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io.qt.qt3d.render.QShaderProgram Maven / Gradle / Ivy

package io.qt.qt3d.render;

import io.qt.*;


/**
 * 

Encapsulates a Shader Program

*

Java wrapper for Qt class Qt3DRender::QShaderProgram

*/ public class QShaderProgram extends io.qt.qt3d.core.QNode { static { QtJambi_LibraryUtilities.initialize(); } /** * This variable stores the meta-object for the class. */ public static final io.qt.core.@NonNull QMetaObject staticMetaObject = io.qt.core.QMetaObject.forType(QShaderProgram.class); /** *

Java wrapper for Qt enum Qt3DRender::QShaderProgram::Format

*/ public enum Format implements QtEnumerator { /** *

Representing Qt3DRender::QShaderProgram::GLSL

*/ GLSL(0), /** *

Representing Qt3DRender::QShaderProgram::SPIRV

*/ SPIRV(1); static { QtJambi_LibraryUtilities.initialize(); } private Format(int value) { this.value = value; } /** * {@inheritDoc} */ @Override public int value() { return value; } /** * Returns the corresponding enum entry for the given value. * @param value * @return enum entry */ public static @NonNull Format resolve(int value) { switch (value) { case 0: return GLSL; case 1: return SPIRV; default: throw new QNoSuchEnumValueException(value); } } private final int value; } /** *

Java wrapper for Qt enum Qt3DRender::QShaderProgram::ShaderType

*/ public enum ShaderType implements QtEnumerator { /** *

Representing Qt3DRender::QShaderProgram::Vertex

*/ Vertex(0), /** *

Representing Qt3DRender::QShaderProgram::Fragment

*/ Fragment(1), /** *

Representing Qt3DRender::QShaderProgram::TessellationControl

*/ TessellationControl(2), /** *

Representing Qt3DRender::QShaderProgram::TessellationEvaluation

*/ TessellationEvaluation(3), /** *

Representing Qt3DRender::QShaderProgram::Geometry

*/ Geometry(4), /** *

Representing Qt3DRender::QShaderProgram::Compute

*/ Compute(5); static { QtJambi_LibraryUtilities.initialize(); } private ShaderType(int value) { this.value = value; } /** * {@inheritDoc} */ @Override public int value() { return value; } /** * Returns the corresponding enum entry for the given value. * @param value * @return enum entry */ public static @NonNull ShaderType resolve(int value) { switch (value) { case 0: return Vertex; case 1: return Fragment; case 2: return TessellationControl; case 3: return TessellationEvaluation; case 4: return Geometry; case 5: return Compute; default: throw new QNoSuchEnumValueException(value); } } private final int value; } /** *

Java wrapper for Qt enum Qt3DRender::QShaderProgram::Status

*/ public enum Status implements QtEnumerator { /** *

Representing Qt3DRender::QShaderProgram::NotReady

*/ NotReady(0), /** *

Representing Qt3DRender::QShaderProgram::Ready

*/ Ready(1), /** *

Representing Qt3DRender::QShaderProgram::Error

*/ Error(2); static { QtJambi_LibraryUtilities.initialize(); } private Status(int value) { this.value = value; } /** * {@inheritDoc} */ @Override public int value() { return value; } /** * Returns the corresponding enum entry for the given value. * @param value * @return enum entry */ public static @NonNull Status resolve(int value) { switch (value) { case 0: return NotReady; case 1: return Ready; case 2: return Error; default: throw new QNoSuchEnumValueException(value); } } private final int value; } /** *

See Qt3DRender::QShaderProgram::computeShaderCodeChanged(QByteArray)

*/ @QtPropertyNotify(name="computeShaderCode") public final @NonNull Signal1 computeShaderCodeChanged = new Signal1<>(); /** *

See Qt3DRender::QShaderProgram::formatChanged(Qt3DRender::QShaderProgram::Format)

*/ @QtPropertyNotify(name="format") public final @NonNull Signal1 formatChanged = new Signal1<>(); /** *

See Qt3DRender::QShaderProgram::fragmentShaderCodeChanged(QByteArray)

*/ @QtPropertyNotify(name="fragmentShaderCode") public final @NonNull Signal1 fragmentShaderCodeChanged = new Signal1<>(); /** *

See Qt3DRender::QShaderProgram::geometryShaderCodeChanged(QByteArray)

*/ @QtPropertyNotify(name="geometryShaderCode") public final @NonNull Signal1 geometryShaderCodeChanged = new Signal1<>(); /** *

