/*
* 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 VarType {
Float("float"),
Vector2("vec2"),
Vector3("vec3"),
Vector4("vec4"),
IntArray(true,false,"int"),
FloatArray(true,false,"float"),
Vector2Array(true,false,"vec2"),
Vector3Array(true,false,"vec3"),
Vector4Array(true,false,"vec4"),
Boolean("bool"),
Matrix3(true,false,"mat3"),
Matrix4(true,false,"mat4"),
Matrix3Array(true,false,"mat3"),
Matrix4Array(true,false,"mat4"),
TextureBuffer(false,true,"sampler1D|sampler1DShadow"),
Texture2D(false,true,"sampler2D|sampler2DShadow"),
Texture3D(false,true,"sampler3D"),
TextureArray(false,true,"sampler2DArray|sampler2DArrayShadow"),
TextureCubeMap(false,true,"samplerCube"),
Int("int");
private boolean usesMultiData = false;
private boolean textureType = false;
private String glslType;
VarType(String glslType){
this.glslType = glslType;
}
VarType(boolean multiData, boolean textureType,String glslType){
usesMultiData = multiData;
this.textureType = textureType;
this.glslType = glslType;
}
public boolean isTextureType() {
return textureType;
}
public boolean usesMultiData() {
return usesMultiData;
}
public String getGlslType() {
return glslType;
}
}