendering.
      * If the shader has not been uploaded yet, it is compiled
-     * and linked. If it has been uploaded, then the 
+     * and linked. If it has been uploaded, then the
      * uniform data is updated and the shader is set.
-     * 
+     *
      * @param shader The shader to use for rendering.
      */
     public void setShader(Shader shader);
@@ -171,21 +171,19 @@ public interface Renderer {
     /**
      * Deletes a shader. This method also deletes
      * the attached shader sources.
-     * 
+     *
      * @param shader Shader to delete.
-     * @see #deleteShaderSource(com.jme3.shader.Shader.ShaderSource) 
+     * @see #deleteShaderSource(com.jme3.shader.Shader.ShaderSource)
      */
     public void deleteShader(Shader shader);
 
     /**
      * Deletes the provided shader source.
-     * 
+     *
      * @param source The ShaderSource to delete.
      */
     public void deleteShaderSource(ShaderSource source);
 
-
-    
     /**
      * Copies contents from src to dst, scaling if necessary.
      * set copyDepth to false to only copy the color buffers.
@@ -193,50 +191,48 @@ public interface Renderer {
      */
     @Deprecated public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth);
 
-
     /**
      * Copies contents from src to dst, scaling if necessary.
-    */
+     */
     public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyColor, boolean copyDepth);
 
-
     /**
      * Sets the framebuffer that will be drawn to.
-     * 
+     *
      * If the framebuffer has not been initialized yet, it will be created
      * and its render surfaces and attached textures will be allocated.
-     * 
+     *
      * @param fb The framebuffer to set
      */
     public void setFrameBuffer(FrameBuffer fb);
-    
+
     /**
      * Set the framebuffer that will be set instead of the main framebuffer
      * when a call to setFrameBuffer(null) is made.
-     * 
+     *
      * @param fb The framebuffer to override the main framebuffer.
      */
     public void setMainFrameBufferOverride(FrameBuffer fb);
 
     /**
      * Reads the pixels currently stored in the specified framebuffer
-     * into the given ByteBuffer object. 
-     * Only color pixels are transferred, the format is RGBA with 8 bits 
+     * into the given ByteBuffer object.
+     * Only color pixels are transferred, the format is RGBA with 8 bits
      * per component. The given byte buffer should have at least
      * fb.getWidth() * fb.getHeight() * 4 bytes remaining.
-     * 
+     *
      * @param fb The framebuffer to read from
      * @param byteBuf The bytebuffer to transfer color data to
      */
     public void readFrameBuffer(FrameBuffer fb, ByteBuffer byteBuf);
-    
+
     /**
      * Reads the pixels currently stored in the specified framebuffer
-     * into the given ByteBuffer object. 
-     * Only color pixels are transferred, with the given format. 
+     * into the given ByteBuffer object.
+     * Only color pixels are transferred, with the given format.
      * The given byte buffer should have at least
      * fb.getWidth() * fb.getHeight() * 4 bytes remaining.
-     * 
+     *
      * @param fb The framebuffer to read from
      * @param byteBuf The bytebuffer to transfer color data to
      * @param format the image format to use when reading the frameBuffer.
@@ -254,9 +250,9 @@ public interface Renderer {
     public void setTexture(int unit, Texture tex);
 
     /**
-     * Modify the given Texture with the given Image. 
+     * Modify the given Texture with the given Image.
      * The image will be put at x and y into the texture.
-     * 
+     *
      * NOTE: this is only supported for uncompressed 2D images without mipmaps.
      *
      * @param tex the Texture that will be modified
@@ -273,7 +269,7 @@ public interface Renderer {
 
     /**
      * Uploads a vertex buffer to the GPU.
-     * 
+     *
      * @param vb The vertex buffer to upload
      */
     public void updateBufferData(VertexBuffer vb);
@@ -313,7 +309,7 @@ public interface Renderer {
      * @param lod The LOD level to use, see {@link Mesh#setLodLevels(com.jme3.scene.VertexBuffer[]) }.
      * @param count Number of mesh instances to render
      * @param instanceData When count is greater than 1, these buffers provide
-     *                     the per-instance attributes.
+     * the per-instance attributes.
      */
     public void renderMesh(Mesh mesh, int lod, int count, VertexBuffer[] instanceData);
 
@@ -322,17 +318,17 @@ public interface Renderer {
      * The state of the native objects is reset in such way, that using
      * them again will cause the renderer to reupload them.
      * Call this method when you know the GL context is going to shutdown.
-     * 
-     * @see NativeObject#resetObject() 
+     *
+     * @see NativeObject#resetObject()
      */
     public void resetGLObjects();
 
     /**
      * Deletes all previously used {@link NativeObject Native Objects} on this Renderer, and
      * then resets the native objects.
-     * 
-     * @see #resetGLObjects() 
-     * @see NativeObject#deleteObject(java.lang.Object) 
+     *
+     * @see #resetGLObjects()
+     * @see NativeObject#deleteObject(java.lang.Object)
      */
     public void cleanup();
 
@@ -353,7 +349,7 @@ public interface Renderer {
     /**
      * Sets the alpha to coverage state.
      * <p>
-     * When alpha coverage and multi-sampling is enabled, 
+     * When alpha coverage and multi-sampling is enabled,
      * each pixel will contain alpha coverage in all
      * of its subsamples, which is then combined when
      * other future alpha-blended objects are rendered.
@@ -365,53 +361,52 @@ public interface Renderer {
      */
     public void setAlphaToCoverage(boolean value);
     