See Qt3DRender::QShaderProgram::logChanged(QString)

*/ @QtPropertyNotify(name="log") public final @NonNull Signal1 logChanged = new Signal1<>(); /** *

See Qt3DRender::QShaderProgram::statusChanged(Qt3DRender::QShaderProgram::Status)

*/ @QtPropertyNotify(name="status") public final @NonNull Signal1 statusChanged = new Signal1<>(); /** *

See Qt3DRender::QShaderProgram::tessellationControlShaderCodeChanged(QByteArray)

*/ @QtPropertyNotify(name="tessellationControlShaderCode") public final @NonNull Signal1 tessellationControlShaderCodeChanged = new Signal1<>(); /** *

See Qt3DRender::QShaderProgram::tessellationEvaluationShaderCodeChanged(QByteArray)

*/ @QtPropertyNotify(name="tessellationEvaluationShaderCode") public final @NonNull Signal1 tessellationEvaluationShaderCodeChanged = new Signal1<>(); /** *

See Qt3DRender::QShaderProgram::vertexShaderCodeChanged(QByteArray)

*/ @QtPropertyNotify(name="vertexShaderCode") public final @NonNull Signal1 vertexShaderCodeChanged = new Signal1<>(); /** *

See Qt3DRender::QShaderProgram::QShaderProgram(Qt3DCore::QNode*)

* @param parent */ @SuppressWarnings({"exports"}) public QShaderProgram(io.qt.qt3d.core.@Nullable QNode parent){ super((QPrivateConstructor)null); initialize_native(this, parent); } private native static void initialize_native(QShaderProgram instance, io.qt.qt3d.core.QNode parent); /** *

See Qt3DRender::QShaderProgram::computeShaderCode()const

* @return */ @QtPropertyReader(name="computeShaderCode") @QtUninvokable public final io.qt.core.@NonNull QByteArray computeShaderCode(){ return computeShaderCode_native_constfct(QtJambi_LibraryUtilities.internal.nativeId(this)); } @QtUninvokable private native io.qt.core.QByteArray computeShaderCode_native_constfct(long __this__nativeId); /** *

See Qt3DRender::QShaderProgram::format()const

* @return */ @QtPropertyReader(name="format") @QtUninvokable public final io.qt.qt3d.render.QShaderProgram.@NonNull Format format(){ return io.qt.qt3d.render.QShaderProgram.Format.resolve(format_native_constfct(QtJambi_LibraryUtilities.internal.nativeId(this))); } @QtUninvokable private native int format_native_constfct(long __this__nativeId); /** *

See Qt3DRender::QShaderProgram::fragmentShaderCode()const

* @return */ @QtPropertyReader(name="fragmentShaderCode") @QtUninvokable public final io.qt.core.@NonNull QByteArray fragmentShaderCode(){ return fragmentShaderCode_native_constfct(QtJambi_LibraryUtilities.internal.nativeId(this)); } @QtUninvokable private native io.qt.core.QByteArray fragmentShaderCode_native_constfct(long __this__nativeId); /** *

See Qt3DRender::QShaderProgram::geometryShaderCode()const

* @return */ @QtPropertyReader(name="geometryShaderCode") @QtUninvokable public final io.qt.core.@NonNull QByteArray geometryShaderCode(){ return geometryShaderCode_native_constfct(QtJambi_LibraryUtilities.internal.nativeId(this)); } @QtUninvokable private native io.qt.core.QByteArray geometryShaderCode_native_constfct(long __this__nativeId); /** *

See Qt3DRender::QShaderProgram::log()const

* @return */ @QtPropertyReader(name="log") @QtUninvokable public final java.lang.@NonNull String log(){ return log_native_constfct(QtJambi_LibraryUtilities.internal.nativeId(this)); } @QtUninvokable private native java.lang.String log_native_constfct(long __this__nativeId); /** *

See Qt3DRender::QShaderProgram::setComputeShaderCode(QByteArray)

* @param computeShaderCode */ @QtPropertyWriter(name="computeShaderCode") public final void setComputeShaderCode(io.qt.core.@NonNull QByteArray computeShaderCode){ setComputeShaderCode_native_cref_QByteArray(QtJambi_LibraryUtilities.internal.nativeId(this), QtJambi_LibraryUtilities.internal.checkedNativeId(computeShaderCode)); } private native void setComputeShaderCode_native_cref_QByteArray(long __this__nativeId, long computeShaderCode); /** *

