See: Description
Interface | Description |
---|---|
CubeMap |
tagging interface for a reflection map.
|
DefaultGeometryShader |
This interface represents the default geometry shader in jReality.
|
DefaultLineShader |
This is the default line shader used in jReality.
|
DefaultPointShader |
The default point shader for jReality.
|
DefaultPolygonShader |
This interface represents the default polygon shader used in jReality.
|
DefaultTextShader | |
HapticShader | |
ImplodePolygonShader | |
LineShader | |
PointShader | |
PolygonShader | |
RenderingHintsShader | |
RootAppearance | |
TextShader | |
Texture2D |
TODO: comment this
|
TwoSidePolygonShader |
Object to link two possible different shaders to one face.
|
Class | Description |
---|---|
Color | |
CommonAttributes |
Standard attributes which appear in
Appearance instances. |
EffectiveAppearance |
The attributes of
Appearance s arer designed to be inherited via the
scene graph tree structure. |
GlslProgram | |
GlslProgram.UniformValue | |
GlslSource |
An abstraction of OpenGL shading language (GLSL) programs.
|
ImageData |
This class covers data of an image either
created as a
Image or as a
byte[] array containing RGBA values
for each pixel (row/column order ?). |
ShaderUtility | |
TextureUtility |
A bunch of factory methods that create Textures and ReflectionMaps.
|
Technically each backend is responsible for reading the state of the Appearance
hierarchy and rendering correctly. In practice this This includes utility classes for
keeping track of Appearance attributes; classes supporting a variety of texture maps, from simple images
to relection maps, shadow maps, and reflection maps; plus a variety of interfaces which encapsulate the
functionality of the standard shaders: these can be thought of as an organizing layer
between the raw Appearance and the specific backend implementation of the various shaders.
This interfaces in this package ending with Shader
can be used in conjunction with the de.jreality.scene.data.AttributeEntity
class to set the actual Appearance attributes which the various
backends use when rendering the scene. This avoids having to use the keys for these attributes
(see de.jreality.shader.CommonAttributes). Backend writers can
use a similar strategy to get the attributes, too.