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📄 shaderattributebinding.java

📁 JAVA3D矩陈的相关类
💻 JAVA
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/* * $RCSfile: ShaderAttributeBinding.java,v $ * * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. * * Use is subject to license terms. * * $Revision: 1.4 $ * $Date: 2007/02/09 17:18:21 $ * $State: Exp $ */package javax.media.j3d;import javax.vecmath.*;/** * The ShaderAttributeBinding object encapsulates a uniform attribute * whose value is bound to a Java&nbsp;3D system attribute. The * shader variable <code>attrName</code> is implicitly set to the * value of the corresponding Java&nbsp;3D system attribute * <code>j3dAttrName</code> during rendering. <code>attrName</code> * must be the name of a valid uniform attribute in the shader in * which it is used. Otherwise, the attribute name will be ignored and * a runtime error may be generated. <code>j3dAttrName</code> must be * the name of a predefined Java&nbsp;3D system attribute. An * IllegalArgumentException will be thrown if the specified * <code>j3dAttrName</code> is not one of the predefined system * attributes. Further, the type of the <code>j3dAttrName</code> * attribute must match the type of the corresponding * <code>attrName</code> variable in the shader in which it is * used. Otherwise, the shader will not be able to use the attribute * and a runtime error may be generated. * * <p> * Following is the list of predefined Java&nbsp;3D system attributes:<br> * * <ul> * <font color="#ff0000"><i>TODO: replace the following with * the real system attributes table</i></font><br> * <table BORDER=1 CELLSPACING=2 CELLPADDING=2> * <tr> * <td><b>Name</b></td> * <td><b>Type</b></td> * <td><b>Description</b></td> * </tr> * <tr> * <td><code>something</code></td> * <td>Float</td> * <td>This is something (of course)</td> * </tr> * <tr> * <td><code>somethingElse</code></td> * <td>Tuple3f</td> * <td>This is something else</td> * </tr> * </table> * </ul> * * <p> * Depending on the shading language (and profile) being used, several * Java 3D state attributes are automatically made available to the * shader program as pre-defined uniform attributes. The application * doesn't need to do anything to pass these attributes in to the * shader program. The implementation of each shader language (e.g., * Cg, GLSL) defines its own mapping from Java 3D attribute to uniform * variable name. * * <p> * A list of these attributes for each shader language can be found in * the concrete subclass of ShaderProgram for that shader language. * * <p> * <font color="#ff0000"><i>NOTE: This class is not yet * implemented.</i></font><br> * * @see ShaderAttributeSet * @see ShaderProgram * * @since Java 3D 1.4 */public class ShaderAttributeBinding extends ShaderAttribute {    /**     * Constructs a new ShaderAttributeBinding from the specified     * <code>(attrName,&nbsp;j3dAttrName)</code> pair.     *     * @param attrName the name of the shader attribute to be added     * @param j3dAttrName the name of the Java&nbsp;3D attribute     * to bind to the shader attribute     *     * @exception UnsupportedOperationException this class is not     * yet implemented     *     * @exception NullPointerException if attrName or j3dAttrName is null     *     * @exception IllegalArgumentException if j3dAttrName is not the name     * of a valid predefined Java&nbsp;3D system attribute     */    public ShaderAttributeBinding(String attrName, String j3dAttrName) {	super(attrName);	((ShaderAttributeBindingRetained)this.retained).initJ3dAttrName(j3dAttrName);	// TODO: implement this class	throw new UnsupportedOperationException(J3dI18N.getString("ShaderAttributeBinding0"));    }    /**     * Retrieves the name of the Java 3D system attribute that is bound to this     * shader attribute.     *     * @return the name of the Java 3D system attribute that is bound to this     * shader attribute     */    public String getJ3DAttributeName() { 	return ((ShaderAttributeBindingRetained)this.retained).getJ3DAttributeName();    }    /**     * Creates a retained mode ShaderAttributeBindingRetained object that this     * ShaderAttributeBinding component object will point to.     */    void createRetained() {	this.retained = new ShaderAttributeBindingRetained();	this.retained.setSource(this);    }}

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