See Qt3DRender::QShaderProgram::setFormat(Qt3DRender::QShaderProgram::Format)

* @param format */ @QtPropertyWriter(name="format") @QtUninvokable public final void setFormat(io.qt.qt3d.render.QShaderProgram.@NonNull Format format){ setFormat_native_Qt3DRender_QShaderProgram_Format(QtJambi_LibraryUtilities.internal.nativeId(this), format.value()); } @QtUninvokable private native void setFormat_native_Qt3DRender_QShaderProgram_Format(long __this__nativeId, int format); /** *

See Qt3DRender::QShaderProgram::setFragmentShaderCode(QByteArray)

* @param fragmentShaderCode */ @QtPropertyWriter(name="fragmentShaderCode") public final void setFragmentShaderCode(io.qt.core.@NonNull QByteArray fragmentShaderCode){ setFragmentShaderCode_native_cref_QByteArray(QtJambi_LibraryUtilities.internal.nativeId(this), QtJambi_LibraryUtilities.internal.checkedNativeId(fragmentShaderCode)); } private native void setFragmentShaderCode_native_cref_QByteArray(long __this__nativeId, long fragmentShaderCode); /** *

See Qt3DRender::QShaderProgram::setGeometryShaderCode(QByteArray)

* @param geometryShaderCode */ @QtPropertyWriter(name="geometryShaderCode") public final void setGeometryShaderCode(io.qt.core.@NonNull QByteArray geometryShaderCode){ setGeometryShaderCode_native_cref_QByteArray(QtJambi_LibraryUtilities.internal.nativeId(this), QtJambi_LibraryUtilities.internal.checkedNativeId(geometryShaderCode)); } private native void setGeometryShaderCode_native_cref_QByteArray(long __this__nativeId, long geometryShaderCode); /** *

See Qt3DRender::QShaderProgram::setShaderCode(Qt3DRender::QShaderProgram::ShaderType,QByteArray)

* @param type * @param shaderCode */ @QtUninvokable public final void setShaderCode(io.qt.qt3d.render.QShaderProgram.@NonNull ShaderType type, io.qt.core.@NonNull QByteArray shaderCode){ setShaderCode_native_Qt3DRender_QShaderProgram_ShaderType_cref_QByteArray(QtJambi_LibraryUtilities.internal.nativeId(this), type.value(), QtJambi_LibraryUtilities.internal.checkedNativeId(shaderCode)); } @QtUninvokable private native void setShaderCode_native_Qt3DRender_QShaderProgram_ShaderType_cref_QByteArray(long __this__nativeId, int type, long shaderCode); /** *

See Qt3DRender::QShaderProgram::setTessellationControlShaderCode(QByteArray)

* @param tessellationControlShaderCode */ @QtPropertyWriter(name="tessellationControlShaderCode") public final void setTessellationControlShaderCode(io.qt.core.@NonNull QByteArray tessellationControlShaderCode){ setTessellationControlShaderCode_native_cref_QByteArray(QtJambi_LibraryUtilities.internal.nativeId(this), QtJambi_LibraryUtilities.internal.checkedNativeId(tessellationControlShaderCode)); } private native void setTessellationControlShaderCode_native_cref_QByteArray(long __this__nativeId, long tessellationControlShaderCode); /** *

See Qt3DRender::QShaderProgram::setTessellationEvaluationShaderCode(QByteArray)

* @param tessellationEvaluationShaderCode */ @QtPropertyWriter(name="tessellationEvaluationShaderCode") public final void setTessellationEvaluationShaderCode(io.qt.core.@NonNull QByteArray tessellationEvaluationShaderCode){ setTessellationEvaluationShaderCode_native_cref_QByteArray(QtJambi_LibraryUtilities.internal.nativeId(this), QtJambi_LibraryUtilities.internal.checkedNativeId(tessellationEvaluationShaderCode)); } private native void setTessellationEvaluationShaderCode_native_cref_QByteArray(long __this__nativeId, long tessellationEvaluationShaderCode); /** *

See Qt3DRender::QShaderProgram::setVertexShaderCode(QByteArray)

* @param vertexShaderCode */ @QtPropertyWriter(name="vertexShaderCode") public final void setVertexShaderCode(io.qt.core.@NonNull QByteArray vertexShaderCode){ setVertexShaderCode_native_cref_QByteArray(QtJambi_LibraryUtilities.internal.nativeId(this), QtJambi_LibraryUtilities.internal.checkedNativeId(vertexShaderCode)); } private native void setVertexShaderCode_native_cref_QByteArray(long __this__nativeId, long vertexShaderCode); /** *

