/* * 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); } } }