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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
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 *
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package javax.media.j3d;

import java.util.Hashtable;

/**
 * 

The ShaderAppearance object defines programmable shading attributes * that can be set as a component object of a Shape3D node. The * ShaderAppearance rendering state adds the following attributes in * addition to those defined by Appearance:

* *
    *
  • Shader program - specifies the shader program...
  • * *

    *
  • Shader attribute set - specifies the shader parameters, both as * explicit attributes and as implicit bindings to Java 3D * state...
  • *
* *

The ShaderAppearance object modifies the definition of some of the * attributes in Appearance:

* *
    *
  • Coloring attributes - XXXXX
  • * *

    *
  • Line attributes - XXXXX
  • * *

    *
  • Point attributes - XXXXX
  • * *

    *
  • Polygon attributes - XXXXX
  • * *

    *
  • Rendering attributes - XXXXX
  • * *

    *
  • Transparency attributes - XXXXX
  • * *

    *
  • Material - XXXXX
  • * *

    *
  • Texture - XXXXX
  • * *

    *
  • Texture attributes - XXXXX
  • * *

    *
  • Texture coordinate generation - XXXXX
  • * *

    *
  • Texture unit state - XXXXX
  • *
* * @see ShaderProgram * @see ShaderAttributeSet * * @since Java 3D 1.4 */ public class ShaderAppearance extends Appearance { /** * Specifies that this ShaderAppearance object allows reading its * ShaderProgram component information. */ public static final int ALLOW_SHADER_PROGRAM_READ = CapabilityBits.SHADER_APPEARANCE_ALLOW_SHADER_PROGRAM_READ; /** * Specifies that this ShaderAppearance object allows writing its * ShaderProgram component information. */ public static final int ALLOW_SHADER_PROGRAM_WRITE = CapabilityBits.SHADER_APPEARANCE_ALLOW_SHADER_PROGRAM_WRITE; /** * Specifies that this ShaderAppearance object allows reading its * ShaderAttributeSet component information. */ public static final int ALLOW_SHADER_ATTRIBUTE_SET_READ = CapabilityBits.SHADER_APPEARANCE_ALLOW_SHADER_ATTRIBUTE_SET_READ; /** * Specifies that this ShaderAppearance object allows writing its * ShaderAttributeSet component information. */ public static final int ALLOW_SHADER_ATTRIBUTE_SET_WRITE = CapabilityBits.SHADER_APPEARANCE_ALLOW_SHADER_ATTRIBUTE_SET_WRITE; // Array for setting default read capabilities private static final int[] readCapabilities = { ALLOW_SHADER_PROGRAM_READ, ALLOW_SHADER_ATTRIBUTE_SET_READ }; /** * Constructs a ShaderAppearance component object using defaults for all * state variables. All component object references are initialized * to null. */ public ShaderAppearance() { // Just use default values // set default read capabilities setDefaultReadCapabilities(readCapabilities); } /** * Creates the retained mode ShaderAppearanceRetained object that this * ShaderAppearance component object will point to. */ @Override void createRetained() { this.retained = new ShaderAppearanceRetained(); this.retained.setSource(this); } /** * Sets the ShaderProgram object to the specified object. Setting it to * null causes a default pass-through shader to be used ??? * * @param shaderProgram object that specifies the desired shader program * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setShaderProgram(ShaderProgram shaderProgram) { if (isLiveOrCompiled()) { if(!this.getCapability(ALLOW_SHADER_PROGRAM_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ShaderAppearance0")); } ((ShaderAppearanceRetained)this.retained).setShaderProgram(shaderProgram); } /** * Retrieves the current ShaderProgram object. * * @return the ShaderProgram object * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public ShaderProgram getShaderProgram() { if (isLiveOrCompiled()) { if(!this.getCapability(ALLOW_SHADER_PROGRAM_READ)) throw new CapabilityNotSetException(J3dI18N.getString("ShaderAppearance1")); } return ((ShaderAppearanceRetained)this.retained).getShaderProgram(); } /** * 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 * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public void setShaderAttributeSet(ShaderAttributeSet shaderAttributeSet) { if (isLiveOrCompiled()) { if(!this.getCapability(ALLOW_SHADER_ATTRIBUTE_SET_WRITE)) throw new CapabilityNotSetException(J3dI18N.getString("ShaderAppearance2")); } ((ShaderAppearanceRetained)this.retained).setShaderAttributeSet(shaderAttributeSet); } /** * Retrieves the current ShaderAttributeSet object. * * @return the ShaderAttributeSet object * @exception CapabilityNotSetException if appropriate capability is * not set and this object is part of live or compiled scene graph */ public ShaderAttributeSet getShaderAttributeSet() { if (isLiveOrCompiled()) { if(!this.getCapability(ALLOW_SHADER_ATTRIBUTE_SET_READ)) throw new CapabilityNotSetException(J3dI18N.getString("ShaderAppearance3")); } return ((ShaderAppearanceRetained)this.retained).getShaderAttributeSet(); } /** * @deprecated replaced with cloneNodeComponent(boolean forceDuplicate) */ @Override public NodeComponent cloneNodeComponent() { ShaderAppearance a = new ShaderAppearance(); a.duplicateNodeComponent(this); return a; } /** * NOTE: Applications should not call this method directly. * It should only be called by the cloneNode method. * * @deprecated replaced with duplicateNodeComponent( * NodeComponent originalNodeComponent, boolean forceDuplicate) */ @Override public void duplicateNodeComponent(NodeComponent originalNodeComponent) { checkDuplicateNodeComponent(originalNodeComponent); } /** * Copies all ShaderAppearance information from * originalNodeComponent into * the current node. This method is called from the * cloneNode method which is, in turn, called by the * cloneTree method.

* * @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. * * @exception RestrictedAccessException if this object is part of a live * or compiled scenegraph. * * @see Node#cloneTree * @see NodeComponent#setDuplicateOnCloneTree */ @Override void duplicateAttributes(NodeComponent originalNodeComponent, boolean forceDuplicate) { super.duplicateAttributes(originalNodeComponent, forceDuplicate); Hashtable hashtable = originalNodeComponent.nodeHashtable; ShaderAppearanceRetained app = (ShaderAppearanceRetained) originalNodeComponent.retained; ShaderAppearanceRetained rt = (ShaderAppearanceRetained) retained; rt.setShaderProgram((ShaderProgram) getNodeComponent(app.getShaderProgram(), forceDuplicate, hashtable)); } /** * This function is called from getNodeComponent() to see if any of * the sub-NodeComponents duplicateOnCloneTree flag is true. * If it is the case, current NodeComponent needs to * duplicate also even though current duplicateOnCloneTree flag is false. * This should be overwrite by NodeComponent which contains sub-NodeComponent. */ @Override boolean duplicateChild() { if (super.duplicateChild()) return true; if (getDuplicateOnCloneTree()) return true; ShaderAppearanceRetained rt = (ShaderAppearanceRetained) retained; NodeComponent nc; nc = rt.getShaderProgram(); if ((nc != null) && nc.getDuplicateOnCloneTree()) return true; return false; } }





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