/* * 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 position when rendering in multi pass mode * Type: vec4 */ LightDirection("vec4"), /** * The light direction 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"); String glslType; private UniformBinding() { } private UniformBinding(String glslType) { this.glslType = glslType; } public String getGlslType() { return glslType; } }