virtualx-engine/doc/classes/Shader.xml
Hugo Locurcio b087538119
Add an XML schema for documentation
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.
2022-03-16 23:01:02 +01:00

66 lines
3.2 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Shader" inherits="Resource" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A custom shader program.
</brief_description>
<description>
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>$DOCS_URL/tutorials/shaders/index.html</link>
<link>$DOCS_URL/tutorials/shaders/introduction_to_shaders.html</link>
</tutorials>
<methods>
<method name="get_default_texture_param" qualifiers="const">
<return type="Texture" />
<argument index="0" name="param" type="String" />
<description>
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" />
<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" />
<argument index="0" name="name" type="String" />
<description>
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" />
<argument index="0" name="param" type="String" />
<argument index="1" name="texture" type="Texture" />
<description>
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>
<members>
<member name="code" type="String" setter="set_code" getter="get_code" default="&quot;&quot;">
Returns the shader's code as the user has written it, not the full generated code used internally.
</member>
<member name="custom_defines" type="String" setter="set_custom_defines" getter="get_custom_defines" default="&quot;&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>
</members>
<constants>
<constant name="MODE_SPATIAL" value="0" enum="Mode">
Mode used to draw all 3D objects.
</constant>
<constant name="MODE_CANVAS_ITEM" value="1" enum="Mode">
Mode used to draw all 2D objects.
</constant>
<constant name="MODE_PARTICLES" value="2" enum="Mode">
Mode used to calculate particle information on a per-particle basis. Not used for drawing.
</constant>
</constants>
</class>