[−][src]Struct gdnative::prelude::Shader
core class Shader
inherits Resource
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
Shader inherits methods from:
Safety
All types in the Godot API have "interior mutability" in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
impl Shader
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Constants
pub const MODE_CANVAS_ITEM: i64
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pub const MODE_PARTICLES: i64
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pub const MODE_SPATIAL: i64
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impl Shader
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pub fn new() -> Ref<Shader, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn code(&self) -> GodotString
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Returns the shader's code as the user has written it, not the full generated code used internally.
pub fn custom_defines(&self) -> GodotString
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Returns the shader's custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.
[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so care should be taken when using them.
pub fn get_default_texture_param(
&self,
param: impl Into<GodotString>
) -> Option<Ref<Texture, Shared>>
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&self,
param: impl Into<GodotString>
) -> Option<Ref<Texture, Shared>>
Returns the texture that is set as default for the specified parameter.
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
pub fn get_mode(&self) -> Mode
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Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES].
pub fn has_param(&self, name: impl Into<GodotString>) -> bool
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Returns [code]true[/code] if the shader has this param defined as a uniform in its code.
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
pub fn set_code(&self, code: impl Into<GodotString>)
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Returns the shader's code as the user has written it, not the full generated code used internally.
pub fn set_custom_defines(&self, custom_defines: impl Into<GodotString>)
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Returns the shader's custom defines. Custom defines can be used in Godot to add GLSL preprocessor directives (e.g: extensions) required for the shader logic.
[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so care should be taken when using them.
pub fn set_default_texture_param(
&self,
param: impl Into<GodotString>,
texture: impl AsArg<Texture>
)
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&self,
param: impl Into<GodotString>,
texture: impl AsArg<Texture>
)
Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
Methods from Deref<Target = Resource>
pub fn duplicate(&self, subresources: bool) -> Option<Ref<Resource, Shared>>
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Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources.
[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared.
Default Arguments
subresources
-false
pub fn get_local_scene(&self) -> Option<Ref<Node, Shared>>
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If [member resource_local_to_scene] is enabled and the resource was loaded from a [PackedScene] instantiation, returns the local scene where this resource's unique copy is in use. Otherwise, returns [code]null[/code].
pub fn name(&self) -> GodotString
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The name of the resource. This is an optional identifier.
pub fn path(&self) -> GodotString
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The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn get_rid(&self) -> Rid
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Returns the RID of the resource (or an empty RID). Many resources (such as [Texture], [Mesh], etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.
pub fn is_local_to_scene(&self) -> bool
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If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_local_to_scene(&self, enable: bool)
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If [code]true[/code], the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.
pub fn set_name(&self, name: impl Into<GodotString>)
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The name of the resource. This is an optional identifier.
pub fn set_path(&self, path: impl Into<GodotString>)
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The path to the resource. In case it has its own file, it will return its filepath. If it's tied to the scene, it will return the scene's path, followed by the resource's index.
pub fn setup_local_to_scene(&self)
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This method is called when a resource with [member resource_local_to_scene] enabled is loaded from a [PackedScene] instantiation. Its behavior can be customized by overriding [method _setup_local_to_scene] from script.
For most resources, this method performs no base logic. [ViewportTexture] performs custom logic to properly set the proxy texture and flags in the local viewport.
pub fn take_over_path(&self, path: impl Into<GodotString>)
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Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [member resource_path], as the latter would error out if another resource was already cached for the given path.
Trait Implementations
impl Debug for Shader
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impl Deref for Shader
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impl DerefMut for Shader
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impl GodotObject for Shader
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type RefKind = RefCounted
The memory management kind of this type. This modifies the behavior of the
Ref
smart pointer. See its type-level documentation for more
information. Read more
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for Shader
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impl SubClass<Object> for Shader
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impl SubClass<Reference> for Shader
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impl SubClass<Resource> for Shader
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impl SubClass<Shader> for VisualShader
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Auto Trait Implementations
impl RefUnwindSafe for Shader
impl !Send for Shader
impl !Sync for Shader
impl Unpin for Shader
impl UnwindSafe for Shader
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,