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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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*/
package com.jme3.shader;
import com.jme3.material.Material;
import com.jme3.math.*;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.system.Timer;
import java.util.ArrayList;
/**
* UniformBindingManager
helps {@link RenderManager} to manage
* {@link UniformBinding uniform bindings}.
*
* The {@link #updateUniformBindings(com.jme3.shader.Shader)} method will update
* a given list of uniforms based on the current state
* of the manager.
*
* @author Kirill Vainer
*/
public class UniformBindingManager {
private Timer timer;
private float near, far;
private Float time, tpf;
private int viewX, viewY, viewWidth, viewHeight;
final private Vector3f camUp = new Vector3f(),
camLeft = new Vector3f(),
camDir = new Vector3f(),
camLoc = new Vector3f();
final private Matrix4f tempMatrix = new Matrix4f();
final private Matrix4f viewMatrix = new Matrix4f();
final private Matrix4f projMatrix = new Matrix4f();
final private Matrix4f viewProjMatrix = new Matrix4f();
final private Matrix4f worldMatrix = new Matrix4f();
final private Matrix4f worldViewMatrix = new Matrix4f();
final private Matrix4f worldViewProjMatrix = new Matrix4f();
final private Matrix3f normalMatrix = new Matrix3f();
final private Matrix3f worldNormalMatrix = new Matrix3f();
final private Matrix4f worldMatrixInv = new Matrix4f();
final private Matrix3f worldMatrixInvTrsp = new Matrix3f();
final private Matrix4f viewMatrixInv = new Matrix4f();
final private Matrix4f projMatrixInv = new Matrix4f();
final private Matrix4f viewProjMatrixInv = new Matrix4f();
final private Matrix4f worldViewMatrixInv = new Matrix4f();
final private Matrix3f normalMatrixInv = new Matrix3f();
final private Matrix4f worldViewProjMatrixInv = new Matrix4f();
final private Vector4f viewPort = new Vector4f();
final private Vector2f resolution = new Vector2f();
final private Vector2f resolutionInv = new Vector2f();
final private Vector2f nearFar = new Vector2f();
/**
* Internal use only.
* Updates the given list of uniforms with {@link UniformBinding uniform bindings}
* based on the current world state.
*
* @param shader (not null)
*/
public void updateUniformBindings(Shader shader) {
ArrayList params = shader.getBoundUniforms();
for (int i = 0; i < params.size(); i++) {
Uniform u = params.get(i);
switch (u.getBinding()) {
case WorldMatrix:
u.setValue(VarType.Matrix4, worldMatrix);
break;
case ViewMatrix:
u.setValue(VarType.Matrix4, viewMatrix);
break;
case ProjectionMatrix:
u.setValue(VarType.Matrix4, projMatrix);
break;
case ViewProjectionMatrix:
u.setValue(VarType.Matrix4, viewProjMatrix);
break;
case WorldViewMatrix:
worldViewMatrix.set(viewMatrix);
worldViewMatrix.multLocal(worldMatrix);
u.setValue(VarType.Matrix4, worldViewMatrix);
break;
case NormalMatrix:
tempMatrix.set(viewMatrix);
tempMatrix.multLocal(worldMatrix);
tempMatrix.toRotationMatrix(normalMatrix);
normalMatrix.invertLocal();
normalMatrix.transposeLocal();
u.setValue(VarType.Matrix3, normalMatrix);
break;
case WorldNormalMatrix:
tempMatrix.set(worldMatrix);
tempMatrix.toRotationMatrix(worldNormalMatrix);
worldNormalMatrix.invertLocal();
worldNormalMatrix.transposeLocal();
u.setValue(VarType.Matrix3, worldNormalMatrix);
break;
case WorldViewProjectionMatrix:
worldViewProjMatrix.set(viewProjMatrix);
worldViewProjMatrix.multLocal(worldMatrix);
u.setValue(VarType.Matrix4, worldViewProjMatrix);
break;
case WorldMatrixInverse:
worldMatrixInv.set(worldMatrix);
worldMatrixInv.invertLocal();
u.setValue(VarType.Matrix4, worldMatrixInv);
break;
case WorldMatrixInverseTranspose:
worldMatrix.toRotationMatrix(worldMatrixInvTrsp);
