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📄 pipeline.java

📁 JAVA3D矩陈的相关类
💻 JAVA
📖 第 1 页 / 共 4 页
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            GeometryArrayRetained geo, int geo_type,            boolean isNonUniformScale,  boolean updateAlpha,            float alpha,            boolean ignoreVertexColors,            int vcount,            int vformat,            int vdefined,            int coordIndex, Object vcoords,            int colorIndex, Object cdata,            int normalIndex, Object ndata,            int texcoordmaplength,            int[] texcoordoffset,            int[] texIndex, int texstride, Object[] texCoords,            double[] xform, double[] nxform);    */    // ---------------------------------------------------------------------    //    // IndexedGeometryArrayRetained methods    //    // by-copy or interleaved, by reference, Java arrays    abstract void executeIndexedGeometry(Context ctx,            GeometryArrayRetained geo, int geo_type,            boolean isNonUniformScale,            boolean useAlpha,            boolean ignoreVertexColors,            int initialIndexIndex,            int indexCount,            int vertexCount, int vformat,            int vertexAttrCount, int[] vertexAttrSizes,            int texCoordSetCount, int[] texCoordSetMap,            int texCoordSetMapLen,            int[] texCoordSetOffset,            int numActiveTexUnitState,            float[] varray, float[] cdata,            int cdirty,            int[] indexCoord);    // interleaved, by reference, nio buffer    abstract void executeIndexedGeometryBuffer(Context ctx,            GeometryArrayRetained geo, int geo_type,            boolean isNonUniformScale,            boolean useAlpha,            boolean ignoreVertexColors,            int initialIndexIndex,            int indexCount,            int vertexCount, int vformat,            int texCoordSetCount, int[] texCoordSetMap,            int texCoordSetMapLen,            int[] texCoordSetOffset,            int numActiveTexUnitState,            Object varray, float[] cdata,            int cdirty,            int[] indexCoord);    // non interleaved, by reference, Java arrays    abstract void executeIndexedGeometryVA(Context ctx,            GeometryArrayRetained geo, int geo_type,            boolean isNonUniformScale,            boolean ignoreVertexColors,            int initialIndexIndex,            int validIndexCount,            int vertexCount,            int vformat,            int vdefined,            float[] vfcoords, double[] vdcoords,            float[] cfdata, byte[] cbdata,            float[] ndata,            int vertexAttrCount, int[] vertexAttrSizes,            float[][] vertexAttrData,            int texcoordmaplength,            int[] texcoordoffset,            int numActiveTexUnitState,            int texstride, Object[] texCoords,            int cdirty,            int[] indexCoord);    // non interleaved, by reference, nio buffer    abstract void executeIndexedGeometryVABuffer(Context ctx,            GeometryArrayRetained geo, int geo_type,            boolean isNonUniformScale,            boolean ignoreVertexColors,            int initialIndexIndex,            int validIndexCount,            int vertexCount,            int vformat,            int vdefined,            Object vcoords,            Object cdataBuffer,            float[] cfdata, byte[] cbdata,            Object normal,            int vertexAttrCount, int[] vertexAttrSizes,            Object[] vertexAttrData,            int texcoordmaplength,            int[] texcoordoffset,            int numActiveTexUnitState,            int texstride, Object[] texCoords,            int cdirty,            int[] indexCoord);    // by-copy geometry    abstract void buildIndexedGeometry(Context ctx,            GeometryArrayRetained geo, int geo_type,            boolean isNonUniformScale, boolean updateAlpha,            float alpha,            boolean ignoreVertexColors,            int initialIndexIndex,            int validIndexCount,            int vertexCount,            int vformat,            int vertexAttrCount, int[] vertexAttrSizes,            int texCoordSetCount, int[] texCoordSetMap,            int texCoordSetMapLen,            int[] texCoordSetMapOffset,            double[] xform, double[] nxform,            float[] varray, int[] indexCoord);    // ---------------------------------------------------------------------    //    // GraphicsContext3D methods    //    // Native method for readRaster    abstract void readRaster(Context ctx,            int type, int xSrcOffset, int ySrcOffset,            int width, int height, int hCanvas,            int imageDataType,            int imageFormat,            Object imageBuffer,            int depthFormat,            Object depthBuffer);        // ---------------------------------------------------------------------    //    // CgShaderProgramRetained methods    //    // ShaderAttributeValue methods    abstract ShaderError setCgUniform1i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int value);    abstract ShaderError setCgUniform1f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float value);    abstract ShaderError setCgUniform2i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int[] value);    abstract ShaderError setCgUniform2f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value);    abstract ShaderError setCgUniform3i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int[] value);    abstract ShaderError setCgUniform3f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value);    abstract ShaderError setCgUniform4i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int[] value);    abstract ShaderError setCgUniform4f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value);    abstract ShaderError setCgUniformMatrix3f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value);    abstract ShaderError setCgUniformMatrix4f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value);    // ShaderAttributeArray methods    abstract ShaderError setCgUniform1iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value);    abstract ShaderError setCgUniform1fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value);    abstract ShaderError setCgUniform2iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value);    abstract ShaderError setCgUniform2fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value);    abstract ShaderError setCgUniform3iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value);    abstract ShaderError setCgUniform3fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value);    abstract ShaderError setCgUniform4iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value);    abstract ShaderError setCgUniform4fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value);    abstract ShaderError setCgUniformMatrix3fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value);    abstract ShaderError setCgUniformMatrix4fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value);    // abstract interfaces for shader compilation, etc.    abstract ShaderError createCgShader(Context ctx, int shaderType, ShaderId[] shaderId);    abstract ShaderError destroyCgShader(Context ctx, ShaderId shaderId);    abstract ShaderError compileCgShader(Context ctx, ShaderId shaderId, String program);    abstract ShaderError createCgShaderProgram(Context ctx, ShaderProgramId[] shaderProgramId);    abstract ShaderError destroyCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId);    abstract ShaderError linkCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId,            ShaderId[] shaderIds);    abstract void lookupCgVertexAttrNames(Context ctx, ShaderProgramId shaderProgramId,            int numAttrNames, String[] attrNames, boolean[] errArr);    abstract void lookupCgShaderAttrNames(Context ctx, ShaderProgramId shaderProgramId,            int numAttrNames, String[] attrNames, ShaderAttrLoc[] locArr,            int[] typeArr, int[] sizeArr, boolean[] isArrayArr);    abstract ShaderError useCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId);    // ---------------------------------------------------------------------    //    // GLSLShaderProgramRetained methods    //    // ShaderAttributeValue methods    abstract ShaderError setGLSLUniform1i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int value);    abstract ShaderError setGLSLUniform1f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float value);    abstract ShaderError setGLSLUniform2i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int[] value);    abstract ShaderError setGLSLUniform2f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value);    abstract ShaderError setGLSLUniform3i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int[] value);    abstract ShaderError setGLSLUniform3f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value);    abstract ShaderError setGLSLUniform4i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int[] value);    abstract ShaderError setGLSLUniform4f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value);    abstract ShaderError setGLSLUniformMatrix3f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value);    abstract ShaderError setGLSLUniformMatrix4f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value);    // ShaderAttributeArray methods    abstract ShaderError setGLSLUniform1iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value);    abstract ShaderError setGLSLUniform1fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value);    abstract ShaderError setGLSLUniform2iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value);    abstract ShaderError setGLSLUniform2fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value);    abstract ShaderError setGLSLUniform3iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value);    abstract ShaderError setGLSLUniform3fArray(Context ctx,

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