/** * Copyright (c) 2003-2009, Xith3D Project Group all rights reserved. * * Portions based on the Java3D interface, Copyright by Sun Microsystems. * Many thanks to the developers of Java3D and Sun Microsystems for their * innovation and design. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * Neither the name of the 'Xith3D Project Group' nor the names of its * contributors may be used to endorse or promote products derived from this * software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) A * RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE */ package org.xith3d.scenegraph; /** * @author Abdul Bezrati * @author Marvin Froehlich (aka Qudus) */ public class AssemblyShaderProgram extends ShaderProgram< AssemblyShader > { // //////////////////////////////////////////////////////////////// // ///////////// SUPPORT FOR STATE TRACKABLE INTERFACE //////////// // //////////////////////////////////////////////////////////////// /** * {@inheritDoc} */ @Override public boolean equals( Object o ) { if ( this == o ) return ( true ); if ( !( o instanceof AssemblyShaderProgram ) ) return ( false ); AssemblyShaderProgram lo = (AssemblyShaderProgram)o; if ( this.isEnabled() != lo.isEnabled() ) return ( false ); if ( this.getNumVertexShaders() != lo.getNumVertexShaders() ) return ( false ); if ( this.getNumFragmentShaders() != lo.getNumFragmentShaders() ) return ( false ); for ( int i = 0; i < getNumVertexShaders(); i++ ) { if ( !this.getVertexShader( i ).equals( lo.getVertexShader( i ) ) ) return ( false ); } for ( int i = 0; i < getNumFragmentShaders(); i++ ) { if ( !this.getFragmentShader( i ).equals( lo.getFragmentShader( i ) ) ) return ( false ); } return ( true ); } /** * {@inheritDoc} */ @Override public int compareTo( ShaderProgram< AssemblyShader > o ) { if ( this == o ) return ( 0 ); if ( this.getNumVertexShaders() > o.getNumVertexShaders() ) return ( 1 ); else if ( this.getNumVertexShaders() < o.getNumVertexShaders() ) return ( -1 ); else if ( this.getNumFragmentShaders() > o.getNumFragmentShaders() ) return ( 1 ); else if ( this.getNumFragmentShaders() < o.getNumFragmentShaders() ) return ( -1 ); int result = 0; for ( int i = 0; i < getNumVertexShaders(); i++ ) { result += this.getVertexShader( i ).compareTo( o.getVertexShader( i ) ); } for ( int i = 0; i < getNumFragmentShaders(); i++ ) { result += this.getFragmentShader( i ).compareTo( o.getFragmentShader( i ) ); } if ( result > 0 ) return ( +1 ); else if ( result < 0 ) return ( -1 ); else return ( 0 ); } /** * {@inheritDoc} */ @Override protected void duplicateNodeComponent( NodeComponent original, boolean forceDuplicate ) { super.duplicateNodeComponent( original, forceDuplicate ); AssemblyShaderProgram o = (AssemblyShaderProgram)original; removeAllShaders(); if ( forceDuplicate ) { for ( int i = 0; i < o.getNumVertexShaders(); i++ ) { final AssemblyShader shader = o.getVertexShader( i ); AssemblyVertexShader s2 = new AssemblyVertexShader( shader.getShaderCode(), shader.shaderProgramParameters, shader.isEnabled() ); addShader( s2 ); } for ( int i = 0; i < o.getNumFragmentShaders(); i++ ) { final AssemblyShader shader = o.getFragmentShader( i ); AssemblyFragmentShader s2 = new AssemblyFragmentShader( shader.getShaderCode(), shader.shaderProgramParameters, shader.isEnabled() ); addShader( s2 ); } } else { for ( int i = 0; i < o.getNumVertexShaders(); i++ ) { addShader( o.getVertexShader( i ) ); } for ( int i = 0; i < o.getNumFragmentShaders(); i++ ) { addShader( o.getFragmentShader( i ) ); } } } @Override public AssemblyShaderProgram cloneNodeComponent( boolean forceDuplicate ) { AssemblyShaderProgram clone = new AssemblyShaderProgram( this.isEnabled() ); clone.duplicateNodeComponent( this, forceDuplicate ); return ( clone ); } public AssemblyShaderProgram getCopy() { return ( cloneNodeComponent( true ) ); } public AssemblyShaderProgram( boolean enabled ) { super( enabled ); } public AssemblyShaderProgram() { this( true ); } public AssemblyShaderProgram( AssemblyVertexShader vertexShader, AssemblyFragmentShader fragmentShader, boolean enabled ) { this( enabled ); if ( vertexShader != null ) addShader( vertexShader ); if ( fragmentShader != null ) addShader( fragmentShader ); } public AssemblyShaderProgram( AssemblyVertexShader vertexShader, AssemblyFragmentShader fragmentShader ) { this( vertexShader, fragmentShader, true ); } }