nativepipeline.java
来自「JAVA3D矩陈的相关类」· Java 代码 · 共 1,878 行 · 第 1/5 页
JAVA
1,878 行
int[] value) { return setGLSLUniform4i(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), value); } native ShaderError setGLSLUniform4f(long ctx, long shaderProgramId, long uniformLocation, float[] value); ShaderError setGLSLUniform4f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value) { return setGLSLUniform4f(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), value); } native ShaderError setGLSLUniformMatrix3f(long ctx, long shaderProgramId, long uniformLocation, float[] value); ShaderError setGLSLUniformMatrix3f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value) { return setGLSLUniformMatrix3f(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), value); } native ShaderError setGLSLUniformMatrix4f(long ctx, long shaderProgramId, long uniformLocation, float[] value); ShaderError setGLSLUniformMatrix4f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value) { return setGLSLUniformMatrix4f(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), value); } // ShaderAttributeArray methods native ShaderError setGLSLUniform1iArray(long ctx, long shaderProgramId, long uniformLocation, int numElements, int[] value); ShaderError setGLSLUniform1iArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, int[] value) { return setGLSLUniform1iArray(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), numElements, value); } native ShaderError setGLSLUniform1fArray(long ctx, long shaderProgramId, long uniformLocation, int numElements, float[] value); ShaderError setGLSLUniform1fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value) { return setGLSLUniform1fArray(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), numElements, value); } native ShaderError setGLSLUniform2iArray(long ctx, long shaderProgramId, long uniformLocation, int numElements, int[] value); ShaderError setGLSLUniform2iArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, int[] value) { return setGLSLUniform2iArray(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), numElements, value); } native ShaderError setGLSLUniform2fArray(long ctx, long shaderProgramId, long uniformLocation, int numElements, float[] value); ShaderError setGLSLUniform2fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value) { return setGLSLUniform2fArray(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), numElements, value); } native ShaderError setGLSLUniform3iArray(long ctx, long shaderProgramId, long uniformLocation, int numElements, int[] value); ShaderError setGLSLUniform3iArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, int[] value) { return setGLSLUniform3iArray(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), numElements, value); } native ShaderError setGLSLUniform3fArray(long ctx, long shaderProgramId, long uniformLocation, int numElements, float[] value); ShaderError setGLSLUniform3fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value) { return setGLSLUniform3fArray(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), numElements, value); } native ShaderError setGLSLUniform4iArray(long ctx, long shaderProgramId, long uniformLocation, int numElements, int[] value); ShaderError setGLSLUniform4iArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, int[] value) { return setGLSLUniform4iArray(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), numElements, value); } native ShaderError setGLSLUniform4fArray(long ctx, long shaderProgramId, long uniformLocation, int numElements, float[] value); ShaderError setGLSLUniform4fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value) { return setGLSLUniform4fArray(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), numElements, value); } native ShaderError setGLSLUniformMatrix3fArray(long ctx, long shaderProgramId, long uniformLocation, int numElements, float[] value); ShaderError setGLSLUniformMatrix3fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value) { return setGLSLUniformMatrix3fArray(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), numElements, value); } native ShaderError setGLSLUniformMatrix4fArray(long ctx, long shaderProgramId, long uniformLocation, int numElements, float[] value); ShaderError setGLSLUniformMatrix4fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value) { return