/** * 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.units; import org.xith3d.render.states.StateMap; import org.xith3d.render.states.StateUnit; import org.xith3d.scenegraph.GLSLContext; import org.xith3d.scenegraph.GLSLShaderProgram; import org.xith3d.scenegraph.ShaderProgramContext; /** * @author Abdul * @author Yuri Vl. Gushchin * @author Marvin Froehlich (aka Qudus) */ public class ShaderProgramStateUnit extends StateUnit { public static final int STATE_TYPE = StateMap.newStateType(); private static final StateMap shaderStateMap = new StateMap(); private static final ShaderProgramStateUnit DEFAULT_PROG = new ShaderProgramStateUnit( new GLSLContext( new GLSLShaderProgram( false ) ), true ); private ShaderProgramContext< ? > shaderProgram; public final ShaderProgramContext< ? > getShaderProgram() { return ( shaderProgram ); } /** * {@inheritDoc} */ @Override public ShaderProgramContext< ? > getNodeComponent() { return ( shaderProgram ); } /** * {@inheritDoc} */ @Override public final boolean isTranslucent() { return ( false ); } /** * {@inheritDoc} */ @Override public final long getStateId() { return ( shaderProgram.getStateId() ); } /** * {@inheritDoc} */ @Override public String toString() { return ( this.getClass().getSimpleName() + "( state-type: " + getStateType() + ", " + "state-ID: " + getStateId() + " )" ); } public void update( ShaderProgramContext< ? > shaderProgram ) { this.shaderProgram = shaderProgram; shaderStateMap.assignState( shaderProgram ); } private ShaderProgramStateUnit( ShaderProgramContext< ? > shaderProgram, boolean isDefault ) { super( STATE_TYPE, isDefault ); update( shaderProgram ); } public static ShaderProgramStateUnit makeShaderProgramStateUnit( ShaderProgramContext< ? > shaderProgram, StateUnit[] cache ) { if ( shaderProgram == null ) { return ( DEFAULT_PROG ); } else if ( cache[ STATE_TYPE ] != null ) { final ShaderProgramStateUnit stateUnit = ( (ShaderProgramStateUnit)cache[ STATE_TYPE ] ); stateUnit.update( shaderProgram ); return ( stateUnit ); } else { ShaderProgramStateUnit stateUnit = new ShaderProgramStateUnit( shaderProgram, false ); cache[ STATE_TYPE ] = stateUnit; return ( stateUnit ); } } }