javax.media.j3d.SourceCodeShader Maven / Gradle / Ivy
/*
* Copyright 2005-2008 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;
/**
* The SourceCodeShader object is a shader that is defined using
* text-based source code. It is used to define the source code for
* both vertex and fragment shaders. The currently supported shading
* languages are Cg and GLSL.
*
* @see ShaderProgram
*
* @since Java 3D 1.4
*/
public class SourceCodeShader extends Shader {
/**
* Not a public constructor, for internal use
*/
SourceCodeShader() {
}
/**
* Constructs a new shader object of the specified shading
* language and shader type from the specified source string.
*
* @param shadingLanguage the specified shading language, one of:
* SHADING_LANGUAGE_GLSL
or
* SHADING_LANGUAGE_CG
.
*
* @param shaderType the shader type, one of:
* SHADER_TYPE_VERTEX
or
* SHADER_TYPE_FRAGMENT
.
*
* @param shaderSource the shader source code
*
* @exception NullPointerException if shaderSource is null.
*/
public SourceCodeShader(int shadingLanguage, int shaderType, String shaderSource) {
super(shadingLanguage, shaderType);
if (shaderSource == null) {
throw new NullPointerException();
}
((SourceCodeShaderRetained)this.retained).initShaderSource(shaderSource);
}
/**
* Retrieves the shader source string from this shader object.
*
* @return the shader source string.
*/
public String getShaderSource() {
return ((SourceCodeShaderRetained)this.retained).getShaderSource();
}
/**
* Creates a retained mode SourceCodeShaderRetained object that this
* SourceCodeShader component object will point to.
*/
@Override
void createRetained() {
this.retained = new SourceCodeShaderRetained();
this.retained.setSource(this);
// System.err.println("SourceCodeShader.createRetained()");
}
/**
* @deprecated replaced with cloneNodeComponent(boolean forceDuplicate)
*/
@Override
public NodeComponent cloneNodeComponent() {
SourceCodeShaderRetained scsRetained = (SourceCodeShaderRetained) retained;
SourceCodeShader scs = new SourceCodeShader(scsRetained.getShadingLanguage(),
scsRetained.getShaderType(),
scsRetained.getShaderSource());
scs.duplicateNodeComponent(this);
return scs;
}
/**
* Copies all node information from originalNodeComponent
* into the current node. This method is called from the
* duplicateNode
method. This routine does
* the actual duplication of all "local data" (any data defined in
* this object).
*
* @param originalNodeComponent the original node to duplicate
* @param forceDuplicate when set to true
, causes the
* duplicateOnCloneTree
flag to be ignored. When
* false
, the value of each node's
* duplicateOnCloneTree
variable determines whether
* NodeComponent data is duplicated or copied.
*
* @see Node#cloneTree
* @see NodeComponent#setDuplicateOnCloneTree
*/
@Override
void duplicateAttributes(NodeComponent originalNodeComponent,
boolean forceDuplicate) {
super.duplicateAttributes(originalNodeComponent, forceDuplicate);
String sc = ((SourceCodeShaderRetained) originalNodeComponent.retained).getShaderSource();
if (sc != null) {
((SourceCodeShaderRetained) retained).setShaderSource(sc);
}
}
}