Package apple.spritekit
Class SKShader
- java.lang.Object
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- org.moe.natj.general.NativeObject
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- org.moe.natj.objc.ObjCObject
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- apple.NSObject
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- apple.spritekit.SKShader
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- All Implemented Interfaces:
NSCoding,NSCopying,NSSecureCoding,NSObject
public class SKShader extends NSObject implements NSCopying, NSSecureCoding
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Nested Class Summary
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Nested classes/interfaces inherited from class apple.NSObject
NSObject.Function_instanceMethodForSelector_ret, NSObject.Function_methodForSelector_ret
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Constructor Summary
Constructors Modifier Constructor Description protectedSKShader(org.moe.natj.general.Pointer peer)
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Method Summary
All Methods Static Methods Instance Methods Concrete Methods Modifier and Type Method Description boolean_supportsSecureCoding()This property must return YES on all classes that allow secure coding.static booleanaccessInstanceVariablesDirectly()voidaddUniform(SKUniform uniform)static SKShaderalloc()static java.lang.ObjectallocWithZone(org.moe.natj.general.ptr.VoidPtr zone)NSArray<? extends SKAttribute>attributes()static booleanautomaticallyNotifiesObserversForKey(java.lang.String key)static voidcancelPreviousPerformRequestsWithTarget(java.lang.Object aTarget)static voidcancelPreviousPerformRequestsWithTargetSelectorObject(java.lang.Object aTarget, org.moe.natj.objc.SEL aSelector, java.lang.Object anArgument)static NSArray<java.lang.String>classFallbacksForKeyedArchiver()static org.moe.natj.objc.ClassclassForKeyedUnarchiver()java.lang.ObjectcopyWithZone(org.moe.natj.general.ptr.VoidPtr zone)static java.lang.StringdebugDescription_static()static java.lang.Stringdescription_static()voidencodeWithCoder(NSCoder coder)static longhash_static()SKShaderinit()SKShaderinitWithCoder(NSCoder coder)NS_DESIGNATED_INITIALIZERSKShaderinitWithSource(java.lang.String source)Create a custom shader with source code.SKShaderinitWithSourceUniforms(java.lang.String source, NSArray<? extends SKUniform> uniforms)Create a custom shader with source code and uniforms.static NSObject.Function_instanceMethodForSelector_retinstanceMethodForSelector(org.moe.natj.objc.SEL aSelector)static NSMethodSignatureinstanceMethodSignatureForSelector(org.moe.natj.objc.SEL aSelector)static booleaninstancesRespondToSelector(org.moe.natj.objc.SEL aSelector)static booleanisSubclassOfClass(org.moe.natj.objc.Class aClass)static NSSet<java.lang.String>keyPathsForValuesAffectingValueForKey(java.lang.String key)static java.lang.Objectnew_objc()voidremoveUniformNamed(java.lang.String name)static booleanresolveClassMethod(org.moe.natj.objc.SEL sel)static booleanresolveInstanceMethod(org.moe.natj.objc.SEL sel)voidsetAttributes(NSArray<? extends SKAttribute> value)voidsetSource(java.lang.String value)Shader source must define the 'main' method of the fragment shader Your shader must assign a premultipled fragment value to 'gl_FragColor' The following implicit uniforms are available: 1. sampler2D u_texture (the primary texuture attached the the sprite) The following varyings are available: 1. vec2 v_tex_coord (normalized texture coordiantes for the primary texture) 2. vec4 v_color_mix (premultiplied color value based on color & alpha) The following functions are available: 1. vec4 SKDefaultShading() (returns the fragment value that would have been output if no shader was used) Sample shader source that produces the same result are SpriteKit's normal rendering: "void main() { gl_FragColor = SKDefaultShading(); }"voidsetUniforms(NSArray<? extends SKUniform> value)You may define additional uniforms to be used in your shader here.static voidsetVersion_static(long aVersion)static SKShadershader()static SKShadershaderWithFileNamed(java.lang.String name)Loads a shader source file named 'name' from the main bundle.static SKShadershaderWithSource(java.lang.String source)static SKShadershaderWithSourceUniforms(java.lang.String