virtualx-engine/doc/classes/Shader.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Shader" inherits="Resource" version="3.2">
<brief_description>
A custom shader program.
</brief_description>
<description>
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This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link>
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<link>https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link>
</tutorials>
<methods>
<method name="get_default_texture_param" qualifiers="const">
<return type="Texture">
</return>
<argument index="0" name="param" type="String">
</argument>
<description>
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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.
</description>
</method>
<method name="get_mode" qualifiers="const">
<return type="int" enum="Shader.Mode">
</return>
<description>
Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES].
</description>
</method>
<method name="has_param" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
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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.
</description>
</method>
<method name="set_default_texture_param">
<return type="void">
</return>
<argument index="0" name="param" type="String">
</argument>
<argument index="1" name="texture" type="Texture">
</argument>
<description>
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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.
</description>
</method>
</methods>
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<members>
<member name="code" type="String" setter="set_code" getter="get_code" default="&quot;&quot;">
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Returns the shader's code as the user has written it, not the full generated code used internally.
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</member>
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<member name="custom_defines" type="String" setter="set_custom_defines" getter="get_custom_defines" default="&quot;#define MAX_LIGHT_DATA_STRUCTS 409#define MAX_FORWARD_LIGHTS 8#define MAX_REFLECTION_DATA_STRUCTS 455#define MAX_SKELETON_BONES 1365&quot;">
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.
</member>
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</members>
<constants>
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<constant name="MODE_SPATIAL" value="0" enum="Mode">
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Mode used to draw all 3D objects.
</constant>
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<constant name="MODE_CANVAS_ITEM" value="1" enum="Mode">
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Mode used to draw all 2D objects.
</constant>
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<constant name="MODE_PARTICLES" value="2" enum="Mode">
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Mode used to calculate particle information on a per-particle basis. Not used for drawing.
</constant>
</constants>
</class>