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authorphil <[email protected]>2016-11-03 12:13:58 +1300
committerphil <[email protected]>2016-11-03 12:13:58 +1300
commitf640dc35f8c60c4f61fa3888cd407ef8c96f3a48 (patch)
tree5e2f0a7061af1b310a49fd1cc46b8e69c983074a /src
parent5d92694382677b0d412cdccd393c0dc7cea33d10 (diff)
GLSLShaderProgram needed clone methods implemented
Diffstat (limited to 'src')
-rw-r--r--src/main/java/org/jogamp/java3d/GLSLShaderProgram.java355
1 files changed, 229 insertions, 126 deletions
diff --git a/src/main/java/org/jogamp/java3d/GLSLShaderProgram.java b/src/main/java/org/jogamp/java3d/GLSLShaderProgram.java
index 1661c01..b8b0c43 100644
--- a/src/main/java/org/jogamp/java3d/GLSLShaderProgram.java
+++ b/src/main/java/org/jogamp/java3d/GLSLShaderProgram.java
@@ -26,6 +26,7 @@
package org.jogamp.java3d;
+
/**
* The GLSLShaderProgram object is a concrete implementation of a
* ShaderProgram node component for the OpenGL GLSL shading language.
@@ -35,145 +36,247 @@ package org.jogamp.java3d;
* @since Java 3D 1.4
*/
-public class GLSLShaderProgram extends ShaderProgram {
-
- /**
- * Constructs a GLSL shader program node component.
- *
- * <br>
- * TODO: ADD MORE DOCUMENTATION HERE.
- */
- public GLSLShaderProgram() {
- }
-
- // Implement abstract setVertexAttrNames method (inherit javadoc from parent class)
- @Override
- public void setVertexAttrNames(String[] vertexAttrNames) {
- checkForLiveOrCompiled();
-
- if (vertexAttrNames != null) {
- for (int i = 0; i < vertexAttrNames.length; i++) {
- if (vertexAttrNames[i] == null) {
- throw new NullPointerException();
- }
- }
- }
-
- ((GLSLShaderProgramRetained)this.retained).setVertexAttrNames(vertexAttrNames);
- }
-
- // Implement abstract getVertexAttrNames method (inherit javadoc from parent class)
- @Override
- public String[] getVertexAttrNames() {
-
- if (isLiveOrCompiled()) {
- if(!this.getCapability(ALLOW_NAMES_READ)) {
- throw new CapabilityNotSetException(J3dI18N.getString("GLSLShaderProgram0"));
- }
+public class GLSLShaderProgram extends ShaderProgram
+{
+
+ /**
+ * Constructs a GLSL shader program node component.
+ *
+ * <br>
+ * TODO: ADD MORE DOCUMENTATION HERE.
+ */
+ public GLSLShaderProgram()
+ {
+ }
+
+ // Implement abstract setVertexAttrNames method (inherit javadoc from parent class)
+ @Override
+ public void setVertexAttrNames(String[] vertexAttrNames)
+ {
+ checkForLiveOrCompiled();
+
+ if (vertexAttrNames != null)
+ {
+ for (int i = 0; i < vertexAttrNames.length; i++)
+ {
+ if (vertexAttrNames[i] == null)
+ {
+ throw new NullPointerException();
+ }
+ }
+ }
+
+ ((GLSLShaderProgramRetained) this.retained).setVertexAttrNames(vertexAttrNames);
+ }
+
+ // Implement abstract getVertexAttrNames method (inherit javadoc from parent class)
+ @Override
+ public String[] getVertexAttrNames()
+ {
+
+ if (isLiveOrCompiled())
+ {
+ if (!this.getCapability(ALLOW_NAMES_READ))
+ {
+ throw new CapabilityNotSetException(J3dI18N.getString("GLSLShaderProgram0"));
+ }
+ }
+
+ return ((GLSLShaderProgramRetained) this.retained).getVertexAttrNames();
+
+ }
+
+ // Implement abstract setShaderAttrNames method (inherit javadoc from parent class)
+ @Override
+ public void setShaderAttrNames(String[] shaderAttrNames)
+ {
+ checkForLiveOrCompiled();
+
+ if (shaderAttrNames != null)
+ {
+ for (int i = 0; i < shaderAttrNames.length; i++)
+ {
+ if (shaderAttrNames[i] == null)
+ {
+ throw new NullPointerException();
+ }
+ }
+ }
+
+ ((GLSLShaderProgramRetained) this.retained).setShaderAttrNames(shaderAttrNames);
+ }
+
+ // Implement abstract getShaderAttrNames method (inherit javadoc from parent class)
+ @Override
+ public String[] getShaderAttrNames()
+ {
+
+ if (isLiveOrCompiled())
+ {
+ if (!this.getCapability(ALLOW_NAMES_READ))
+ {
+ throw new CapabilityNotSetException(J3dI18N.getString("GLSLShaderProgram0"));
+ }
+ }
+
+ return ((GLSLShaderProgramRetained) this.retained).getShaderAttrNames();
+
}
- return ((GLSLShaderProgramRetained)this.retained).getVertexAttrNames();
+ /**
+ * Copies the specified array of shaders into this shader
+ * program. This method makes a shallow copy of the array. The
+ * array of shaders may be null or empty (0 length), but the
+ * elements of the array must be non-null. The shading language of
+ * each shader in the array must be
+ * <code>SHADING_LANGUAGE_GLSL</code>. Each shader in the array must
+ * be a SourceCodeShader.