worldMatrixInvTrsp.invertLocal().transposeLocal();
u.setValue(VarType.Matrix3, worldMatrixInvTrsp);
break;
case ViewMatrixInverse:
viewMatrixInv.set(viewMatrix);
viewMatrixInv.invertLocal();
u.setValue(VarType.Matrix4, viewMatrixInv);
break;
case ProjectionMatrixInverse:
projMatrixInv.set(projMatrix);
projMatrixInv.invertLocal();
u.setValue(VarType.Matrix4, projMatrixInv);
break;
case ViewProjectionMatrixInverse:
viewProjMatrixInv.set(viewProjMatrix);
viewProjMatrixInv.invertLocal();
u.setValue(VarType.Matrix4, viewProjMatrixInv);
break;
case WorldViewMatrixInverse:
worldViewMatrixInv.set(viewMatrix);
worldViewMatrixInv.multLocal(worldMatrix);
worldViewMatrixInv.invertLocal();
u.setValue(VarType.Matrix4, worldViewMatrixInv);
break;
case NormalMatrixInverse:
tempMatrix.set(viewMatrix);
tempMatrix.multLocal(worldMatrix);
tempMatrix.toRotationMatrix(normalMatrixInv);
normalMatrixInv.invertLocal();
normalMatrixInv.transposeLocal();
normalMatrixInv.invertLocal();
u.setValue(VarType.Matrix3, normalMatrixInv);
break;
case WorldViewProjectionMatrixInverse:
worldViewProjMatrixInv.set(viewProjMatrix);
worldViewProjMatrixInv.multLocal(worldMatrix);
worldViewProjMatrixInv.invertLocal();
u.setValue(VarType.Matrix4, worldViewProjMatrixInv);
break;
case ViewPort:
viewPort.set(viewX, viewY, viewWidth, viewHeight);
u.setValue(VarType.Vector4, viewPort);
break;
case Resolution:
resolution.set(viewWidth, viewHeight);
u.setValue(VarType.Vector2, resolution);
break;
case ResolutionInverse:
resolutionInv.set(1f / viewWidth, 1f / viewHeight);
u.setValue(VarType.Vector2, resolutionInv);
break;
case Aspect:
float aspect = ((float) viewWidth) / viewHeight;
u.setValue(VarType.Float, aspect);
break;
case FrustumNearFar:
nearFar.set(near, far);
u.setValue(VarType.Vector2, nearFar);
break;
case CameraPosition:
u.setValue(VarType.Vector3, camLoc);
break;
case CameraDirection:
u.setValue(VarType.Vector3, camDir);
break;
case CameraLeft:
u.setValue(VarType.Vector3, camLeft);
break;
case CameraUp:
u.setValue(VarType.Vector3, camUp);
break;
case Time:
u.setValue(VarType.Float, time);
break;
case Tpf:
u.setValue(VarType.Float, tpf);
break;
case FrameRate:
u.setValue(VarType.Float, timer.getFrameRate());
break;
}
}
}
/**
* Internal use only. Sets the world matrix to use for future
* rendering. This has no effect unless objects are rendered manually
* using {@link Material#render(com.jme3.scene.Geometry, com.jme3.renderer.RenderManager) }.
*
* @param mat The world matrix to set
*/
public void setWorldMatrix(Matrix4f mat) {
worldMatrix.set(mat);
}
/**
* Set the timer that should be used to query the time based
* {@link UniformBinding}s for material world parameters.
*
* @param timer The timer to query time world parameters
*/
public void setTimer(com.jme3.system.Timer timer) {
this.timer = timer;
}
public void setCamera(Camera cam, Matrix4f viewMatrix, Matrix4f projMatrix, Matrix4f viewProjMatrix) {
this.viewMatrix.set(viewMatrix);
this.projMatrix.set(projMatrix);
this.viewProjMatrix.set(viewProjMatrix);
camLoc.set(cam.getLocation());
cam.getLeft(camLeft);
cam.getUp(camUp);
cam.getDirection(camDir);
near = cam.getFrustumNear();
far = cam.getFrustumFar();
}
public void setViewPort(int viewX, int viewY, int viewWidth, int viewHeight) {
this.viewX = viewX;
this.viewY = viewY;
this.viewWidth = viewWidth;
this.viewHeight = viewHeight;
}
/**
* Internal use only. Called by the RenderManager at the beginning of a
* new application frame.
*/
public void newFrame() {
// Avoid per-material Float allocations and lock in the
// time for this frame to avoid inter-frame drift.
time = timer.getTimeInSeconds();
tpf = timer.getTimePerFrame();
}
}
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