See Qt3DRender::QShaderProgram::shaderCode(Qt3DRender::QShaderProgram::ShaderType)const

* @param type * @return */ @QtUninvokable public final io.qt.core.@NonNull QByteArray shaderCode(io.qt.qt3d.render.QShaderProgram.@NonNull ShaderType type){ return shaderCode_native_Qt3DRender_QShaderProgram_ShaderType_constfct(QtJambi_LibraryUtilities.internal.nativeId(this), type.value()); } @QtUninvokable private native io.qt.core.QByteArray shaderCode_native_Qt3DRender_QShaderProgram_ShaderType_constfct(long __this__nativeId, int type); /** *

See Qt3DRender::QShaderProgram::status()const

* @return */ @QtPropertyReader(name="status") @QtUninvokable public final io.qt.qt3d.render.QShaderProgram.@NonNull Status status(){ return io.qt.qt3d.render.QShaderProgram.Status.resolve(status_native_constfct(QtJambi_LibraryUtilities.internal.nativeId(this))); } @QtUninvokable private native int status_native_constfct(long __this__nativeId); /** *

See Qt3DRender::QShaderProgram::tessellationControlShaderCode()const

* @return */ @QtPropertyReader(name="tessellationControlShaderCode") @QtUninvokable public final io.qt.core.@NonNull QByteArray tessellationControlShaderCode(){ return tessellationControlShaderCode_native_constfct(QtJambi_LibraryUtilities.internal.nativeId(this)); } @QtUninvokable private native io.qt.core.QByteArray tessellationControlShaderCode_native_constfct(long __this__nativeId); /** *

See Qt3DRender::QShaderProgram::tessellationEvaluationShaderCode()const

* @return */ @QtPropertyReader(name="tessellationEvaluationShaderCode") @QtUninvokable public final io.qt.core.@NonNull QByteArray tessellationEvaluationShaderCode(){ return tessellationEvaluationShaderCode_native_constfct(QtJambi_LibraryUtilities.internal.nativeId(this)); } @QtUninvokable private native io.qt.core.QByteArray tessellationEvaluationShaderCode_native_constfct(long __this__nativeId); /** *

See Qt3DRender::QShaderProgram::vertexShaderCode()const

* @return */ @QtPropertyReader(name="vertexShaderCode") @QtUninvokable public final io.qt.core.@NonNull QByteArray vertexShaderCode(){ return vertexShaderCode_native_constfct(QtJambi_LibraryUtilities.internal.nativeId(this)); } @QtUninvokable private native io.qt.core.QByteArray vertexShaderCode_native_constfct(long __this__nativeId); /** *

See Qt3DRender::QShaderProgram::loadSource(QUrl)

* @param sourceUrl * @return */ public static io.qt.core.@NonNull QByteArray loadSource(io.qt.core.@NonNull QUrl sourceUrl){ return loadSource_native_cref_QUrl(QtJambi_LibraryUtilities.internal.checkedNativeId(sourceUrl)); } private native static io.qt.core.QByteArray loadSource_native_cref_QUrl(long sourceUrl); /** * Constructor for internal use only. * @param p expected to be null. * @hidden */ @NativeAccess protected QShaderProgram(QPrivateConstructor p) { super(p); } /** * Constructor for internal use only. * It is not allowed to call the declarative constructor from inside Java. * @hidden */ @NativeAccess protected QShaderProgram(QDeclarativeConstructor constructor) { super((QPrivateConstructor)null); initialize_native(this, constructor); } @QtUninvokable private static native void initialize_native(QShaderProgram instance, QDeclarativeConstructor constructor); /** *

Overloaded constructor for {@link #QShaderProgram(io.qt.qt3d.core.QNode)} * with parent = null.

*/ public QShaderProgram() { this((io.qt.qt3d.core.QNode)null); } /** * @hidden *

Kotlin property getter. In Java use {@link #computeShaderCode()} instead.

*/ @QtPropertyReader(enabled=false) @QtUninvokable public final io.qt.core.@NonNull QByteArray getComputeShaderCode() { return computeShaderCode(); } /** * @hidden *

Kotlin property getter. In Java use {@link #format()} instead.

