Struct gdnative_bindings_lily::VisualShader [−][src]
pub struct VisualShader { /* fields omitted */ }
Expand description
core class VisualShader
inherits Shader
(reference counted).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
VisualShader 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
Constants
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
Adds the specified node to the shader.
Returns true
if the specified nodes and ports can be connected together.
pub fn connect_nodes(
&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> GodotResult
pub fn connect_nodes(
&self,
_type: i64,
from_node: i64,
from_port: i64,
to_node: i64,
to_port: i64
) -> GodotResult
Connects the specified nodes and ports.
Connects the specified nodes and ports, even if they can’t be connected. Such connection is invalid and will not function properly.
Connects the specified nodes and ports.
The offset vector of the whole graph.
Returns the shader node instance with specified type
and id
.
Returns the list of connected nodes with the specified type.
Returns the list of all nodes in the shader with the specified type.
Returns the position of the specified node within the shader graph.
Returns true
if the specified node and port connection exist.
Removes the specified node from the shader.
The offset vector of the whole graph.
Sets the position of the specified node.
Methods from Deref<Target = Shader>
Returns the shader’s code as the user has written it, not the full generated code used internally.
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. Note: 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>>
pub fn get_default_texture_param(
&self,
param: impl Into<GodotString>
) -> Option<Ref<Texture, Shared>>
Returns the texture that is set as default for the specified parameter.
Note: param
must match the name of the uniform in the code exactly.
Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES].
Returns true
if the shader has this param defined as a uniform in its code.
Note: param
must match the name of the uniform in the code exactly.
Returns the shader’s code as the user has written it, not the full generated code used internally.
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. Note: 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>
)
pub fn set_default_texture_param(
&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.
Note: param
must match the name of the uniform in the code exactly.
Trait Implementations
type RefKind = RefCounted
type RefKind = RefCounted
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for VisualShader
impl !Send for VisualShader
impl !Sync for VisualShader
impl Unpin for VisualShader
impl UnwindSafe for VisualShader