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/* |
/* |
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* Copyright (c) 2009-2010 jMonkeyEngine |
* Copyright (c) 2009-2010 jMonkeyEngine |
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* All rights reserved. |
* All rights reserved. |
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* |
* |
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* Redistribution and use in source and binary forms, with or without |
* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
* modification, are permitted provided that the following conditions are |
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* met: |
* met: |
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* |
* |
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* * Redistributions of source code must retain the above copyright |
* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
* notice, this list of conditions and the following disclaimer. |
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* |
* |
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* * Redistributions in binary form must reproduce the above copyright |
* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
* documentation and/or other materials provided with the distribution. |
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* |
* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
* without specific prior written permission. |
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* |
* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
*/ |
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package com.jme3.shader; |
package com.jme3.shader; |
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public enum UniformBinding { |
public enum UniformBinding { |
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/** |
/** |
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* The world matrix. Converts Model space to World space. |
* The world matrix. Converts Model space to World space. |
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* Type: mat4 |
* Type: mat4 |
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*/ |
*/ |
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WorldMatrix, |
WorldMatrix, |
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/** |
/** |
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* The view matrix. Converts World space to View space. |
* The view matrix. Converts World space to View space. |
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* Type: mat4 |
* Type: mat4 |
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*/ |
*/ |
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ViewMatrix, |
ViewMatrix, |
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/** |
/** |
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* The projection matrix. Converts View space to Clip/Projection space. |
* The projection matrix. Converts View space to Clip/Projection space. |
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* Type: mat4 |
* Type: mat4 |
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*/ |
*/ |
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ProjectionMatrix, |
ProjectionMatrix, |
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/** |
/** |
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* The world view matrix. Converts Model space to View space. |
* The world view matrix. Converts Model space to View space. |
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* Type: mat4 |
* Type: mat4 |
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*/ |
*/ |
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WorldViewMatrix, |
WorldViewMatrix, |
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/** |
/** |
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* The normal matrix. The inverse transpose of the worldview matrix. |
* The normal matrix. The inverse transpose of the worldview matrix. |
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* Converts normals from model space to view space. |
* Converts normals from model space to view space. |
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* Type: mat3 |
* Type: mat3 |
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*/ |
*/ |
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NormalMatrix, |
NormalMatrix, |
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/** |
/** |
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* The world view projection matrix. Converts Model space to Clip/Projection |
* The world view projection matrix. Converts Model space to Clip/Projection |
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* space. |
* space. |
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* Type: mat4 |
* Type: mat4 |
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*/ |
*/ |
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WorldViewProjectionMatrix, |
WorldViewProjectionMatrix, |
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/** |
/** |
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* The view projection matrix. Converts Model space to Clip/Projection |
* The view projection matrix. Converts Model space to Clip/Projection |
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* space. |
* space. |
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* Type: mat4 |
* Type: mat4 |
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*/ |
*/ |
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ViewProjectionMatrix, |
ViewProjectionMatrix, |
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/** |
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WorldMatrixInverse, |
* The world matrix inverse transpose. Converts a normals from Model space |
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ViewMatrixInverse, |
* to world space. |
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ProjectionMatrixInverse, |
* Type: mat3 |
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ViewProjectionMatrixInverse, |
*/ |
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WorldViewMatrixInverse, |
WorldMatrixInverseTranspose, |
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NormalMatrixInverse, |
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WorldViewProjectionMatrixInverse, |
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/** |
WorldMatrixInverse, |
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* Contains the four viewport parameters in this order: |
ViewMatrixInverse, |
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* X = Left, |
ProjectionMatrixInverse, |
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* Y = Top, |
ViewProjectionMatrixInverse, |
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* Z = Right, |
WorldViewMatrixInverse, |
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* W = Bottom. |
NormalMatrixInverse, |
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* Type: vec4 |
WorldViewProjectionMatrixInverse, |
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*/ |
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ViewPort, |
/** |
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* Contains the four viewport parameters in this order: |
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/** |
* X = Left, |
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* The near and far values for the camera frustum. |
* Y = Top, |
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* X = Near |
* Z = Right, |
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* Y = Far. |
* W = Bottom. |
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* Type: vec2 |
* Type: vec4 |
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*/ |
*/ |
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FrustumNearFar, |
ViewPort, |
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/** |
/** |
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* The width and height of the camera. |
* The near and far values for the camera frustum. |
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* Type: vec2 |
* X = Near |
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*/ |
* Y = Far. |
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Resolution, |
* Type: vec2 |
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*/ |
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/** |
FrustumNearFar, |
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* Aspect ratio of the resolution currently set. Width/Height. |
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* Type: float |
/** |
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*/ |
* The width and height of the camera. |
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Aspect, |
* Type: vec2 |
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*/ |
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/** |
Resolution, |
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* Camera position in world space. |
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* Type: vec3 |
/** |
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*/ |
* Aspect ratio of the resolution currently set. Width/Height. |
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CameraPosition, |
* Type: float |
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*/ |
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/** |
Aspect, |
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* Direction of the camera. |
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* Type: vec3 |
/** |
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*/ |
* Camera position in world space. |
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CameraDirection, |
* Type: vec3 |
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*/ |
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/** |
CameraPosition, |
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* Left vector of the camera. |
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* Type: vec3 |
/** |
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*/ |
* Direction of the camera. |
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CameraLeft, |
* Type: vec3 |
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*/ |
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/** |
CameraDirection, |
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* Up vector of the camera. |
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* Type: vec3 |
/** |
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*/ |
* Left vector of the camera. |
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CameraUp, |
* Type: vec3 |
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*/ |
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/** |
CameraLeft, |
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* Time in seconds since the application was started. |
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* Type: float |
/** |
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*/ |
* Up vector of the camera. |
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Time, |
* Type: vec3 |
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*/ |
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/** |
CameraUp, |
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* Time in seconds that the last frame took. |
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* Type: float |
/** |
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*/ |
* Time in seconds since the application was started. |
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Tpf, |
* Type: float |
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*/ |
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/** |
Time, |
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* Frames per second. |
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* Type: float |
/** |
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*/ |
* Time in seconds that the last frame took. |
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FrameRate, |
* Type: float |
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} |
*/ |
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Tpf, |
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/** |
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* Frames per second. |
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* Type: float |
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*/ |
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FrameRate, |
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} |
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