source, NSArray<? extends SKUniform> uniforms)java.lang.Stringsource()Shader source must define the 'main' method of the fragment shader Your shader must assign a premultipled fragment value to 'gl_FragColor' The following implicit uniforms are available: 1. sampler2D u_texture (the primary texuture attached the the sprite) The following varyings are available: 1. vec2 v_tex_coord (normalized texture coordiantes for the primary texture) 2. vec4 v_color_mix (premultiplied color value based on color & alpha) The following functions are available: 1. vec4 SKDefaultShading() (returns the fragment value that would have been output if no shader was used) Sample shader source that produces the same result are SpriteKit's normal rendering: "void main() { gl_FragColor = SKDefaultShading(); }"static org.moe.natj.objc.Classsuperclass_static()static booleansupportsSecureCoding()SKUniformuniformNamed(java.lang.String name)NSArray<? extends SKUniform>uniforms()You may define additional uniforms to be used in your shader here.static longversion_static()-
Methods inherited from class apple.NSObject
accessibilityActivate, accessibilityActivationPoint, accessibilityAssistiveTechnologyFocusedIdentifiers, accessibilityAttributedHint, accessibilityAttributedLabel, accessibilityAttributedUserInputLabels, accessibilityAttributedValue, accessibilityContainerType, accessibilityCustomActions, accessibilityCustomRotors, accessibilityDecrement, accessibilityDragSourceDescriptors, accessibilityDropPointDescriptors, accessibilityElementAtIndex, accessibilityElementCount, accessibilityElementDidBecomeFocused, accessibilityElementDidLoseFocus, accessibilityElementIsFocused, accessibilityElements, accessibilityElementsHidden, accessibilityFrame, accessibilityHint, accessibilityIncrement, accessibilityLabel, accessibilityLanguage, accessibilityNavigationStyle, accessibilityPath, accessibilityPerformEscape, accessibilityPerformMagicTap, accessibilityRespondsToUserInteraction, accessibilityScroll, accessibilityTextualContext, accessibilityTraits, accessibilityUserInputLabels, accessibilityValue, accessibilityViewIsModal, addObserverForKeyPathOptionsContext, attemptRecoveryFromErrorOptionIndex, attemptRecoveryFromErrorOptionIndexDelegateDidRecoverSelectorContextInfo, autoContentAccessingProxy, awakeAfterUsingCoder, awakeFromNib, class_objc, classForCoder, classForKeyedArchiver, copy, dealloc, debugDescription, description, dictionaryWithValuesForKeys, didChangeValueForKey, didChangeValueForKeyWithSetMutationUsingObjects, didChangeValuesAtIndexesForKey, doesNotRecognizeSelector, fileManagerShouldProceedAfterError, fileManagerWillProcessPath, finalize_objc, forwardingTargetForSelector, forwardInvocation, hash, indexOfAccessibilityElement, isAccessibilityElement, isEqual, isKindOfClass, isMemberOfClass, isProxy, methodForSelector, methodSignatureForSelector, mutableArrayValueForKey, mutableArrayValueForKeyPath, mutableCopy, mutableOrderedSetValueForKey, mutableOrderedSetValueForKeyPath, mutableSetValueForKey, mutableSetValueForKeyPath, observationInfo, observeValueForKeyPathOfObjectChangeContext, performSelector, performSelectorInBackgroundWithObject, performSelectorOnMainThreadWithObjectWaitUntilDone, performSelectorOnMainThreadWithObjectWaitUntilDoneModes, performSelectorOnThreadWithObjectWaitUntilDone, performSelectorOnThreadWithObjectWaitUntilDoneModes, performSelectorWithObject, performSelectorWithObjectAfterDelay, performSelectorWithObjectAfterDelayInModes, performSelectorWithObjectWithObject, prepareForInterfaceBuilder, provideImageDataBytesPerRowOrigin_Size_UserInfo, removeObserverForKeyPath, removeObserverForKeyPathContext, replacementObjectForCoder, replacementObjectForKeyedArchiver, respondsToSelector, self, setAccessibilityActivationPoint, setAccessibilityAttributedHint, setAccessibilityAttributedLabel, setAccessibilityAttributedUserInputLabels, setAccessibilityAttributedValue, setAccessibilityContainerType, setAccessibilityCustomActions, setAccessibilityCustomRotors, setAccessibilityDragSourceDescriptors, setAccessibilityDropPointDescriptors, setAccessibilityElements, setAccessibilityElementsHidden, setAccessibilityFrame, setAccessibilityHint, setAccessibilityLabel, setAccessibilityLanguage, setAccessibilityNavigationStyle, setAccessibilityPath, setAccessibilityRespondsToUserInteraction, setAccessibilityTextualContext, setAccessibilityTraits, setAccessibilityUserInputLabels, setAccessibilityValue, setAccessibilityViewIsModal, setIsAccessibilityElement, setNilValueForKey, setObservationInfo, setShouldGroupAccessibilityChildren, setValueForKey, setValueForKeyPath, setValueForUndefinedKey, setValuesForKeysWithDictionary, shouldGroupAccessibilityChildren, superclass, validateValueForKeyError, validateValueForKeyPathError, valueForKey, valueForKeyPath, valueForUndefinedKey, willChangeValueForKey, willChangeValueForKeyWithSetMutationUsingObjects, willChangeValuesAtIndexesForKey
