/* * Copyright (c) 2007 Sun Microsystems, Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution 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 Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed or intended for use * in the design, construction, operation or maintenance of any nuclear * facility. */ package net.java.joglutils.msg.elements; import javax.media.opengl.*; import javax.media.opengl.glu.*; import net.java.joglutils.msg.misc.*; import net.java.joglutils.msg.nodes.*; /** Represents the current shader, which is applied to any drawn geometry, and performs side-effects in OpenGL. */ public class GLShaderElement extends ShaderElement { // Boilerplate for concrete element subclasses public Element newInstance() { return new GLShaderElement(); } public static GLShaderElement getInstance(State state) { return (GLShaderElement) ShaderElement.getInstance(state); } public static void enable(State defaultState) { Element tmp = new GLShaderElement(); defaultState.setElement(tmp.getStateIndex(), tmp); } public void pop(State state, Element previousTopElement) { // Put things back the way they were switchShaders(((GLShaderElement) previousTopElement).shader, shader); } public void setElt(ShaderNode shader) { ShaderNode prev = this.shader; super.setElt(shader); switchShaders(prev, shader); } private void switchShaders(ShaderNode prev, ShaderNode shader) { GL gl = GLU.getCurrentGL(); Shader prevShader = null; Shader curShader = null; if (prev != null) { prevShader = prev.getShader(); } if (shader != null) { curShader = shader.getShader(); } // FIXME: should be smarter about this; if the target is the same // for the previous and current shaders, just bind the new one if (prevShader != null) { prevShader.disable(); } if (curShader != null) { curShader.enable(); } } }