b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
162 lines
6.2 KiB
XML
162 lines
6.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShader" inherits="Shader" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A custom shader program with a visual editor.
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</brief_description>
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<description>
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This class allows you to define a custom shader program that can be used for various materials to render objects.
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The visual shader editor creates the shader.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_node">
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<return type="void" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<argument index="1" name="node" type="VisualShaderNode" />
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<argument index="2" name="position" type="Vector2" />
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<argument index="3" name="id" type="int" />
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<description>
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Adds the specified node to the shader.
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</description>
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</method>
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<method name="can_connect_nodes" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<argument index="1" name="from_node" type="int" />
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<argument index="2" name="from_port" type="int" />
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<argument index="3" name="to_node" type="int" />
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<argument index="4" name="to_port" type="int" />
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<description>
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Returns [code]true[/code] if the specified nodes and ports can be connected together.
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</description>
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</method>
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<method name="connect_nodes">
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<return type="int" enum="Error" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<argument index="1" name="from_node" type="int" />
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<argument index="2" name="from_port" type="int" />
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<argument index="3" name="to_node" type="int" />
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<argument index="4" name="to_port" type="int" />
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<description>
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Connects the specified nodes and ports.
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</description>
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</method>
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<method name="connect_nodes_forced">
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<return type="void" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<argument index="1" name="from_node" type="int" />
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<argument index="2" name="from_port" type="int" />
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<argument index="3" name="to_node" type="int" />
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<argument index="4" name="to_port" type="int" />
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<description>
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Connects the specified nodes and ports, even if they can't be connected. Such connection is invalid and will not function properly.
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</description>
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</method>
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<method name="disconnect_nodes">
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<return type="void" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<argument index="1" name="from_node" type="int" />
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<argument index="2" name="from_port" type="int" />
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<argument index="3" name="to_node" type="int" />
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<argument index="4" name="to_port" type="int" />
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<description>
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Connects the specified nodes and ports.
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</description>
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</method>
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<method name="get_node" qualifiers="const">
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<return type="VisualShaderNode" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<argument index="1" name="id" type="int" />
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<description>
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Returns the shader node instance with specified [code]type[/code] and [code]id[/code].
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</description>
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</method>
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<method name="get_node_connections" qualifiers="const">
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<return type="Array" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<description>
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Returns the list of connected nodes with the specified type.
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</description>
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</method>
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<method name="get_node_list" qualifiers="const">
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<return type="PoolIntArray" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<description>
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Returns the list of all nodes in the shader with the specified type.
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</description>
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</method>
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<method name="get_node_position" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<argument index="1" name="id" type="int" />
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<description>
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Returns the position of the specified node within the shader graph.
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</description>
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</method>
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<method name="get_valid_node_id" qualifiers="const">
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<return type="int" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<description>
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</description>
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</method>
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<method name="is_node_connection" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<argument index="1" name="from_node" type="int" />
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<argument index="2" name="from_port" type="int" />
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<argument index="3" name="to_node" type="int" />
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<argument index="4" name="to_port" type="int" />
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<description>
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Returns [code]true[/code] if the specified node and port connection exist.
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</description>
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</method>
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<method name="remove_node">
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<return type="void" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<argument index="1" name="id" type="int" />
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<description>
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Removes the specified node from the shader.
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</description>
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</method>
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<method name="set_mode">
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<return type="void" />
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<argument index="0" name="mode" type="int" enum="Shader.Mode" />
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<description>
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Sets the mode of this shader.
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</description>
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</method>
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<method name="set_node_position">
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<return type="void" />
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<argument index="0" name="type" type="int" enum="VisualShader.Type" />
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<argument index="1" name="id" type="int" />
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<argument index="2" name="position" type="Vector2" />
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<description>
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Sets the position of the specified node.
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</description>
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</method>
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</methods>
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<members>
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<member name="graph_offset" type="Vector2" setter="set_graph_offset" getter="get_graph_offset" default="Vector2( 0, 0 )">
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The offset vector of the whole graph.
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</member>
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</members>
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<constants>
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<constant name="TYPE_VERTEX" value="0" enum="Type">
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A vertex shader, operating on vertices.
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</constant>
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<constant name="TYPE_FRAGMENT" value="1" enum="Type">
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A fragment shader, operating on fragments (pixels).
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</constant>
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<constant name="TYPE_LIGHT" value="2" enum="Type">
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A shader for light calculations.
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</constant>
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<constant name="TYPE_MAX" value="3" enum="Type">
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Represents the size of the [enum Type] enum.
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</constant>
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<constant name="NODE_ID_INVALID" value="-1">
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</constant>
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<constant name="NODE_ID_OUTPUT" value="0">
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</constant>
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</constants>
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</class>
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