setGLSLUniformMatrix4fArray(unbox(ctx), unbox(shaderProgramId), unbox(uniformLocation), numElements, value); } // native interfaces for shader compilation, etc. native ShaderError createGLSLShader(long ctx, int shaderType, long[] shaderId); ShaderError createGLSLShader(Context ctx, int shaderType, ShaderId[] shaderId) { long[] nativeId = new long[1]; ShaderError err = createGLSLShader(unbox(ctx), shaderType, nativeId); shaderId[0] = boxShaderId(nativeId[0]); return err; } native ShaderError destroyGLSLShader(long ctx, long shaderId); ShaderError destroyGLSLShader(Context ctx, ShaderId shaderId) { return destroyGLSLShader(unbox(ctx), unbox(shaderId)); } native ShaderError compileGLSLShader(long ctx, long shaderId, String program); ShaderError compileGLSLShader(Context ctx, ShaderId shaderId, String program) { return compileGLSLShader(unbox(ctx), unbox(shaderId), program); } native ShaderError createGLSLShaderProgram(long ctx, long[] shaderProgramId); ShaderError createGLSLShaderProgram(Context ctx, ShaderProgramId[] shaderProgramId) { long[] nativeId = new long[1]; ShaderError err = createGLSLShaderProgram(unbox(ctx), nativeId); shaderProgramId[0] = boxShaderProgramId(nativeId[0]); return err; } native ShaderError destroyGLSLShaderProgram(long ctx, long shaderProgramId); ShaderError destroyGLSLShaderProgram(Context ctx, ShaderProgramId shaderProgramId) { return destroyGLSLShaderProgram(unbox(ctx), unbox(shaderProgramId)); } native ShaderError linkGLSLShaderProgram(long ctx, long shaderProgramId, long[] shaderId); ShaderError linkGLSLShaderProgram(Context ctx, ShaderProgramId shaderProgramId, ShaderId[] shaderIds) { assert shaderIds != null; long[] nativeIds = new long[shaderIds.length]; for (int i = 0; i < shaderIds.length; i++) { nativeIds[i] = unbox(shaderIds[i]); } return linkGLSLShaderProgram(unbox(ctx), unbox(shaderProgramId), nativeIds); } native ShaderError bindGLSLVertexAttrName(long ctx, long shaderProgramId, String attrName, int attrIndex); ShaderError bindGLSLVertexAttrName(Context ctx, ShaderProgramId shaderProgramId, String attrName, int attrIndex) { return bindGLSLVertexAttrName(unbox(ctx), unbox(shaderProgramId), attrName, attrIndex); } native void lookupGLSLShaderAttrNames(long ctx, long shaderProgramId, int numAttrNames, String[] attrNames, long[] locArr, int[] typeArr, int[] sizeArr, boolean[] isArrayArr); void lookupGLSLShaderAttrNames(Context ctx, ShaderProgramId shaderProgramId, int numAttrNames, String[] attrNames, ShaderAttrLoc[] locArr, int[] typeArr, int[] sizeArr, boolean[] isArrayArr) { assert numAttrNames == locArr.length; long[] nativeLocArr = new long[numAttrNames]; for (int i = 0; i < numAttrNames; i++) { // Initialize to invalid native location nativeLocArr[i] = -1; } lookupGLSLShaderAttrNames(unbox(ctx), unbox(shaderProgramId), numAttrNames, attrNames, nativeLocArr, typeArr, sizeArr, isArrayArr); for (int i = 0; i < numAttrNames; i++) { locArr[i] = boxShaderAttrLoc(nativeLocArr[i]); } } native ShaderError useGLSLShaderProgram(long ctx, long shaderProgramId); ShaderError useGLSLShaderProgram(Context ctx, ShaderProgramId shaderProgramId) { return useGLSLShaderProgram(unbox(ctx), unbox(shaderProgramId)); } // --------------------------------------------------------------------- // // Renderer methods // native void cleanupRenderer(); // --------------------------------------------------------------------- // // ColoringAttributesRetained methods // native void updateColoringAttributes(long ctx, float dRed, float dGreen, float dBlue, float red, float green, float blue, float alpha, boolean lEnable, int shadeModel); void updateColoringAttributes(Context ctx, float dRed, float dGreen, float dBlue, float red, float green, float blue, float alpha, boolean lEnable, int shadeModel) { updateColoringAttributes(unbox(ctx), dRed, dGreen, dBlue, red, green, blue, alpha, lEnable, shadeModel); } // --------------------------------------------------------------------- // // DirectionalLightRetained methods // native void updateDirectionalLight(long ctx, int lightSlot, float red, float green, float blue, float x, float y, float z); void updateDirectionalLight(Context ctx, int lightSlot, float red, float green, float blue, float x, float y, float z) { updateDirectionalLight(unbox(ctx), lightSlot, red, green, blue, x, y, z); } // -------------------------------------------------------------
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