blob: e316ad80328af933a56160624d68b437abae7612 [file] [log] [blame]
/*
* Copyright (c) 2009-2010 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.material;
/**
* Fixed function binding is used to specify a binding for a {@link MatParam}
* in case that shaders are not supported on the system.
*
* @author Kirill Vainer
*/
public enum FixedFuncBinding {
/**
* Specifies the material ambient color.
* Same as GL_AMBIENT for OpenGL.
*/
MaterialAmbient,
/**
* Specifies the material diffuse color.
* Same as GL_DIFFUSE for OpenGL.
*/
MaterialDiffuse,
/**
* Specifies the material specular color.
* Same as GL_SPECULAR for OpenGL
*/
MaterialSpecular,
/**
* Specifies the color of the object.
* <p>
* Used only for non-lit materials.
*/
Color,
/**
* Specifies the material shininess value.
*
* Same as GL_SHININESS for OpenGL.
*/
MaterialShininess,
/**
* Use vertex color as an additional diffuse color, if lighting is enabled.
* If lighting is disabled, vertex color is modulated with
* {@link #Color material color}.
*/
UseVertexColor
}