diff options
author | Kevin Rushforth <[email protected]> | 2005-03-04 20:46:33 +0000 |
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committer | Kevin Rushforth <[email protected]> | 2005-03-04 20:46:33 +0000 |
commit | e4a3b1190ac1ccb5d20c9127ad8ef710a83c0b66 (patch) | |
tree | 998b8af039248f80839f3f0b59a1907ba4375c11 /www | |
parent | 2ed639a05224739cd8dfe586810ce5e8a5d91091 (diff) |
Updated web pages.
git-svn-id: https://svn.java.net/svn/j3d-core~svn/trunk@144 ba19aa83-45c5-6ac9-afd3-db810772062c
Diffstat (limited to 'www')
-rw-r--r-- | www/j3d1_4/proposed-changes.html | 72 | ||||
-rw-r--r-- | www/j3d1_4/shaders.html | 82 |
2 files changed, 100 insertions, 54 deletions
diff --git a/www/j3d1_4/proposed-changes.html b/www/j3d1_4/proposed-changes.html index d8a23a3..c4ef970 100644 --- a/www/j3d1_4/proposed-changes.html +++ b/www/j3d1_4/proposed-changes.html @@ -27,17 +27,52 @@ into the 1.4 API. for the 1.4. For more information see the <a href="shaders.html">Programmable Shaders in Java 3D 1.4</a> page. </p> -<h4>2. Another feature...</h4> -<p>This is another feature...</p> +<h4>2. Scene graph structure change listeners<br> +</h4> +<p>We propose to add a notification mechansim for scene graph structure +changes: additions, deletions, and +moves of branch graphs to/from a live scene graph. We propose adding <code>add/removeGraphChangeListener(</code><code>GraphChangeListener</code><code>)</code> +methods to <code>VirtualUniverse</code> and a new <code>GraphChangeListener</code> +interface with <code>graphAdded</code>, <code>graphRemoved</code>, +and <code>graphMoved</code> methods that get called when any branch +graph is added (attached), +removed (detached), or moved, respectively.<br> +</p> <h4>3. Miscellaneous features</h4> <p>This is a list of miscellaneous features that we propose to add to the API. </p> <ul> - <li>Name string added to all scene graph objects. Need public -get/setName(String) in SceneGraphObject</li> - <li>What else...</li> + <li>Name string for all scene graph objects: add public <code>get/setName(String)</code> +to <code>SceneGraphObject</code> class</li> + <li><span style="font-style: italic; color: rgb(64, 192, 64);">Anything +else???</span></li> </ul> +<h4>4. List of features to deprecate</h4> +<p>This is a list of miscellaneous features that we propose to +deprecate in +the API.<br> +</p> +<ul> + <li>Collision: <code>WakeupOnCollision{Entry,Exit,Movement}</code> +(misnamed, not useful for most applications)<br> + </li> + <li><code>CompressedGeometry</code> (no HW support, lack of industry +acceptance)</li> + <li><code>WakeupOnAWTBehavior</code> (listeners + <code>WakeupOnBehaviorPost</code> +is more robust)</li> + <li><code>Sensor</code> prediction (has never been implemented)<br> + </li> +</ul> +<p>Note that none of these features will actually be removed. It +instead +reflects a decrease of emphasis on these features. While they should +continue +to function normally, no additional effort is likely to be put into +them (for example, compressed geometry will not be supported with +programmable shaders). This action paves the way to remove them from a +future major release (e.g., a 2.0 release).<br> +</p> <h3>II. Medium Priority Features</h3> <p>This list of medium priority features is under discussion for possible inclusion @@ -45,7 +80,8 @@ into the 1.4 API. </p> <h4>1. Something...<br> </h4> -<p>Something...<br> +<p><span style="font-style: italic; color: rgb(64, 192, 64);">Something +goes here (maybe)...</span><br> </p> <h4>2. Miscellaneous features</h4> <p>This is a list of miscellaneous features that are being considered @@ -53,9 +89,26 @@ for addition to the API.<br> </p> <ul> - <li>a</li> - <li>b</li> + <li>API support for retained alpha buffers</li> + <li>Ability to query properties from a GraphicsConfiguration</li> + <li><span style="font-style: italic; color: rgb(64, 192, 64);">Anything +else???</span></li> </ul> +<h4>3. List of features to deprecate</h4> +<p>This is a list of miscellaneous features that are being considered +for deprecation in +the API.<br> +</p> +<ul> + <li><code>Billboard</code> (use <code>OrientedShape3D</code> instead)<br> + </li> + <li><code>SharedGroup</code> (many bugs, <em>very</em> difficult to +implement +efficiently)</li> +</ul> +<p>This is in addition to the API being proposed for deprecation in +section I.<br> +</p> <h3>III. Future Features</h3> <p>Here is an unprioritized list of possible features under consideration for a future (e.g., 1.5/2.0) @@ -64,6 +117,9 @@ version of the Java 3D API. <ul> <li>Extensibility</li> <li>Pluggable renderers</li> + <li>Retained alpha buffers</li> + <li><span style="font-style: italic; color: rgb(64, 192, 64);">Anything +else???