c# wpf print barcode Retained Mode Rectangle Group Circle Bitmap Immediate Mode in Java

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Retained Mode Rectangle Group Circle Bitmap Immediate Mode
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Figure 5.1 A symbolic representation of retained mode and immediate mode. The former sees the world as a hierarchy of graphical elements, the latter as just pixels.
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Behind the scene graph
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Nodes: the building blocks of the scene graph
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The elements of the scene graph are known as nodes. Some nodes describe drawing primitives, such as a rectangle, a circle, a bitmap image, or a video clip. Other nodes act as grouping devices; like directories in a filesystem, they enable other nodes to be collected together and a treelike structure to be created. This treelike structure is important for deciding how the nodes appear when they overlap, specifically which nodes appear in front of other nodes and how they are related to one Figure 5.2 Elements in a scene another when manipulated. We can best demongraph can be manipulated without concern for how the actual pixels will strate this functionality using figure 5.2. be repainted. For example, hiding A rocket ship might be constructed from sevelements will trigger an automatic eral shapes: a distorted rectangle for its body, two update onscreen. triangular fins, and a black, circular cockpit window. It may also have a little rocket jet pointing out of its tail, likewise constructed from shapes. Each shape would be one primitive on the scene graph, one node in a tree-like structure of elements that can be rendered to screen. When nodes are manipulated, such as toggling the rocket jet to simulate a flickering flame, the display is automatically updated.
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Groups: graph manipulation made easy
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Once shapes have been added to a scene graph, we can manipulate them using such transformations as a rotation. But the last thing we want is for the constituent parts to stay in the same location when rotated. The effect might be a tad unsettling if the fins on our rocket ship appeared to fly off on an adventure all their own (figure 5.3). We want the whole ship to rotate consistently, as one, around a single universal origin. Groups are the answer! They allow us to combine several scene graph elements so they can be manipulated as one. Groups can be used within groups to form a hierarchy; the rocket s body and flame could be grouped separately within a main group, allowing the latter to be toggled on or off by flipping its visibility, as shown in figure 5.2.
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Figure 5.3 Grouping nodes in a scene graph allows them to be manipulated as one. The upper rocket has been rotated as a group; the lower rocket has been rotated as separate constituent nodes.
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Getting animated: LightShow, version 1
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This introductory text has only brushed the surface of the power scene graphs offer us. The retained mode approach allows sophisticated scaling, rotation, opacity (transparency), filter, and other video effects to be applied to entire swathes of objects all at once, without having to worry about the mechanics of rendering the changes to screen. So that s all there really is to the scene graph. Hopefully your interest has been piqued by the prospect of all this pixel-pushing goodness; all we need now is a suitable project to have some fun with.
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Getting animated: LightShow, version 1
The eighties were a time of massive change in the computer industry. As the decade began, exciting new machines, such as Space Invaders and Pac-Man, were already draining loose change from the pockets of unsuspecting teenage boys, and before long video games entered the home thanks to early consoles and microcomputers. An explosion in new types of software occurred, some serious, others just bizarre. Pioneered by the legendary llama-obsessed games programmer Jeff Minter, Psychedelia (later, Colourspace and Trip-a-Tron) provided strange real-time explosions of color on computer monitors, ideal for accompanying music. The concept would later find its way into software like Winamp and Windows Media Player, under the banner of visualizations. In this chapter we re going to develop our own, very simple light synthesizer. It won t respond to sound, as a real light synth should, but we ll have a lot of fun throwing patterns onscreen and getting them to animate a colorful introduction (in every sense) to the mysterious world of JavaFX s scene graph. At the end of the project you should have a loose framework into which you can plug your own scene graph experiments. So let s plunge in at the deep end by seeing how to plug nodes together.
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