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/*
 * Copyright 2004-2008 Sun Microsystems, Inc.  All Rights Reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Sun designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Sun in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
 * CA 95054 USA or visit www.sun.com if you need additional information or
 * have any questions.
 *
 */

package javax.media.j3d;

import java.util.ArrayList;


/**
 * The Appearance object defines all rendering state that can be set
 * as a component object of a Shape3D node.
 */
class ShaderAppearanceRetained extends AppearanceRetained {

    // Issue 485 - these values must start after the last value in Appearance
    static final int SHADER_PROGRAM         = 0x0800;
    static final int SHADER_ATTRIBUTE_SET   = 0x1000;

    //
    // State variables: these should all be initialized to approproate
    // Java 3D defaults.
    //

    protected ShaderProgramRetained shaderProgram = null;
    protected ShaderAttributeSetRetained shaderAttributeSet = null;
    protected boolean isMirror = false; // For Debugging.

    /**
     * Set the shader program object to the specified object.
     * @param shaderProgram object that specifies the desired shader program
     * and shader program attributes.
     */
    void setShaderProgram(ShaderProgram sp) {
	synchronized(liveStateLock) {
	    if (source.isLive()) {
		// System.err.println("**** ShaderAppearceRetained.setShaderProgram()");

		if (this.shaderProgram != null) {
		    this.shaderProgram.clearLive(refCount);
		    this.shaderProgram.removeMirrorUsers(this);
		}

		if (sp != null) {
		    ((ShaderProgramRetained)sp.retained).setLive(inBackgroundGroup,
								 refCount);
		    ((ShaderProgramRetained)sp.retained).copyMirrorUsers(this);
	    	}

		sendMessage(SHADER_PROGRAM,
			    (sp != null ? ((ShaderProgramRetained)sp.retained).mirror : null));

	    }

	    if (sp == null) {
		this.shaderProgram = null;
	    } else {
		this.shaderProgram = (ShaderProgramRetained)sp.retained;
	    }
	}
    }


    /**
     * Retrieves the current shader program object.
     * @return current shader program object
     */
    ShaderProgram getShaderProgram() {
	return (shaderProgram == null ? null : (ShaderProgram)shaderProgram.source);
    }


    /**
     * Sets the ShaderAttributeSet object to the specified object.  Setting it to
     * null is equivalent to specifying an empty set of attributes.
     *
     * @param shaderAttributeSet object that specifies the desired shader attributes
     */
    void setShaderAttributeSet(ShaderAttributeSet sas) {
	synchronized(liveStateLock) {
	    if (source.isLive()) {
		// System.err.println("**** ShaderAppearceRetained.setShaderAttributeSet()");

		if (this.shaderAttributeSet != null) {
		    this.shaderAttributeSet.clearLive(refCount);
		    this.shaderAttributeSet.removeMirrorUsers(this);
		}

		if (sas != null) {
		    ((ShaderAttributeSetRetained)sas.retained).setLive(inBackgroundGroup,
								       refCount);
		    ((ShaderAttributeSetRetained)sas.retained).copyMirrorUsers(this);
	    	}

		// System.err.println(" --   testing  needed!");
		sendMessage(SHADER_ATTRIBUTE_SET,
			    (sas != null ?
			     ((ShaderAttributeSetRetained)sas.retained).mirror : null));

	    }

	    if (sas == null) {
		this.shaderAttributeSet = null;
	    } else {
		this.shaderAttributeSet = (ShaderAttributeSetRetained)sas.retained;
	    }
	}
    }


    /**
     * Retrieves the current ShaderAttributeSet object.
     * @return current ShaderAttributeSet object
     */
    ShaderAttributeSet getShaderAttributeSet() {
	return (shaderAttributeSet == null ? null : (ShaderAttributeSet)shaderAttributeSet.source);

    }


    @Override
    public boolean equals(Object obj) {
	return ((obj instanceof ShaderAppearanceRetained) &&
	 	equals((ShaderAppearanceRetained) obj));
    }

    boolean equals(ShaderAppearanceRetained sApp) {
	boolean flag;
	flag = (sApp == this);

	// If the reference is the same, we can stop check.
	if(flag)
	    return flag;

	// Check each member's reference for equal.
	flag = ((sApp != null) &&
		(shaderProgram == sApp.shaderProgram)  &&
		(shaderAttributeSet == sApp.shaderAttributeSet));


	if (!flag)
	    return flag;

	return super.equals(sApp);

    }



    @Override
    synchronized void createMirrorObject() {
	// System.err.println("ShaderAppearanceRetained : createMirrorObject()");

	if (mirror == null) {
	    // we can't check isStatic() since it sub-NodeComponent
	    // create a new one, we should create a
	    // new AppearanceRetained() even though isStatic() = true.
	    // For simplicity, always create a retained side.
	    mirror = new ShaderAppearanceRetained();
	    ((ShaderAppearanceRetained)mirror).isMirror = true; // For Debugging.
	}
	initMirrorObject();
    }

    /**
     * This routine updates the mirror appearance for this appearance.
     * It also calls the update method for each node component if it
     * is not null.
     */
    @Override
    synchronized void initMirrorObject() {
	// System.err.println("ShaderAppearanceRetained : initMirrorObject()");

	super.initMirrorObject();