+ *
+ * @param shaders array of Shader objects to be copied into this
+ * ShaderProgram
+ *
+ * @exception CapabilityNotSetException if appropriate capability is
+ * not set and this object is part of live or compiled scene graph
+ *
+ * @exception IllegalArgumentException if the shading language of
+ * any shader in the shaders array is <em>not</em>
+ * <code>SHADING_LANGUAGE_GLSL</code>.
+ *
+ * @exception ClassCastException if any shader in the shaders
+ * array is <em>not</em> a SourceCodeShader.
+ *
+ * @exception NullPointerException if any element in the
+ * shaders array is null.
+ */
+ @Override
+ public void setShaders(Shader[] shaders)
+ {
+ checkForLiveOrCompiled();
- }
+ if (shaders != null)
+ {
+ // Check shaders for valid shading language and class type
+ for (int i = 0; i < shaders.length; i++)
+ {
+ if (shaders[i].getShadingLanguage() != Shader.SHADING_LANGUAGE_GLSL)
+ {
+ throw new IllegalArgumentException(J3dI18N.getString("GLSLShaderProgram2"));
+ }
+
+ // Try to cast shader to SourceCodeShader; it will throw
+ // ClassCastException if it isn't.
+ SourceCodeShader shad = (SourceCodeShader) shaders[i];
+ }
+
+ }
+
+ ((GLSLShaderProgramRetained) this.retained).setShaders(shaders);
+ }
- // Implement abstract setShaderAttrNames method (inherit javadoc from parent class)
- @Override
- public void setShaderAttrNames(String[] shaderAttrNames) {
- checkForLiveOrCompiled();
+ // Implement abstract getShaders method (inherit javadoc from parent class)
+ @Override
+ public Shader[] getShaders()
+ {
- if (shaderAttrNames != null) {
- for (int i = 0; i < shaderAttrNames.length; i++) {
- if (shaderAttrNames[i] == null) {
- throw new NullPointerException();
- }
- }
- }
+ if (isLiveOrCompiled())
+ {
+ if (!this.getCapability(ALLOW_SHADERS_READ))
+ {
+ throw new CapabilityNotSetException(J3dI18N.getString("GLSLShaderProgram1"));
+ }
+ }
- ((GLSLShaderProgramRetained)this.retained).setShaderAttrNames(shaderAttrNames);
- }
+ return ((GLSLShaderProgramRetained) this.retained).getShaders();
+ }
- // Implement abstract getShaderAttrNames method (inherit javadoc from parent class)
- @Override
- public String[] getShaderAttrNames() {
+ /**
+ * Creates a retained mode GLSLShaderProgramRetained object that this
+ * GLSLShaderProgram component object will point to.
+ */
+ @Override
+ void createRetained()
+ {
+ this.retained = new GLSLShaderProgramRetained();
+ this.retained.setSource(this);
+ }
- if (isLiveOrCompiled()) {
- if(!this.getCapability(ALLOW_NAMES_READ)) {
- throw new CapabilityNotSetException(J3dI18N.getString("GLSLShaderProgram0"));
- }
+ /**
+ * @deprecated replaced with cloneNodeComponent(boolean forceDuplicate)
+ */
+ @Override
+ public NodeComponent cloneNodeComponent()
+ {
+ GLSLShaderProgram a = new GLSLShaderProgram();
+ a.duplicateNodeComponent(this);
+ return a;
}
- return ((GLSLShaderProgramRetained)this.retained).getShaderAttrNames();
-
- }
-
- /**
- * Copies the specified array of shaders into this shader
- * program. This method makes a shallow copy of the array. The
- * array of shaders may be null or empty (0 length), but the
- * elements of the array must be non-null. The shading language of
- * each shader in the array must be
- * <code>SHADING_LANGUAGE_GLSL</code>. Each shader in the array must
- * be a SourceCodeShader.
