📄 shaderattribute.java
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/* * $RCSfile: ShaderAttribute.java,v $ * * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. * * Use is subject to license terms. * * $Revision: 1.4 $ * $Date: 2007/02/09 17:18:20 $ * $State: Exp $ */package javax.media.j3d;import javax.vecmath.*;/** * 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. * * <p> * 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: * * <ul> * <li>ShaderAttributeObject, in which attributes are expressed as * <code>(attrName, value)</code> pairs, is used for explicitly * defined attributes</li> * <li>ShaderAttributeBinding, in which attributes are expressed as * <code>(attrName, j3dAttrName)</code> pairs, is used for * implicitly defined, automatically tracked attributes</li> * </ul> * * @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(); }}
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