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Method Detail
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accessInstanceVariablesDirectly
public static boolean accessInstanceVariablesDirectly()
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alloc
public static SKShader alloc()
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allocWithZone
public static java.lang.Object allocWithZone(org.moe.natj.general.ptr.VoidPtr zone)
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automaticallyNotifiesObserversForKey
public static boolean automaticallyNotifiesObserversForKey(java.lang.String key)
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cancelPreviousPerformRequestsWithTarget
public static void cancelPreviousPerformRequestsWithTarget(java.lang.Object aTarget)
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cancelPreviousPerformRequestsWithTargetSelectorObject
public static void cancelPreviousPerformRequestsWithTargetSelectorObject(java.lang.Object aTarget, org.moe.natj.objc.SEL aSelector, java.lang.Object anArgument)
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classFallbacksForKeyedArchiver
public static NSArray<java.lang.String> classFallbacksForKeyedArchiver()
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classForKeyedUnarchiver
public static org.moe.natj.objc.Class classForKeyedUnarchiver()
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debugDescription_static
public static java.lang.String debugDescription_static()
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description_static
public static java.lang.String description_static()
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hash_static
public static long hash_static()
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instanceMethodForSelector
public static NSObject.Function_instanceMethodForSelector_ret instanceMethodForSelector(org.moe.natj.objc.SEL aSelector)
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instanceMethodSignatureForSelector
public static NSMethodSignature instanceMethodSignatureForSelector(org.moe.natj.objc.SEL aSelector)
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instancesRespondToSelector
public static boolean instancesRespondToSelector(org.moe.natj.objc.SEL aSelector)
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isSubclassOfClass
public static boolean isSubclassOfClass(org.moe.natj.objc.Class aClass)
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keyPathsForValuesAffectingValueForKey
public static NSSet<java.lang.String> keyPathsForValuesAffectingValueForKey(java.lang.String key)
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new_objc
public static java.lang.Object new_objc()
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resolveClassMethod
public static boolean resolveClassMethod(org.moe.natj.objc.SEL sel)
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resolveInstanceMethod
public static boolean resolveInstanceMethod(org.moe.natj.objc.SEL sel)
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setVersion_static
public static void setVersion_static(long aVersion)
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shader
public static SKShader shader()
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shaderWithFileNamed
public static SKShader shaderWithFileNamed(java.lang.String name)
Loads a shader source file named 'name' from the main bundle. This is simpler yet functionally equivalent to the following code [SKShader shaderWithSource:[NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:name ofType:@"fsh"] encoding:NSUTF8StringEncoding error:NULL]]; The encoding is assumed to be NSUTF8StringEncoding.
