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/*
* Copyright 2005-2008 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 ShaderAttribute object encapsulates a uniform attribute for a
* shader programs. Uniform attributes (variables) are those
* attributes whose values are constant during the rendering of a
* primitive. Their values may change from primitive to primitive, but
* are constant for each vertex (for vertex shaders) or fragment (for
* fragment shaders) of a single primitive. Examples of uniform
* attributes include a transformation matrix, a texture map, lights,
* lookup tables, etc.
*
*
* There are two ways in which values can be specified for uniform
* attributes: explicitly, by providing a value; and implicitly, by
* defining a binding between a Java 3D system attribute and a uniform
* attribute. This functionality is provided by two subclasses of
* ShaderAttribute as follows:
*
*
* - ShaderAttributeObject, in which attributes are expressed as
*
(attrName, value)
pairs, is used for explicitly
* defined attributes
* - ShaderAttributeBinding, in which attributes are expressed as
*
(attrName, j3dAttrName)
pairs, is used for
* implicitly defined, automatically tracked attributes
*
*
* @see ShaderAttributeSet
* @see ShaderProgram
*
* @since Java 3D 1.4
*/
public abstract class ShaderAttribute extends NodeComponent {
/**
* Name of the shader attribute (immutable)
*/
/**
* Package scope constructor
*
*/
ShaderAttribute(String attrName) {
if (attrName == null) {
throw new NullPointerException();
}
((ShaderAttributeRetained)this.retained).initializeAttrName(attrName);
}
/**
* Retrieves the name of this shader attribute.
*
* @return the name of this shader attribute
*/
public String getAttributeName() {
return ((ShaderAttributeRetained)this.retained).getAttributeName();
}
}