/** * 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; } }