/* * 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 ShaderAttributeSet object provides uniform attributes to 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. * The ShaderAttributeSet object contains a set of ShaderAttribute * objects. Each ShaderAttribute object defines the value of a single * uniform shader variable. The set of attributes is unique with respect * to attribute names: no two attributes in the set will have the same * name. * *
* 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: ShaderAttributeObject, which is used to specify * explicitly defined attributes; and ShaderAttributeBinding, which is * used to specify implicitly defined, automatically tracked attributes. * *
* 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 bindings from Java 3D attribute to uniform
* variable name. A list of these attributes for each shader language
* can be found in the concrete subclass of ShaderProgram for that
* shader language.
*
* @see ShaderAttribute
* @see ShaderProgram
* @see ShaderAppearance#setShaderAttributeSet
*
* @since Java 3D 1.4
*/
public class ShaderAttributeSet extends NodeComponent {
/**
* Specifies that this ShaderAttributeSet object allows reading
* its attributes.
*/
public static final int
ALLOW_ATTRIBUTES_READ =
CapabilityBits.SHADER_ATTRIBUTE_SET_ALLOW_ATTRIBUTES_READ;
/**
* Specifies that this ShaderAttributeSet object allows writing
* its attributes.
*/
public static final int
ALLOW_ATTRIBUTES_WRITE =
CapabilityBits.SHADER_ATTRIBUTE_SET_ALLOW_ATTRIBUTES_WRITE;
// Array for setting default read capabilities
private static final int[] readCapabilities = {
ALLOW_ATTRIBUTES_READ
};
/**
* Constructs an empty ShaderAttributeSet object. The attributes set
* is initially empty.
*/
public ShaderAttributeSet() {
// set default read capabilities
setDefaultReadCapabilities(readCapabilities);
}
//
// Methods for dealing with the (name, value) pairs for explicit
// attributes
//
/**
* Adds the specified shader attribute to the attributes set.
* The newly specified attribute replaces an attribute with the
* same name, if one already exists in the attributes set.
*
* @param attr the shader attribute to be added to the set
*
* @exception NullPointerException if attr is null
*
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void put(ShaderAttribute attr) {
if (attr == null) {
throw new NullPointerException();
}
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_ATTRIBUTES_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("ShaderAttributeSet1"));
((ShaderAttributeSetRetained)this.retained).put(attr);
}
/**
* Retrieves the shader attribute with the specified
* attrName
from the attributes set. If attrName does
* not exist in the attributes set, null is returned.
*
* @param attrName the name of the shader attribute to be retrieved
*
* @exception NullPointerException if attrName is null
*
* @return a the shader attribute associated with the specified
* attribute name, or null if the name is not in the attributes
* set
*
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public ShaderAttribute get(String attrName) {
if (attrName == null) {
throw new NullPointerException();
}
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_ATTRIBUTES_READ))
throw new CapabilityNotSetException(J3dI18N.getString("ShaderAttributeSet0"));
return ((ShaderAttributeSetRetained)this.retained).get(attrName);
}
/**
* Removes the shader attribute with the specified
* attrName
from the attributes set. If attrName does
* not exist in the attributes set then nothing happens.
*
* @param attrName the name of the shader attribute to be removed
*
* @exception NullPointerException if attrName is null
*
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void remove(String attrName) {
if (attrName == null) {
throw new NullPointerException();
}
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_ATTRIBUTES_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("ShaderAttributeSet1"));
((ShaderAttributeSetRetained)this.retained).remove(attrName);
}
/**
* Removes the specified shader attribute from the attributes
* set. If the attribute does not exist in the attributes set then
* nothing happens. Note that this method will not remove a
* shader object other than the one specified, even if it has the
* same name as the specified attribute. Applications that wish to
* remove an attribute by name should use
* removeAttribute(String)
.
*
* @param attr the shader attribute to be removed
*
* @exception NullPointerException if attr is null
*
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void remove(ShaderAttribute attr) {
if (attr == null) {
throw new NullPointerException();
}
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_ATTRIBUTES_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("ShaderAttributeSet1"));
((ShaderAttributeSetRetained)this.retained).remove(attr);
}
/**
* Removes all shader attributes from the attributes set. The
* attributes set will be empty following this call.
*
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void clear() {
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_ATTRIBUTES_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("ShaderAttributeSet1"));
((ShaderAttributeSetRetained)this.retained).clear();
}
/**
* Returns a shallow copy of the attributes set.
*
* @return a shallow copy of the attributes set
*
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public ShaderAttribute[] getAll() {
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_ATTRIBUTES_READ))
throw new CapabilityNotSetException(J3dI18N.getString("ShaderAttributeSet0"));
return ((ShaderAttributeSetRetained)this.retained).getAll();
}
/**
* Returns the number of elements in the attributes set.
*
* @return the number of elements in the attributes set
*
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public int size() {
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_ATTRIBUTES_READ))
throw new CapabilityNotSetException(J3dI18N.getString("ShaderAttributeSet0"));
return ((ShaderAttributeSetRetained)this.retained).size();
}
/**
* Creates a retained mode ShaderAttributeSetRetained object that this
* ShaderAttributeSet component object will point to.
*/
@Override
void createRetained() {
// System.err.println("ShaderAttributeSet : createRetained() ...");
this.retained = new ShaderAttributeSetRetained();
this.retained.setSource(this);
}
}