/**
* 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;
import org.xith3d.render.CanvasPeer;
import org.xith3d.render.SceneGraphOpenGLReferences;
/**
* Created on Jul 7, 2006 by florian for project 'xith3d_glsl_shader_support'
*
* @author Florian Hofmann (aka Goliat)
* @author Marvin Froehlich (aka Qudus)
*/
public class GLSLShaderProgram extends ShaderProgram< GLSLShader >
{
// should be true if this program got linked
protected boolean linked = false;
// will be true if we got a linking error
protected boolean linkingError = false;
private final SceneGraphOpenGLReferences openGLReferences = new SceneGraphOpenGLReferences( 1 );
public final SceneGraphOpenGLReferences getOpenGLReferences()
{
return ( openGLReferences );
}
/**
* {@inheritDoc}
*/
@Override
protected void finalize()
{
openGLReferences.prepareObjectForDestroy();
}
/**
* {@inheritDoc}
*/
@Override
public void freeOpenGLResources( CanvasPeer canvasPeer )
{
if ( openGLReferences.referenceExists( canvasPeer ) )
openGLReferences.prepareObjectForDestroy( canvasPeer );
super.freeOpenGLResources( canvasPeer );
}
final void setLinked( boolean linked )
{
this.linked = linked;
}
public final boolean isLinked()
{
return ( linked );
}
final void setLinkingError( boolean linkingError )
{
this.linkingError = linkingError;
}
public final boolean hasLinkingError()
{
return ( linkingError );
}
//////////////////////////////////////////////////////////////////
/////////////// SUPPORT FOR STATE TRACKABLE INTERFACE ////////////
//////////////////////////////////////////////////////////////////
public GLSLShaderProgram getCopy()
{
return ( cloneNodeComponent( true ) );
}
@Override
protected void duplicateNodeComponent( NodeComponent original, boolean forceDuplicate )
{
GLSLShaderProgram orgSP = (GLSLShaderProgram)original;
removeAllShaders();
if ( forceDuplicate )
{
for ( int i = 0; i < getNumVertexShaders(); i++ )
{
this.addShader( orgSP.getVertexShader( i ) );
}
for ( int i = 0; i < getNumFragmentShaders(); i++ )
{
this.addShader( orgSP.getFragmentShader( i ) );
}
}
else
{
this.openGLReferences.set( orgSP.openGLReferences );
for ( int i = 0; i < getNumVertexShaders(); i++ )
{
this.addShader( orgSP.getVertexShader( i ) );
}
for ( int i = 0; i < getNumFragmentShaders(); i++ )
{
this.addShader( orgSP.getFragmentShader( i ) );
}
this.linked = orgSP.linked;
}
}
@Override
public GLSLShaderProgram cloneNodeComponent( boolean forceDuplicate )
{
GLSLShaderProgram clone = new GLSLShaderProgram( this.isEnabled() );
clone.duplicateNodeComponent( this, forceDuplicate );
return ( clone );
}
@Override
public boolean equals( Object o )
{
if ( this == o )
return ( true );
if ( !( o instanceof GLSLShaderProgram ) )
return ( false );
GLSLShaderProgram lo = (GLSLShaderProgram)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 );
}
@Override
public int compareTo( ShaderProgram< GLSLShader > 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 );
}
public GLSLShaderProgram( boolean enabled )
{
super( enabled );
}
public GLSLShaderProgram()
{
this( true );
}
public GLSLShaderProgram( GLSLVertexShader vertexShader, GLSLFragmentShader fragmentShader, boolean enabled )
{
this( enabled );
if ( vertexShader != null )
addShader( vertexShader );
if ( fragmentShader != null )
addShader( fragmentShader );
}
public GLSLShaderProgram( GLSLVertexShader vertexShader, GLSLFragmentShader fragmentShader )
{
this( vertexShader, fragmentShader, true );
}
}