-      /**
-      * If enabled, color values rendered to the main framebuffer undergo 
-      * linear -&gt; sRGB conversion.
-      * 
-      * This is identical to {@link FrameBuffer#setSrgb(boolean)} except it is toggled
-      * for the main framebuffer instead of an offscreen buffer.
-      *
-      * This should be set together with {@link Renderer#setLinearizeSrgbImages(boolean)}
-      *
-      * As a shorthand, the user can set {@link AppSettings#setGammaCorrection(boolean)} to true
-      * to toggle both {@link Renderer#setLinearizeSrgbImages(boolean)} and
-      * {@link Renderer#setMainFrameBufferSrgb(boolean)} if the 
-      * {@link Caps#Srgb} is supported by the GPU.
-      *
-      * @throws RendererException If the GPU hardware does not support sRGB.
-      *
-      * @see FrameBuffer#setSrgb(boolean)
-      * @see Caps#Srgb
-      */
-     public void setMainFrameBufferSrgb(boolean srgb);
+    /**
+     * If enabled, color values rendered to the main framebuffer undergo
+     * linear -&gt; sRGB conversion.
+     *
+     * This is identical to {@link FrameBuffer#setSrgb(boolean)} except it is toggled
+     * for the main framebuffer instead of an offscreen buffer.
+     *
+     * This should be set together with {@link Renderer#setLinearizeSrgbImages(boolean)}
+     *
+     * As a shorthand, the user can set {@link AppSettings#setGammaCorrection(boolean)} to true
+     * to toggle both {@link Renderer#setLinearizeSrgbImages(boolean)} and
+     * {@link Renderer#setMainFrameBufferSrgb(boolean)} if the
+     * {@link Caps#Srgb} is supported by the GPU.
+     *
+     * @throws RendererException If the GPU hardware does not support sRGB.
+     *
+     * @see FrameBuffer#setSrgb(boolean)
+     * @see Caps#Srgb
+     */
+    public void setMainFrameBufferSrgb(boolean srgb);
      
-       /**
-      * If enabled, all {@link Image images} with the {@link Image#setColorSpace(com.jme3.texture.image.ColorSpace) sRGB flag}
-      * set shall undergo an sRGB to linear RGB color conversion when read by a shader.
-      *
-      * The conversion is performed for the following formats:
-      *  - {@link com.jme3.texture.Image.Format#RGB8}
-      *  - {@link com.jme3.texture.Image.Format#RGBA8}
-      *  - {@link com.jme3.texture.Image.Format#Luminance8}
-      *  - {@link com.jme3.texture.Image.Format#Luminance8Alpha8}
-      *  - {@link com.jme3.texture.Image.Format#DXT1}
-      *  - {@link com.jme3.texture.Image.Format#DXT1A}
-      *  - {@link com.jme3.texture.Image.Format#DXT3}
-      *  - {@link com.jme3.texture.Image.Format#DXT5}
-      * 
-      * For all other formats, no conversion is performed.
-      *
-      * If this option is toggled at runtime, textures must be reloaded for the change to take effect.
-      *
-      * @throws RendererException If the GPU hardware does not support sRGB.
-      *
-      * @param linearize If sRGB images undergo sRGB -&gt; linear conversion prior to rendering.
-      *
-      * @see Caps#Srgb
-      */
-     public void setLinearizeSrgbImages(boolean linearize);
-
+    /**
+     * If enabled, all {@link Image images} with the {@link Image#setColorSpace(com.jme3.texture.image.ColorSpace) sRGB flag}
+     * set shall undergo an sRGB to linear RGB color conversion when read by a shader.
+     *
+     * The conversion is performed for the following formats:
+     *  - {@link com.jme3.texture.Image.Format#RGB8}
+     *  - {@link com.jme3.texture.Image.Format#RGBA8}
+     *  - {@link com.jme3.texture.Image.Format#Luminance8}
+     *  - {@link com.jme3.texture.Image.Format#Luminance8Alpha8}
+     *  - {@link com.jme3.texture.Image.Format#DXT1}
+     *  - {@link com.jme3.texture.Image.Format#DXT1A}
+     *  - {@link com.jme3.texture.Image.Format#DXT3}
+     *  - {@link com.jme3.texture.Image.Format#DXT5}
+     *
+     * For all other formats, no conversion is performed.
+     *
+     * If this option is toggled at runtime, textures must be reloaded for the change to take effect.
+     *
+     * @throws RendererException If the GPU hardware does not support sRGB.
+     *
+     * @param linearize If sRGB images undergo sRGB -&gt; linear conversion prior to rendering.
+     *
+     * @see Caps#Srgb
+     */
+    public void setLinearizeSrgbImages(boolean linearize);
 
     /**
      * Generates a pool of gpu queries meant to use as profiling tasks
@@ -453,14 +448,13 @@ public interface Renderer {
      * @return true if the results of the task with the given task id are available.
      */
     public boolean isTaskResultAvailable(int taskId);
-    
-    
+
     /**
      * Gets the alpha to coverage state.
-     * 
+     *
      */
-    public boolean getAlphaToCoverage(); 
-    
+    public boolean getAlphaToCoverage();
+
     /**
      * Get the default anisotropic filter level for textures.
      *