*/ @QtPropertyReader(enabled=false) @QtUninvokable public final io.qt.qt3d.render.QShaderProgram.@NonNull Format getFormat() { return format(); } /** * @hidden *

Kotlin property getter. In Java use {@link #fragmentShaderCode()} instead.

*/ @QtPropertyReader(enabled=false) @QtUninvokable public final io.qt.core.@NonNull QByteArray getFragmentShaderCode() { return fragmentShaderCode(); } /** * @hidden *

Kotlin property getter. In Java use {@link #geometryShaderCode()} instead.

*/ @QtPropertyReader(enabled=false) @QtUninvokable public final io.qt.core.@NonNull QByteArray getGeometryShaderCode() { return geometryShaderCode(); } /** * @hidden *

Kotlin property getter. In Java use {@link #log()} instead.

*/ @QtPropertyReader(enabled=false) @QtUninvokable public final java.lang.@NonNull String getLog() { return log(); } /** *

Overloaded function for {@link #setComputeShaderCode(io.qt.core.QByteArray)}.

*/ public final void setComputeShaderCode(byte @NonNull[] computeShaderCode) { setComputeShaderCode(new io.qt.core.QByteArray(computeShaderCode)); } /** *

Overloaded function for {@link #setFragmentShaderCode(io.qt.core.QByteArray)}.

*/ public final void setFragmentShaderCode(byte @NonNull[] fragmentShaderCode) { setFragmentShaderCode(new io.qt.core.QByteArray(fragmentShaderCode)); } /** *

Overloaded function for {@link #setGeometryShaderCode(io.qt.core.QByteArray)}.

*/ public final void setGeometryShaderCode(byte @NonNull[] geometryShaderCode) { setGeometryShaderCode(new io.qt.core.QByteArray(geometryShaderCode)); } /** *

Overloaded function for {@link #setShaderCode(io.qt.qt3d.render.QShaderProgram.ShaderType, io.qt.core.QByteArray)}.

*/ @QtUninvokable public final void setShaderCode(io.qt.qt3d.render.QShaderProgram.@NonNull ShaderType type, byte @NonNull[] shaderCode) { setShaderCode(type, new io.qt.core.QByteArray(shaderCode)); } /** *

Overloaded function for {@link #setTessellationControlShaderCode(io.qt.core.QByteArray)}.

*/ public final void setTessellationControlShaderCode(byte @NonNull[] tessellationControlShaderCode) { setTessellationControlShaderCode(new io.qt.core.QByteArray(tessellationControlShaderCode)); } /** *

Overloaded function for {@link #setTessellationEvaluationShaderCode(io.qt.core.QByteArray)}.

*/ public final void setTessellationEvaluationShaderCode(byte @NonNull[] tessellationEvaluationShaderCode) { setTessellationEvaluationShaderCode(new io.qt.core.QByteArray(tessellationEvaluationShaderCode)); } /** *

Overloaded function for {@link #setVertexShaderCode(io.qt.core.QByteArray)}.

*/ public final void setVertexShaderCode(byte @NonNull[] vertexShaderCode) { setVertexShaderCode(new io.qt.core.QByteArray(vertexShaderCode)); } /** * @hidden *

Kotlin property getter. In Java use {@link #status()} instead.

*/ @QtPropertyReader(enabled=false) @QtUninvokable public final io.qt.qt3d.render.QShaderProgram.@NonNull Status getStatus() { return status(); } /** * @hidden *

Kotlin property getter. In Java use {@link #tessellationControlShaderCode()} instead.

*/ @QtPropertyReader(enabled=false) @QtUninvokable public final io.qt.core.@NonNull QByteArray getTessellationControlShaderCode() { return tessellationControlShaderCode(); } /** * @hidden *

Kotlin property getter. In Java use {@link #tessellationEvaluationShaderCode()} instead.

*/ @QtPropertyReader(enabled=false) @QtUninvokable public final io.qt.core.@NonNull QByteArray getTessellationEvaluationShaderCode() { return tessellationEvaluationShaderCode(); } /** * @hidden *

Kotlin property getter. In Java use {@link #vertexShaderCode()} instead.

*/ @QtPropertyReader(enabled=false) @QtUninvokable public final io.qt.core.@NonNull QByteArray getVertexShaderCode() { return vertexShaderCode(); } /** *

Overloaded function for {@link #loadSource(io.qt.core.QUrl)}.

*/ public static io.qt.core.@NonNull QByteArray loadSource(java.lang.@NonNull String sourceUrl) { return loadSource(new io.qt.core.QUrl(sourceUrl)); } }




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