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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 ShaderAttributeValue object encapsulates a uniform shader
* attribute whose value is specified explicitly. The shader variable
* <code>attrName</code> is explicitly set to the specified
* <code>value</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. The <code>value</code> must be an instance
* of one of the allowed classes. The allowed classes are:
* <code>Integer</code>, <code>Float</code>,
* <code>Tuple{2,3,4}{i,f}</code>, <code>Matrix{3,4}f</code>. A
* ClassCastException will be thrown if a specified <code>value</code>
* object is not one of the allowed types. Further, the type of the
* value is immutable once a ShaderAttributeValue is constructed.
* Subsequent setValue operations must be called with an object of the
* same type as the one that was used to construct the
* ShaderAttributeValue. Finally, the type of the <code>value</code>
* object 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.
*
* @see ShaderAttributeSet
* @see ShaderProgram
*
* @since Java 3D 1.4
*/
public class ShaderAttributeValue extends ShaderAttributeObject {
/**
* Constructs a new ShaderAttributeValue object with the specified
* <code>(attrName, value)</code> pair.
* A copy of the object is stored.
*
* @param attrName the name of the shader attribute
* @param value the value of the shader attribute
*
* @exception NullPointerException if attrName or value is null
*
* @exception ClassCastException if value is not an instance of
* one of the allowed classes
*/
public ShaderAttributeValue(String attrName, Object value) {
super(attrName, value);
}
// Implement abstract getValue method
@Override
public Object getValue() {
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_VALUE_READ))
throw new CapabilityNotSetException(J3dI18N.getString("ShaderAttributeObject0"));
return ((ShaderAttributeValueRetained)this.retained).getValue();
}
// Implement abstract setValue method
@Override
public void setValue(Object value) {
if (value == null) {
throw new NullPointerException();
}
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_VALUE_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("ShaderAttributeObject1"));
if (isLive())
((ShaderAttributeValueRetained)this.retained).setValue(value);
else
((ShaderAttributeValueRetained)this.retained).initValue(value);
}
/**
* Creates a retained mode ShaderAttributeValueRetained object that this
* ShaderAttributeValue component object will point to.
*/
@Override
void createRetained() {
this.retained = new ShaderAttributeValueRetained();
this.retained.setSource(this);
}
}
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