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-rw-r--r--engine/src/core/com/jme3/shader/UniformBinding.java338
1 files changed, 176 insertions, 162 deletions
diff --git a/engine/src/core/com/jme3/shader/UniformBinding.java b/engine/src/core/com/jme3/shader/UniformBinding.java
index bdca35b..6bd4ca9 100644
--- a/engine/src/core/com/jme3/shader/UniformBinding.java
+++ b/engine/src/core/com/jme3/shader/UniformBinding.java
@@ -1,162 +1,176 @@
-/*
- * Copyright (c) 2009-2010 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,
-
- /**
- * The view matrix. Converts World space to View space.
- * Type: mat4
- */
- ViewMatrix,
-
- /**
- * The projection matrix. Converts View space to Clip/Projection space.
- * Type: mat4
- */
- ProjectionMatrix,
-
- /**
- * The world view matrix. Converts Model space to View space.
- * Type: mat4
- */
- WorldViewMatrix,
-
- /**
- * The normal matrix. The inverse transpose of the worldview matrix.
- * Converts normals from model space to view space.
- * Type: mat3
- */
- NormalMatrix,
-
- /**
- * The world view projection matrix. Converts Model space to Clip/Projection
- * space.
- * Type: mat4
- */
- WorldViewProjectionMatrix,
-
- /**
- * The view projection matrix. Converts Model space to Clip/Projection
- * space.
- * Type: mat4
- */
- ViewProjectionMatrix,
-
-
- WorldMatrixInverse,
- ViewMatrixInverse,
- ProjectionMatrixInverse,
- ViewProjectionMatrixInverse,
- WorldViewMatrixInverse,
- NormalMatrixInverse,
- WorldViewProjectionMatrixInverse,
-
- /**
- * Contains the four viewport parameters in this order:
- * X = Left,
- * Y = Top,
- * Z = Right,
- * W = Bottom.
- * Type: vec4
- */
- ViewPort,
-
- /**
- * The near and far values for the camera frustum.
- * X = Near
- * Y = Far.
- * Type: vec2
- */
- FrustumNearFar,
-
- /**
- * The width and height of the camera.
- * Type: vec2
- */
- Resolution,
-
- /**
- * Aspect ratio of the resolution currently set. Width/Height.
- * Type: float
- */
- Aspect,
-
- /**
- * Camera position in world space.
- * Type: vec3
- */
- CameraPosition,
-
- /**
- * Direction of the camera.
- * Type: vec3
- */
- CameraDirection,
-
- /**
- * Left vector of the camera.
- * Type: vec3
- */
- CameraLeft,
-
- /**
- * Up vector of the camera.
- * Type: vec3
- */
- CameraUp,
-
- /**
- * Time in seconds since the application was started.
- * Type: float
- */
- Time,
-
- /**
- * Time in seconds that the last frame took.
- * Type: float
- */
- Tpf,
-
- /**
- * Frames per second.
- * Type: float
- */
- FrameRate,
-}
+/*
+ * Copyright (c) 2009-2010 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,
+
+ /**
+ * The view matrix. Converts World space to View space.
+ * Type: mat4
+ */
+ ViewMatrix,
+
+ /**
+ * The projection matrix. Converts View space to Clip/Projection space.
+ * Type: mat4
+ */
+ ProjectionMatrix,
+
+ /**
+ * The world view matrix. Converts Model space to View space.
+ * Type: mat4
+ */
+ WorldViewMatrix,
+
+ /**
+ * The normal matrix. The inverse transpose of the worldview matrix.
+ * Converts normals from model space to view space.
+ * Type: mat3
+ */
+ NormalMatrix,
+
+ /**
+ * The world view projection matrix. Converts Model space to Clip/Projection
+ * space.
+ * Type: mat4
+ */
+ WorldViewProjectionMatrix,
+
+ /**
+ * The view projection matrix. Converts World space to Clip/Projection
+ * space.
+ * Type: mat4
+ */
+ ViewProjectionMatrix,
+
+ /**
+ * The world matrix inverse transpose. Converts a normals from Model space
+ * to world space.
+ * Type: mat3
+ */
+ WorldMatrixInverseTranspose,
+
+
+
+ WorldMatrixInverse,
+ ViewMatrixInverse,
+ ProjectionMatrixInverse,
+ ViewProjectionMatrixInverse,
+ WorldViewMatrixInverse,
+ NormalMatrixInverse,
+ WorldViewProjectionMatrixInverse,
+
+ /**
+ * Contains the four viewport parameters in this order:
+ * X = Left,
+ * Y = Top,
+ * Z = Right,
+ * W = Bottom.
+ * Type: vec4
+ */
+ ViewPort,
+
+ /**
+ * The near and far values for the camera frustum.
+ * X = Near
+ * Y = Far.
+ * Type: vec2
+ */
+ FrustumNearFar,
+
+ /**
+ * The width and height of the camera.
+ * Type: vec2
+ */
+ Resolution,
+
+ /**
+ * The inverse of the resolution, 1/width and 1/height.
+ * Type: vec2
+ */
+ ResolutionInverse,
+
+ /**
+ * Aspect ratio of the resolution currently set. Width/Height.
+ * Type: float
+ */
+ Aspect,
+
+ /**
+ * Camera position in world space.
+ * Type: vec3
+ */
+ CameraPosition,
+
+ /**
+ * Direction of the camera.
+ * Type: vec3
+ */
+ CameraDirection,
+
+ /**
+ * Left vector of the camera.
+ * Type: vec3
+ */
+ CameraLeft,
+
+ /**
+ * Up vector of the camera.
+ * Type: vec3
+ */
+ CameraUp,
+
+ /**
+ * Time in seconds since the application was started.
+ * Type: float
+ */
+ Time,
+
+ /**
+ * Time in seconds that the last frame took.
+ * Type: float
+ */
+ Tpf,
+
+ /**
+ * Frames per second.
+ * Type: float
+ */
+ FrameRate,
+}