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.

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 mode of this shader.

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.

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.

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

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

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

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

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

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.