- *
- * @param shaders array of Shader objects to be copied into this
- * ShaderProgram
- *
- * @exception CapabilityNotSetException if appropriate capability is
- * not set and this object is part of live or compiled scene graph
- *
- * @exception IllegalArgumentException if the shading language of
- * any shader in the shaders array is <em>not</em>
- * <code>SHADING_LANGUAGE_GLSL</code>.
- *
- * @exception ClassCastException if any shader in the shaders
- * array is <em>not</em> a SourceCodeShader.
- *
- * @exception NullPointerException if any element in the
- * shaders array is null.
- */
- @Override
- public void setShaders(Shader[] shaders) {
- checkForLiveOrCompiled();
-
- if(shaders != null) {
- // Check shaders for valid shading language and class type
- for (int i = 0; i < shaders.length; i++) {
- if (shaders[i].getShadingLanguage() != Shader.SHADING_LANGUAGE_GLSL) {
- throw new IllegalArgumentException(J3dI18N.getString("GLSLShaderProgram2"));
- }
-
- // Try to cast shader to SourceCodeShader; it will throw
- // ClassCastException if it isn't.
- SourceCodeShader shad = (SourceCodeShader)shaders[i];
- }
-
- }
-
- ((GLSLShaderProgramRetained)this.retained).setShaders(shaders);
- }
-
- // Implement abstract getShaders method (inherit javadoc from parent class)
- @Override
- public Shader[] getShaders() {
-
- if (isLiveOrCompiled()) {
- if(!this.getCapability(ALLOW_SHADERS_READ)) {
- throw new CapabilityNotSetException(J3dI18N.getString("GLSLShaderProgram1"));
- }
+ /**
+ * NOTE: Applications should <i>not</i> call this method directly.
+ * It should only be called by the cloneNode method.
+ *
+ * @deprecated replaced with duplicateNodeComponent(
+ * NodeComponent originalNodeComponent, boolean forceDuplicate)
+ */
+ @Override
+ public void duplicateNodeComponent(NodeComponent originalNodeComponent)
+ {
+ checkDuplicateNodeComponent(originalNodeComponent);
}
- return ((GLSLShaderProgramRetained)this.retained).getShaders();
- }
+ /**
+ * Copies all ShaderAppearance information from
+ * <code>originalNodeComponent</code> into
+ * the current node. This method is called from the
+ * <code>cloneNode</code> method which is, in turn, called by the
+ * <code>cloneTree</code> method.<P>
+ *
+ * @param originalNodeComponent the original node to duplicate.
+ * @param forceDuplicate when set to <code>true</code>, causes the
+ * <code>duplicateOnCloneTree</code> flag to be ignored. When
+ * <code>false</code>, the value of each node's
+ * <code>duplicateOnCloneTree</code> variable determines whether
+ * NodeComponent data is duplicated or copied.
+ *
+ * @exception RestrictedAccessException if this object is part of a live
+ * or compiled scenegraph.
+ *
+ * @see Node#cloneTree
+ * @see NodeComponent#setDuplicateOnCloneTree
+ */
+ @Override
+ void duplicateAttributes(NodeComponent originalNodeComponent, boolean forceDuplicate)
+ {
+ super.duplicateAttributes(originalNodeComponent, forceDuplicate);
+
+ //Hashtable hashtable = originalNodeComponent.nodeHashtable;
+
+ GLSLShaderProgramRetained orig = (GLSLShaderProgramRetained) originalNodeComponent.retained;
- /**
- * Creates a retained mode GLSLShaderProgramRetained object that this
- * GLSLShaderProgram component object will point to.
- */
- @Override
- void createRetained() {
- this.retained = new GLSLShaderProgramRetained();
- this.retained.setSource(this);
- }
+ GLSLShaderProgramRetained rt = (GLSLShaderProgramRetained) retained;
+ rt.setVertexAttrNames(orig.getVertexAttrNames());
+ rt.setShaderAttrNames(orig.getShaderAttrNames());
+ rt.setShaders(orig.getShaders());
+ }
+
+ /**
+ * This function is called from getNodeComponent() to see if any of
+ * the sub-NodeComponents duplicateOnCloneTree flag is true.
+ * If it is the case, current NodeComponent needs to
+ * duplicate also even though current duplicateOnCloneTree flag is false.
+ * This should be overwrite by NodeComponent which contains sub-NodeComponent.
+ */
+ @Override
+ boolean duplicateChild()
+ {
+ if (super.duplicateChild())
+ return true;
+ if (getDuplicateOnCloneTree())
+ return true;
+
+ // we have no node components
+ return false;
+ }
}