Added LightPosition, LightDirection, AmbientColor and LightColor in UniformBinding so they can be referenced and used in the shaderNodes editor.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10884 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -794,7 +794,11 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
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case Directional:
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case Directional:
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DirectionalLight dl = (DirectionalLight) l;
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DirectionalLight dl = (DirectionalLight) l;
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Vector3f dir = dl.getDirection();
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Vector3f dir = dl.getDirection();
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//FIXME : there is an inconstencie here due to backward
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//compatibility of the lighting shader.
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//The directional light direction is passed in the
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//LightPosition uniform. The lightinf shader needs to be
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//reworked though in order to fix this.
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tmpLightPosition.set(dir.getX(), dir.getY(), dir.getZ(), -1);
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tmpLightPosition.set(dir.getX(), dir.getY(), dir.getZ(), -1);
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lightPos.setValue(VarType.Vector4, tmpLightPosition);
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lightPos.setValue(VarType.Vector4, tmpLightPosition);
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tmpLightDirection.set(0, 0, 0, 0);
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tmpLightDirection.set(0, 0, 0, 0);
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@ -171,7 +171,31 @@ public enum UniformBinding {
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* Frames per second.
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* Frames per second.
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* Type: float
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* Type: float
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*/
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*/
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FrameRate("float");
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FrameRate("float"),
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/**
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* The light position when rendering in multi pass mode
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* Type: vec4
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*/
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LightDirection("vec4"),
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/**
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* The light direction when rendering in multi pass mode
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* Type: vec4
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*/
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LightPosition("vec4"),
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/**
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* Ambient light color
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* Type: vec4
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*/
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AmbientLightColor("vec4"),
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/**
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* The light color when rendering in multi pass mode
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* Type: vec4
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*/
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LightColor("vec4");
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String glslType;
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String glslType;
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