/* * 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; } }