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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;
+
+/**
+ * The GLSLShaderProgram object is a concrete implementation of a
+ * ShaderProgram node component for the OpenGL GLSL shading language.
+ *
+ * @see SourceCodeShader
+ *
+ * @since Java 3D 1.4
+ */
+
+public class GLSLShaderProgram extends ShaderProgram {
+
+ /**
+ * Constructs a GLSL shader program node component.
+ *
+ * <br>
+ * TODO: ADD MORE DOCUMENTATION HERE.
+ */
+ public GLSLShaderProgram() {
+ }
+
+ // Implement abstract setVertexAttrNames method (inherit javadoc from parent class)
+ @Override
+ public void setVertexAttrNames(String[] vertexAttrNames) {
+ checkForLiveOrCompiled();
+
+ if (vertexAttrNames != null) {
+ for (int i = 0; i < vertexAttrNames.length; i++) {
+ if (vertexAttrNames[i] == null) {
+ throw new NullPointerException();
+ }
+ }
+ }
+
+ ((GLSLShaderProgramRetained)this.retained).setVertexAttrNames(vertexAttrNames);
+ }
+
+ // Implement abstract getVertexAttrNames method (inherit javadoc from parent class)
+ @Override
+ public String[] getVertexAttrNames() {
+
+ if (isLiveOrCompiled()) {
+ if(!this.getCapability(ALLOW_NAMES_READ)) {
+ throw new CapabilityNotSetException(J3dI18N.getString("GLSLShaderProgram0"));
+ }
+ }
+
+ return ((GLSLShaderProgramRetained)this.retained).getVertexAttrNames();
+
+ }
+
+ // Implement abstract setShaderAttrNames method (inherit javadoc from parent class)
+ @Override
+ public void setShaderAttrNames(String[] shaderAttrNames) {
+ checkForLiveOrCompiled();
+
+ if (shaderAttrNames != null) {
+ for (int i = 0; i < shaderAttrNames.length; i++) {
+ if (shaderAttrNames[i] == null) {
+ throw new NullPointerException();
+ }
+ }
+ }
+
+ ((GLSLShaderProgramRetained)this.retained).setShaderAttrNames(shaderAttrNames);
+ }
+
+ // Implement abstract getShaderAttrNames method (inherit javadoc from parent class)
+ @Override
+ public String[] getShaderAttrNames() {
+
+ if (isLiveOrCompiled()) {
+ if(!this.getCapability(ALLOW_NAMES_READ)) {
+ throw new CapabilityNotSetException(J3dI18N.getString("GLSLShaderProgram0"));
+ }
+ }
+
+ return ((GLSLShaderProgramRetained)this.retained).getShaderAttrNames();
+
+ }
+
+ /**
+ * Copies the specified array of shaders into this shader
+ * program. This method makes a shallow copy of the array. The
+ * array of shaders may be null or empty (0 length), but the
+ * elements of the array must be non-null. The shading language of
+ * each shader in the array must be
+ * <code>SHADING_LANGUAGE_GLSL</code>. Each shader in the array must
+ * be a SourceCodeShader.
+ *
+ * @param shaders array of Shader objects to be copied into this
+ * ShaderProgram
+ *
+ * @exception CapabilityNotSetException if appropriate capability is
+ * not set and this object is part of live or compiled scene graph
+ *
+ * @exception IllegalArgumentException if the shading language of
+ * any shader in the shaders array is <em>not</em>
+ * <code>SHADING_LANGUAGE_GLSL</code>.
+ *
+ * @exception ClassCastException if any shader in the shaders
+ * array is <em>not</em> a SourceCodeShader.
+ *
+ * @exception NullPointerException if any element in the
+ * shaders array is null.
+ */
+ @Override
+ public void setShaders(Shader[] shaders) {
+ checkForLiveOrCompiled();
+
+ if(shaders != null) {
+ // Check shaders for valid shading language and class type
+ for (int i = 0; i < shaders.length; i++) {
+ if (shaders[i].getShadingLanguage() != Shader.SHADING_LANGUAGE_GLSL) {
+ throw new IllegalArgumentException(J3dI18N.getString("GLSLShaderProgram2"));
+ }
+
+ // Try to cast shader to SourceCodeShader; it will throw
+ // ClassCastException if it isn't.
+ SourceCodeShader shad = (SourceCodeShader)shaders[i];
+ }
+
+ }
+
+ ((GLSLShaderProgramRetained)this.retained).setShaders(shaders);
+ }
+
+ // Implement abstract getShaders method (inherit javadoc from parent class)
+ @Override
+ public Shader[] getShaders() {
+
+ if (isLiveOrCompiled()) {
+ if(!this.getCapability(ALLOW_SHADERS_READ)) {
+ throw new CapabilityNotSetException(J3dI18N.getString("GLSLShaderProgram1"));
+ }
+ }
+
+ return ((GLSLShaderProgramRetained)this.retained).getShaders();
+ }
+
+ /**
+ * Creates a retained mode GLSLShaderProgramRetained object that this
+ * GLSLShaderProgram component object will point to.
+ */
+ @Override
+ void createRetained() {
+ this.retained = new GLSLShaderProgramRetained();
+ this.retained.setSource(this);
+ }
+
+
+}