The ShaderAttributeBinding object encapsulates a uniform attribute
whose value is bound to a Java 3D system attribute. The
shader variable attrName is implicitly set to the
value of the corresponding Java 3D system attribute
j3dAttrName during rendering. attrName
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. j3dAttrName must be
the name of a predefined Java 3D system attribute. An
IllegalArgumentException will be thrown if the specified
j3dAttrName is not one of the predefined system
attributes. Further, the type of the j3dAttrName
attribute must match the type of the corresponding
attrName 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.
Following is the list of predefined Java 3D system attributes:
TODO: replace the following with
the real system attributes table
Name |
Type |
Description |
something |
Float |
This is something (of course) |
somethingElse |
Tuple3f |
This is something else |
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.
A list of these attributes for each shader language can be found in
the concrete subclass of ShaderProgram for that shader language.
NOTE: This class is not yet
implemented.
See Also: ShaderAttributeSet See Also: ShaderProgram since: Java 3D 1.4 |