/**
* 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.render.states;
import org.xith3d.scenegraph.NodeComponent;
/**
* A shader is what is responsible for setting up the graphics state to render
* an atom. StateUnits can be compared to other StateUnits in order to sort them
* in an efficient manner.<br>
* <br>
* Each StateUnit needs to have an API peer which is capable of issuing the proper
* commands to the 3d card. Thus the StateUnit really is a container for the
* information needed to set OpenGL states, but the implementation of the
* StateUnit is within the hardware interface layer.
*
* @author David Yazel
* @author Marvin Froehlich (aka Qudus)
* @author Amos Wenger (aka BlueSky)
*/
public abstract class StateUnit extends StateSortable
{
public static final int MAX_STATE_TYPES = 17;
public static final int MAX_ATOM_TYPES = 3;
private final boolean isDefault;
public abstract NodeComponent getNodeComponent();
public final boolean isDefault()
{
return ( isDefault );
}
/**
* Because the rendering engine needs to deal with translucent geometry
* differently the shader needs to be able to indicate whether it is
* translucent or not.
*
* @return true, if the Shader is translucent
*/
public abstract boolean isTranslucent();
public StateUnit( int stateType, boolean isDefault )
{
super( stateType );
this.isDefault = isDefault;
}
}