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/*
 * 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
 * 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;

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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