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/*
* Copyright (c) 2009-2012 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
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.shader;
public enum UniformBinding {
/**
* The world matrix. Converts Model space to World space.
* Type: mat4
*/
WorldMatrix("mat4"),
/**
* The view matrix. Converts World space to View space.
* Type: mat4
*/
ViewMatrix("mat4"),
/**
* The projection matrix. Converts View space to Clip/Projection space.
* Type: mat4
*/
ProjectionMatrix("mat4"),
/**
* The world view matrix. Converts Model space to View space.
* Type: mat4
*/
WorldViewMatrix("mat4"),
/**
* The normal matrix. The inverse transpose of the worldview matrix.
* Converts normals from model space to view space.
* Type: mat3
*/
NormalMatrix("mat3"),
/**
* The world view projection matrix. Converts Model space to Clip/Projection
* space.
* Type: mat4
*/
WorldViewProjectionMatrix("mat4"),
/**
* The view projection matrix. Converts World space to Clip/Projection
* space.
* Type: mat4
*/
ViewProjectionMatrix("mat4"),
/**
* The world matrix inverse transpose. Converts a normals from Model space
* to world space.
* Type: mat3
*/
WorldMatrixInverseTranspose("mat3"),
WorldMatrixInverse("mat4"),
ViewMatrixInverse("mat4"),
ProjectionMatrixInverse("mat4"),
ViewProjectionMatrixInverse("mat4"),
WorldViewMatrixInverse("mat4"),
NormalMatrixInverse("mat3"),
WorldViewProjectionMatrixInverse("mat4"),
/**
* Contains the four viewport parameters in this order:
* X = Left,
* Y = Top,
* Z = Right,
* W = Bottom.
* Type: vec4
*/
ViewPort("vec4"),
/**
* The near and far values for the camera frustum.
* X = Near
* Y = Far.
* Type: vec2
*/
FrustumNearFar("vec2"),
/**
* The width and height of the camera.
* Type: vec2
*/
Resolution("vec2"),
/**
* The inverse of the resolution, 1/width and 1/height.
* Type: vec2
*/
ResolutionInverse("vec2"),
/**
* Aspect ratio of the resolution currently set. Width/Height.
* Type: float
*/
Aspect("float"),
/**
* Camera position in world space.
* Type: vec3
*/
CameraPosition("vec3"),
/**
* Direction of the camera.
* Type: vec3
*/
CameraDirection("vec3"),
/**
* Left vector of the camera.
* Type: vec3
*/
CameraLeft("vec3"),
/**
* Up vector of the camera.
* Type: vec3
*/
CameraUp("vec3"),
/**
* Time in seconds since the application was started.
* Type: float
*/
Time("float"),
/**
* Time in seconds that the last frame took.
* Type: float
*/
Tpf("float"),
/**
* Frames per second.
* Type: float
*/
FrameRate("float"),
/**
* The light direction when rendering in multi pass mode
* Type: vec4
*/
LightDirection("vec4"),
/**
* The light position when rendering in multi pass mode
* Type: vec4
*/
LightPosition("vec4"),
/**
* Ambient light color
* Type: vec4
*/
AmbientLightColor("vec4"),
/**
* The light color when rendering in multi pass mode
* Type: vec4
*/
LightColor("vec4"),
/**
* The normal matrix in world space for World space lighting. The inverse transpose of the world matrix.
* Converts normals from model space to world space.
* Type: mat3
*/
WorldNormalMatrix("mat3");
String glslType;
private UniformBinding() {
}
private UniformBinding(String glslType) {
this.glslType = glslType;
}
public String getGlslType() {
return glslType;
}
}
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