* Added new uniform binding WorldMatrixInverseTranspose (thanks kwando)

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9197 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
Sha..rd 13 years ago
parent 7c999dc4cd
commit ea0617fa81
  1. 2345
      engine/src/core/com/jme3/renderer/RenderManager.java
  2. 332
      engine/src/core/com/jme3/shader/UniformBinding.java

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@ -1,162 +1,170 @@
/* /*
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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package com.jme3.shader; package com.jme3.shader;
public enum UniformBinding { public enum UniformBinding {
/** /**
* The world matrix. Converts Model space to World space. * The world matrix. Converts Model space to World space.
* Type: mat4 * Type: mat4
*/ */
WorldMatrix, WorldMatrix,
/** /**
* The view matrix. Converts World space to View space. * The view matrix. Converts World space to View space.
* Type: mat4 * Type: mat4
*/ */
ViewMatrix, ViewMatrix,
/** /**
* The projection matrix. Converts View space to Clip/Projection space. * The projection matrix. Converts View space to Clip/Projection space.
* Type: mat4 * Type: mat4
*/ */
ProjectionMatrix, ProjectionMatrix,
/** /**
* The world view matrix. Converts Model space to View space. * The world view matrix. Converts Model space to View space.
* Type: mat4 * Type: mat4
*/ */
WorldViewMatrix, WorldViewMatrix,
/** /**
* The normal matrix. The inverse transpose of the worldview matrix. * The normal matrix. The inverse transpose of the worldview matrix.
* Converts normals from model space to view space. * Converts normals from model space to view space.
* Type: mat3 * Type: mat3
*/ */
NormalMatrix, NormalMatrix,
/** /**
* The world view projection matrix. Converts Model space to Clip/Projection * The world view projection matrix. Converts Model space to Clip/Projection
* space. * space.
* Type: mat4 * Type: mat4
*/ */
WorldViewProjectionMatrix, WorldViewProjectionMatrix,
/** /**
* The view projection matrix. Converts Model space to Clip/Projection * The view projection matrix. Converts Model space to Clip/Projection
* space. * space.
* Type: mat4 * Type: mat4
*/ */
ViewProjectionMatrix, ViewProjectionMatrix,
/**
WorldMatrixInverse, * The world matrix inverse transpose. Converts a normals from Model space
ViewMatrixInverse, * to world space.
ProjectionMatrixInverse, * Type: mat3
ViewProjectionMatrixInverse, */
WorldViewMatrixInverse, WorldMatrixInverseTranspose,
NormalMatrixInverse,
WorldViewProjectionMatrixInverse,
/** WorldMatrixInverse,
* Contains the four viewport parameters in this order: ViewMatrixInverse,
* X = Left, ProjectionMatrixInverse,
* Y = Top, ViewProjectionMatrixInverse,
* Z = Right, WorldViewMatrixInverse,
* W = Bottom. NormalMatrixInverse,
* Type: vec4 WorldViewProjectionMatrixInverse,
*/
ViewPort, /**
* Contains the four viewport parameters in this order:
/** * X = Left,
* The near and far values for the camera frustum. * Y = Top,
* X = Near * Z = Right,
* Y = Far. * W = Bottom.
* Type: vec2 * Type: vec4
*/ */
FrustumNearFar, ViewPort,
/** /**
* The width and height of the camera. * The near and far values for the camera frustum.
* Type: vec2 * X = Near
*/ * Y = Far.
Resolution, * Type: vec2
*/
/** FrustumNearFar,
* Aspect ratio of the resolution currently set. Width/Height.
* Type: float /**
*/ * The width and height of the camera.
Aspect, * Type: vec2
*/
/** Resolution,
* Camera position in world space.
* Type: vec3 /**
*/ * Aspect ratio of the resolution currently set. Width/Height.
CameraPosition, * Type: float
*/
/** Aspect,
* Direction of the camera.
* Type: vec3 /**
*/ * Camera position in world space.
CameraDirection, * Type: vec3
*/
/** CameraPosition,
* Left vector of the camera.
* Type: vec3 /**
*/ * Direction of the camera.
CameraLeft, * Type: vec3
*/
/** CameraDirection,
* Up vector of the camera.
* Type: vec3 /**
*/ * Left vector of the camera.
CameraUp, * Type: vec3
*/
/** CameraLeft,
* Time in seconds since the application was started.
* Type: float /**
*/ * Up vector of the camera.
Time, * Type: vec3
*/
/** CameraUp,
* Time in seconds that the last frame took.
* Type: float /**
*/ * Time in seconds since the application was started.
Tpf, * Type: float
*/
/** Time,
* Frames per second.
* Type: float /**
*/ * Time in seconds that the last frame took.
FrameRate, * Type: float
} */
Tpf,
/**
* Frames per second.
* Type: float
*/
FrameRate,
}

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