	ShaderAppearanceRetained mirrorApp = (ShaderAppearanceRetained)mirror;

	if(shaderProgram != null) {
	    mirrorApp.shaderProgram = (ShaderProgramRetained)shaderProgram.mirror;
	}
	else {
	    mirrorApp.shaderProgram = null;
	}

	if(shaderAttributeSet != null) {
	    mirrorApp.shaderAttributeSet =
		(ShaderAttributeSetRetained)shaderAttributeSet.mirror;
	}
	else {
	    // System.err.println("shaderAttributeSet is null");
	    mirrorApp.shaderAttributeSet = null;
	}

    }

  /**
   * Update the "component" field of the mirror object with the
   *  given "value"
   */
    @Override
    synchronized void updateMirrorObject(int component, Object value) {

//	System.err.println("ShaderAppearanceRetained : updateMirrorObject(): " +
//                "this = " + this + "  component = " + component + "  value = " + value);
	super.updateMirrorObject(component, value);
 	ShaderAppearanceRetained mirrorApp = (ShaderAppearanceRetained)mirror;
	if ((component & SHADER_PROGRAM) != 0) {
	    mirrorApp.shaderProgram = (ShaderProgramRetained)value;
	}
	else if ((component & SHADER_ATTRIBUTE_SET) != 0) {
	    mirrorApp.shaderAttributeSet = (ShaderAttributeSetRetained)value;
	}

    }

    /**
     * This method calls the setLive method of all appearance bundle
     * objects.
     */
    @Override
    void doSetLive(boolean backgroundGroup, int refCount) {
	// System.err.println("ShaderAppearceRetained.doSetLive()");


	if (shaderProgram != null) {
	    shaderProgram.setLive(backgroundGroup, refCount);
	}

	if (shaderAttributeSet != null) {
	    shaderAttributeSet.setLive(backgroundGroup, refCount);
	}


	// Increment the reference count and initialize the appearance
	// mirror object
        super.doSetLive(backgroundGroup, refCount);
    }


    /**
     * This clearLive routine first calls the superclass's method, then
     * it removes itself to the list of lights
     */
    @Override
    void clearLive(int refCount) {
	super.clearLive(refCount);

	if (shaderProgram != null) {
	    shaderProgram.clearLive(refCount);
	}

	if (shaderAttributeSet != null) {
	    shaderAttributeSet.clearLive(refCount);
	}
    }

    @Override
    synchronized void addAMirrorUser(Shape3DRetained shape) {

	super.addAMirrorUser(shape);
	if (shaderProgram != null)
	    shaderProgram.addAMirrorUser(shape);
        if (shaderAttributeSet != null)
	    shaderAttributeSet.addAMirrorUser(shape);
    }

    @Override
    synchronized void removeAMirrorUser(Shape3DRetained shape) {

	super.removeAMirrorUser(shape);
	if (shaderProgram != null)
	    shaderProgram.removeAMirrorUser(shape);
        if (shaderAttributeSet != null)
	    shaderAttributeSet.removeAMirrorUser(shape);
    }


    final void sendMessage(int attrMask, Object attr) {
	ArrayList univList = new ArrayList();
	ArrayList> gaList = Shape3DRetained.getGeomAtomsList(mirror.users, univList);
	// Send to rendering attribute structure, regardless of
	// whether there are users or not (alternate appearance case ..)
	J3dMessage createMessage = new J3dMessage();
	createMessage.threads = J3dThread.UPDATE_RENDERING_ATTRIBUTES;
	createMessage.type = J3dMessage.SHADER_APPEARANCE_CHANGED;
        createMessage.universe = null;
	createMessage.args[0] = this;
	createMessage.args[1]= new Integer(attrMask);
	createMessage.args[2] = attr;
	createMessage.args[3] = new Integer(changedFrequent);

	VirtualUniverse.mc.processMessage(createMessage);

	//System.err.println("univList.size is " + univList.size());
	for(int i=0; i gL = gaList.get(i);
	    GeometryAtom[] gaArr = new GeometryAtom[gL.size()];
	    gL.toArray(gaArr);
	    createMessage.args[3] = gaArr;

	    VirtualUniverse.mc.processMessage(createMessage);
	}
    }


    @Override
    boolean isStatic() {
	if (!super.isStatic()) {
	    return false;
	}

	boolean flag =
	    source.capabilityBitsEmpty() &&
	    ((shaderProgram == null) ||
	     shaderProgram.source.capabilityBitsEmpty()) &&
	    ((shaderAttributeSet == null) ||
	     shaderAttributeSet.source.capabilityBitsEmpty());

 	return flag;
    }

    // Issue 209 - implement the compile method
    // Simply pass along to the NodeComponents
    @Override
    void compile(CompileState compState) {
	super.compile(compState);

	if (shaderProgram != null) {
	   shaderProgram.compile(compState);
	}

	if (shaderAttributeSet != null) {
	   shaderAttributeSet.compile(compState);
	}
    }

    @Override
    boolean isOpaque(int geoType) {

	if (!super.isOpaque(geoType)) {
	    return false;
	}

	// TODO: IMPLEMENT THIS
	// TODO: How do we determine whether a ShaderAppearance is opaque???
	return true;
    }

    @Override
    void handleFrequencyChange(int bit) {
	// System.err.println("ShaderAppearanceRetained : handleFrequencyChange()");
	super.handleFrequencyChange(bit);

	int mask = 0;
	if (bit == ShaderAppearance.ALLOW_SHADER_PROGRAM_WRITE)
	    mask = SHADER_PROGRAM;
	else if (bit == ShaderAppearance.ALLOW_SHADER_ATTRIBUTE_SET_WRITE)
	    mask = SHADER_ATTRIBUTE_SET;


	if (mask != 0)
	    setFrequencyChangeMask(bit, mask);
    }
}






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