/* * Copyright 2004-2008 Sun Microsystems, Inc. All Rights Reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Sun designates this * particular file as subject to the "Classpath" exception as provided * by Sun in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, * CA 95054 USA or visit www.sun.com if you need additional information or * have any questions. * */ package javax.media.j3d; /** * The Shader object is the abstract base class for programmable * shader code. Currently, only text-based source code shaders are * supported, so the only subclass of Shader is SourceCodeShader. We * leave open the possibility for binary (object code) shaders in the * future. * *
* Each instance of a Shader object allows an application to specify * the source code used in programming the Graphics Pipeline Unit * (GPU) of the graphics accelerator. A Shader object is constructed * with modes that specify the shading language and the * shader type. * *
* The shading language specifies the language and runtime environment
* used to program the GPU. The currently defined shading languages
* are GLSL (also known as the OpenGL 2.0 shading language) and
* Cg. Note that not all shading languages are supported on all
* platforms. It is up to the application or utility to query whether
* a particular shading language is supported before using it. The
* value of the shadingLanguage
mode is one of:
* SHADING_LANGUAGE_GLSL
or
* SHADING_LANGUAGE_CG
.
*
*
* The shader type specifies whether the shader is a vertex
* shader or a fragment shader. A vertex shader replaces
* the fixed-function graphics pipeline for vertex operations
* (transformation and lighting). A fragment shader replaces the
* fixed-function graphics pipeline for fragment shading operations
* (texture mapping, texture application, coloring, shading, and so
* forth). The value of the shaderType
mode is one of:
* SHADER_TYPE_VERTEX
or
* SHADER_TYPE_FRAGMENT
.
*
*
* Both the shading language and shader type are immutable modes of * the Shader object. * *
* NOTE: Applications should not extend this class.
*
* @see ShaderProgram
* @see Canvas3D#isShadingLanguageSupported
*
* @since Java 3D 1.4
*/
public abstract class Shader extends NodeComponent {
/**
* This constant indicates the GLSL shading language. It is one
* of the possible values of the shadingLanguage parameter.
*/
public static final int SHADING_LANGUAGE_GLSL = 1;
/**
* This constant indicates the Cg shading language. It is one
* of the possible values of the shadingLanguage parameter.
*/
public static final int SHADING_LANGUAGE_CG = 2;
/**
* This constant indicates that the shader type is a vertex
* shader. It is one of the possible values of the shaderType
* parameter.
*/
public static final int SHADER_TYPE_VERTEX = 1;
/**
* This constant indicates that the shader type is a fragment
* shader. It is one of the possible values of the shaderType
* parameter.
*/
public static final int SHADER_TYPE_FRAGMENT = 2;
/**
* Not a public constructor, for internal use
*/
Shader() {
}
/**
* Package scope constructor so it can't be subclassed by classes
* outside the javax.media.j3d package.
*/
Shader(int shadingLanguage, int shaderType) {
((ShaderRetained)this.retained).initializeShader(shadingLanguage, shaderType);
}
/**
* Returns the shading language of this shader.
*
* @return the shading language of this shader, one of:
* SHADING_LANGUAGE_GLSL
or
* SHADING_LANGUAGE_CG
.
*/
public int getShadingLanguage() {
return ((ShaderRetained)this.retained).getShadingLanguage();
}
/**
* Returns the type of this shader.
*
* @return the shader type, one of:
* SHADER_TYPE_VERTEX
or
* SHADER_TYPE_FRAGMENT
.
*/
public int getShaderType() {
return ((ShaderRetained)this.retained).getShaderType();
}
}