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shaderWithSource
public static SKShader shaderWithSource(java.lang.String source)
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shaderWithSourceUniforms
public static SKShader shaderWithSourceUniforms(java.lang.String source, NSArray<? extends SKUniform> uniforms)
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superclass_static
public static org.moe.natj.objc.Class superclass_static()
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version_static
public static long version_static()
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addUniform
public void addUniform(SKUniform uniform)
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attributes
public NSArray<? extends SKAttribute> attributes()
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copyWithZone
public java.lang.Object copyWithZone(org.moe.natj.general.ptr.VoidPtr zone)
- Specified by:
copyWithZonein interfaceNSCopying
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encodeWithCoder
public void encodeWithCoder(NSCoder coder)
- Specified by:
encodeWithCoderin interfaceNSCoding
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initWithCoder
public SKShader initWithCoder(NSCoder coder)
Description copied from interface:NSCodingNS_DESIGNATED_INITIALIZER- Specified by:
initWithCoderin interfaceNSCoding
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initWithSource
public SKShader initWithSource(java.lang.String source)
Create a custom shader with source code.- Parameters:
source- the source code for the custom fragment shader.
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initWithSourceUniforms
public SKShader initWithSourceUniforms(java.lang.String source, NSArray<? extends SKUniform> uniforms)
Create a custom shader with source code and uniforms.- Parameters:
source- the source code for the custom fragment shader.uniforms- the array of uniforms supplied to this shader
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removeUniformNamed
public void removeUniformNamed(java.lang.String name)
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setAttributes
public void setAttributes(NSArray<? extends SKAttribute> value)
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setSource
public void setSource(java.lang.String value)
Shader source must define the 'main' method of the fragment shader Your shader must assign a premultipled fragment value to 'gl_FragColor' The following implicit uniforms are available: 1. sampler2D u_texture (the primary texuture attached the the sprite) The following varyings are available: 1. vec2 v_tex_coord (normalized texture coordiantes for the primary texture) 2. vec4 v_color_mix (premultiplied color value based on color & alpha) The following functions are available: 1. vec4 SKDefaultShading() (returns the fragment value that would have been output if no shader was used) Sample shader source that produces the same result are SpriteKit's normal rendering: "void main() { gl_FragColor = SKDefaultShading(); }"
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setUniforms
public void setUniforms(NSArray<? extends SKUniform> value)
You may define additional uniforms to be used in your shader here. There is no need to declare them in you source, just use them by name. All uniforms declared must be used within the source.
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source
public java.lang.String source()
Shader source must define the 'main' method of the fragment shader Your shader must assign a premultipled fragment value to 'gl_FragColor' The following implicit uniforms are available: 1. sampler2D u_texture (the primary texuture attached the the sprite) The following varyings are available: 1. vec2 v_tex_coord (normalized texture coordiantes for the primary texture) 2. vec4 v_color_mix (premultiplied color value based on color & alpha) The following functions are available: 1. vec4 SKDefaultShading() (returns the fragment value that would have been output if no shader was used) Sample shader source that produces the same result are SpriteKit's normal rendering: "void main() { gl_FragColor = SKDefaultShading(); }"
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uniformNamed
public SKUniform uniformNamed(java.lang.String name)
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uniforms
public NSArray<? extends SKUniform> uniforms()
You may define additional uniforms to be used in your shader here. There is no need to declare them in you source, just use them by name. All uniforms declared must be used within the source.
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supportsSecureCoding
public static boolean supportsSecureCoding()
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_supportsSecureCoding
public boolean _supportsSecureCoding()
Description copied from interface:NSSecureCodingThis property must return YES on all classes that allow secure coding. Subclasses of classes that adopt NSSecureCoding and override initWithCoder: must also override this method and return YES. The Secure Coding Guide should be consulted when writing methods that decode data.- Specified by:
_supportsSecureCodingin interfaceNSSecureCoding
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