/* * 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); } }