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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));
}
}