</span></li> </ul> <p><font color="gray">Page last updated — $Date$ diff --git a/www/j3d1_4/shaders.html b/www/j3d1_4/shaders.html index cf6c91e..fadfde0 100644 --- a/www/j3d1_4/shaders.html +++ b/www/j3d1_4/shaders.html @@ -72,30 +72,21 @@ public abstract class CgShader extends Shader <ul> <pre>public class ShaderAppearance extends Appearance method: set/getShaderProgram(ShaderProgram) - method: set/getShaderAttributes(ShaderAttributes) + method: set/getShaderAttributeSet(ShaderAttributeSet) </pre> </ul> -<li>New SystemAttributes class:</li> +<li>New ShaderAttributeSet class:</li> <ul> -<pre>public class SystemAttributes extends NodeComponent - method: put/getAttribute(String,Object) - method: putAllAttributes(Map) - method: removeAttribute(String) - method: clearAttributes() - method: getAttributesMap() - - method: put/getSystemAttribute(String,String) - method: putAllSystemAttributes(Map) - method: removeSystemAttribute(String) - method: clearSystemAttributes() - method: getSystemAttributesMap() +<pre>public class ShaderAttributeSet extends NodeComponent + method: put/get(ShaderAttribute) + ... </pre> </ul> </ul> -<p>Click on the following link for a preliminary look at the <a +<p>Click on the following link for a current look at the <a href="http://javadesktop.org/java3d/javadoc/1.4.0-latest/index.html">javadoc-generated API definitions</a> for the proposed 1.4 API. </p> @@ -111,8 +102,8 @@ String vertexShaderSource; String fragmentShaderSource; // Read GLSL vertex and fragment shader source code from text files -vertexShaderSource = TextFileUtils.readFully(vertexShaderFile); -fragmentShaderSource = TextFileUtils.readFully(fragmentShaderSource); +vertexShaderSource = StringIO.readFully(vertexShaderFile); +fragmentShaderSource = StringIO.readFully(fragmentShaderSource); // Create GLSL vertex and fragment shader objects using the given source code GLSLVertexShader vertexShader = new GLSLVertexShader(vertexShaderSource); @@ -131,12 +122,6 @@ shaderAppearance.setShaderProgram(shaderProgram); </ul> <h4>Shader Parameters</h4> -<p>NOTE: This section is under construction. For the most up to date -API definition, please see the javadoc for the new <a -href="http://javadesktop.org/java3d/javadoc/1.4.0-latest/javax/media/j3d/ShaderAttributes.html">ShaderAttributes</a> -class. -</p> - <p>Programmable shaders define two types of parameters: uniform and varying. As the names imply, uniform parameters are constant (within a primitive), while varying parameters can vary on per-vertex or @@ -152,29 +137,31 @@ vertex (for vertex shaders) or fragment (for fragment shaders) of a single primitive. Examples of uniform parameters include a transformation matrix, a texture map, lights, lookup tables, etc.<br> - - <br> -We have created a new ShaderAttributes object with following new attributes: - -<ul> - <li>Attributes Map, expressed as (attrName,value) pairs, for - explicitly defined attributes</li> - <li>SystemAttributes Map, expressed as (attrName,j3dAttrName) pairs, - for implicitly defined attributes</li> -</ul> - -See the javadoc for the new <a -href="http://javadesktop.org/java3d/javadoc/1.4.0-latest/javax/media/j3d/ShaderAttributes.html">ShaderAttributes</a> -class for more details. +We have created a new ShaderAttributeSet for allowing applications to +specify uniform shader attributes. 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. See the javadoc for the new <a +href="http://javadesktop.org/java3d/javadoc/1.4.0-latest/javax/media/j3d/ShaderAttributeSet.html">ShaderAttributeSet</a> +and <a +href="http://javadesktop.org/java3d/javadoc/1.4.0-latest/javax/media/j3d/ShaderAttribute.html">ShaderAttribute</a> +classes for more details.<br> +<br> <b>Issues</b><br> <ul> <li>Should j3dAttrName be specified as a type-safe enum or object -instead of a String?</li> +instead of a String? + <ul><font color="gray"><li>No; we will use a String</li></font> +</ul></li> <li>How do we handle passing arrays to the shader, especially for system parameters such as lights? One possibility is: @@ -185,23 +172,26 @@ system parameters such as lights? One possibility is: "arr[1,3]" - subarray composed of elements 1 through 3 of "arr"<br> "arr[]" - entire array "arr"<br> </ul> - Alternatively, an object with a string or type-safe enum, a state (scalar, array element, subarray, or entire array), and indices (as needed). -</li> + <ul><font color="gray"><li>TBD, but since they will be String objects, we will probably +do something like the first suggestion</li></font> +</ul></li> </ul> <br> <b>Automatic variables</b><br> -Several Java 3D state attributes are automatically available -to the shader program as pre-defined uniform parameters. The -application doesn't need to do anything to pass these parameters 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.<br> +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.<br> <br> + A partial list of Java 3D attributes that are mapped to shader attributes follows: </li> |