Source Code Cross Referenced for Shader.java in  » 6.0-JDK-Modules » java-3d » javax » media » j3d » Java Source Code / Java DocumentationJava Source Code and Java Documentation

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Java Source Code / Java Documentation » 6.0 JDK Modules » java 3d » javax.media.j3d 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


001:        /*
002:         * $RCSfile: Shader.java,v $
003:         *
004:         * Copyright 2004-2008 Sun Microsystems, Inc.  All Rights Reserved.
005:         * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
006:         *
007:         * This code is free software; you can redistribute it and/or modify it
008:         * under the terms of the GNU General Public License version 2 only, as
009:         * published by the Free Software Foundation.  Sun designates this
010:         * particular file as subject to the "Classpath" exception as provided
011:         * by Sun in the LICENSE file that accompanied this code.
012:         *
013:         * This code is distributed in the hope that it will be useful, but WITHOUT
014:         * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
015:         * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
016:         * version 2 for more details (a copy is included in the LICENSE file that
017:         * accompanied this code).
018:         *
019:         * You should have received a copy of the GNU General Public License version
020:         * 2 along with this work; if not, write to the Free Software Foundation,
021:         * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
022:         *
023:         * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
024:         * CA 95054 USA or visit www.sun.com if you need additional information or
025:         * have any questions.
026:         *
027:         * $Revision: 1.5 $
028:         * $Date: 2008/02/28 20:17:29 $
029:         * $State: Exp $
030:         */
031:
032:        package javax.media.j3d;
033:
034:        /**
035:         * The Shader object is the abstract base class for programmable
036:         * shader code. Currently, only text-based source code shaders are
037:         * supported, so the only subclass of Shader is SourceCodeShader. We
038:         * leave open the possibility for binary (object code) shaders in the
039:         * future.
040:         *
041:         * <p>
042:         * Each instance of a Shader object allows an application to specify
043:         * the source code used in programming the Graphics Pipeline Unit
044:         * (GPU) of the graphics accelerator. A Shader object is constructed
045:         * with modes that specify the <i>shading language</i> and the
046:         * <i>shader type</i>.
047:         *
048:         * <p>
049:         * The shading language specifies the language and runtime environment
050:         * used to program the GPU. The currently defined shading languages
051:         * are GLSL (also known as the OpenGL 2.0 shading language) and
052:         * Cg. Note that not all shading languages are supported on all
053:         * platforms. It is up to the application or utility to query whether
054:         * a particular shading language is supported before using it. The
055:         * value of the <code>shadingLanguage</code> mode is one of:
056:         * <code>SHADING_LANGUAGE_GLSL</code> or
057:         * <code>SHADING_LANGUAGE_CG</code>.
058:         *
059:         *<p>
060:         * The shader type specifies whether the shader is a <i>vertex
061:         * shader</i> or a <i>fragment shader</i>. A vertex shader replaces
062:         * the fixed-function graphics pipeline for vertex operations
063:         * (transformation and lighting). A fragment shader replaces the
064:         * fixed-function graphics pipeline for fragment shading operations
065:         * (texture mapping, texture application, coloring, shading, and so
066:         * forth). The value of the <code>shaderType</code> mode is one of:
067:         * <code>SHADER_TYPE_VERTEX</code> or
068:         * <code>SHADER_TYPE_FRAGMENT</code>.
069:         *
070:         * <p>
071:         * Both the shading language and shader type are immutable modes of
072:         * the Shader object.
073:         *
074:         * <p>
075:         * NOTE: Applications should <i>not</i> extend this class.
076:         *
077:         * @see ShaderProgram
078:         * @see Canvas3D#isShadingLanguageSupported
079:         *
080:         * @since Java 3D 1.4
081:         */
082:
083:        public abstract class Shader extends NodeComponent {
084:
085:            /**
086:             * This constant indicates the GLSL shading language. It is one
087:             * of the possible values of the shadingLanguage parameter.
088:             */
089:            public static final int SHADING_LANGUAGE_GLSL = 1;
090:
091:            /**
092:             * This constant indicates the Cg shading language. It is one
093:             * of the possible values of the shadingLanguage parameter.
094:             */
095:            public static final int SHADING_LANGUAGE_CG = 2;
096:
097:            /**
098:             * This constant indicates that the shader type is a vertex
099:             * shader.  It is one of the possible values of the shaderType
100:             * parameter.
101:             */
102:            public static final int SHADER_TYPE_VERTEX = 1;
103:
104:            /**
105:             * This constant indicates that the shader type is a fragment
106:             * shader.  It is one of the possible values of the shaderType
107:             * parameter.
108:             */
109:            public static final int SHADER_TYPE_FRAGMENT = 2;
110:
111:            /**
112:             * Not a public constructor, for internal use
113:             */
114:            Shader() {
115:            }
116:
117:            /**
118:             * Package scope constructor so it can't be subclassed by classes
119:             * outside the javax.media.j3d package.
120:             */
121:            Shader(int shadingLanguage, int shaderType) {
122:                ((ShaderRetained) this .retained).initializeShader(
123:                        shadingLanguage, shaderType);
124:            }
125:
126:            /**
127:             * Returns the shading language of this shader.
128:             *
129:             * @return the  shading language of this shader, one of:
130:             * <code>SHADING_LANGUAGE_GLSL</code> or
131:             * <code>SHADING_LANGUAGE_CG</code>.
132:             */
133:            public int getShadingLanguage() {
134:                return ((ShaderRetained) this .retained).getShadingLanguage();
135:            }
136:
137:            /**
138:             * Returns the type of this shader.
139:             *
140:             * @return the shader type, one of:
141:             * <code>SHADER_TYPE_VERTEX</code> or
142:             * <code>SHADER_TYPE_FRAGMENT</code>.
143:             */
144:            public int getShaderType() {
145:                return ((ShaderRetained) this.retained).getShaderType();
146:            }
147:        }
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