Class SKShader

    • Constructor Detail

      • SKShader

        protected SKShader​(org.moe.natj.general.Pointer peer)
    • Method Detail

      • accessInstanceVariablesDirectly

        public static boolean accessInstanceVariablesDirectly()
      • alloc

        public static SKShader alloc()
      • allocWithZone

        public static java.lang.Object allocWithZone​(org.moe.natj.general.ptr.VoidPtr zone)
      • automaticallyNotifiesObserversForKey

        public static boolean automaticallyNotifiesObserversForKey​(java.lang.String key)
      • cancelPreviousPerformRequestsWithTarget

        public static void cancelPreviousPerformRequestsWithTarget​(java.lang.Object aTarget)
      • cancelPreviousPerformRequestsWithTargetSelectorObject

        public static void cancelPreviousPerformRequestsWithTargetSelectorObject​(java.lang.Object aTarget,
                                                                                 org.moe.natj.objc.SEL aSelector,
                                                                                 java.lang.Object anArgument)
      • classFallbacksForKeyedArchiver

        public static NSArray<java.lang.String> classFallbacksForKeyedArchiver()
      • classForKeyedUnarchiver

        public static org.moe.natj.objc.Class classForKeyedUnarchiver()
      • debugDescription_static

        public static java.lang.String debugDescription_static()
      • description_static

        public static java.lang.String description_static()
      • hash_static

        public static long hash_static()
      • instanceMethodSignatureForSelector

        public static NSMethodSignature instanceMethodSignatureForSelector​(org.moe.natj.objc.SEL aSelector)
      • instancesRespondToSelector

        public static boolean instancesRespondToSelector​(org.moe.natj.objc.SEL aSelector)
      • isSubclassOfClass

        public static boolean isSubclassOfClass​(org.moe.natj.objc.Class aClass)
      • keyPathsForValuesAffectingValueForKey

        public static NSSet<java.lang.String> keyPathsForValuesAffectingValueForKey​(java.lang.String key)
      • new_objc

        public static java.lang.Object new_objc()
      • resolveClassMethod

        public static boolean resolveClassMethod​(org.moe.natj.objc.SEL sel)
      • resolveInstanceMethod

        public static boolean resolveInstanceMethod​(org.moe.natj.objc.SEL sel)
      • setVersion_static

        public static void setVersion_static​(long aVersion)
      • shader

        public static SKShader shader()
      • 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.
      • shaderWithSource

        public static SKShader shaderWithSource​(java.lang.String source)
      • shaderWithSourceUniforms

        public static SKShader shaderWithSourceUniforms​(java.lang.String source,
                                                        NSArray<? extends SKUniform> uniforms)
      • superclass_static

        public static org.moe.natj.objc.Class superclass_static()
      • version_static

        public static long version_static()
      • addUniform

        public void addUniform​(SKUniform uniform)
      • copyWithZone

        public java.lang.Object copyWithZone​(org.moe.natj.general.ptr.VoidPtr zone)
        Specified by:
        copyWithZone in interface NSCopying
      • 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.
      • 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
      • removeUniformNamed

        public void removeUniformNamed​(java.lang.String name)
      • 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(); }"
      • 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.
      • 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(); }"
      • uniformNamed

        public SKUniform uniformNamed​(java.lang.String name)
      • 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.
      • supportsSecureCoding

        public static boolean supportsSecureCoding()
      • _supportsSecureCoding

        public boolean _supportsSecureCoding()
        Description copied from interface: NSSecureCoding
        This 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:
        _supportsSecureCoding in interface NSSecureCoding