[][src]Struct gdnative::prelude::Shader

pub struct Shader { /* fields omitted */ }

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[src]

Constants

impl Shader[src]

pub fn new() -> Ref<Shader, Unique>[src]

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[src]

Returns the shader's code as the user has written it, not the full generated code used internally.

pub fn custom_defines(&self) -> GodotString[src]

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>>
[src]

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[src]

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[src]

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>)[src]

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>)[src]

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>
)
[src]

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>>[src]

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>>[src]

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[src]

The name of the resource. This is an optional identifier.

pub fn path(&self) -> GodotString[src]

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[src]

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[src]

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)[src]

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>)[src]

The name of the resource. This is an optional identifier.

pub fn set_path(&self, path: impl Into<GodotString>)[src]

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)[src]

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>)[src]

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[src]

impl Deref for Shader[src]

type Target = Resource

The resulting type after dereferencing.

impl DerefMut for Shader[src]

impl GodotObject for Shader[src]

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

impl Instanciable for Shader[src]

impl SubClass<Object> for Shader[src]

impl SubClass<Reference> for Shader[src]

impl SubClass<Resource> for Shader[src]

impl SubClass<Shader> for VisualShader[src]

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
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.