/** * 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 ); } }