godot/doc/classes/VisualShader.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShader" inherits="Shader" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A custom shader program with a visual editor.
</brief_description>
<description>
This class provides a graph-like visual editor for creating a [Shader]. Although [VisualShader]s do not require coding, they share the same logic with script shaders. They use [VisualShaderNode]s that can be connected to each other to control the flow of the shader. The visual shader graph is converted to a script shader behind the scenes.
</description>
<tutorials>
<link title="Using VisualShaders">$DOCS_URL/tutorials/shaders/visual_shaders.html</link>
</tutorials>
<methods>
<method name="add_node">
<return type="void" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="node" type="VisualShaderNode" />
<param index="2" name="position" type="Vector2" />
<param index="3" name="id" type="int" />
<description>
Adds the specified [param node] to the shader.
</description>
</method>
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<method name="add_varying">
<return type="void" />
<param index="0" name="name" type="String" />
<param index="1" name="mode" type="int" enum="VisualShader.VaryingMode" />
<param index="2" name="type" type="int" enum="VisualShader.VaryingType" />
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<description>
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Adds a new varying value node to the shader.
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</description>
</method>
<method name="attach_node_to_frame">
<return type="void" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="id" type="int" />
<param index="2" name="frame" type="int" />
<description>
Attaches the given node to the given frame.
</description>
</method>
<method name="can_connect_nodes" qualifiers="const">
<return type="bool" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="from_node" type="int" />
<param index="2" name="from_port" type="int" />
<param index="3" name="to_node" type="int" />
<param index="4" name="to_port" type="int" />
<description>
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Returns [code]true[/code] if the specified nodes and ports can be connected together.
</description>
</method>
<method name="connect_nodes">
<return type="int" enum="Error" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="from_node" type="int" />
<param index="2" name="from_port" type="int" />
<param index="3" name="to_node" type="int" />
<param index="4" name="to_port" type="int" />
<description>
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Connects the specified nodes and ports.
</description>
</method>
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<method name="connect_nodes_forced">
<return type="void" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="from_node" type="int" />
<param index="2" name="from_port" type="int" />
<param index="3" name="to_node" type="int" />
<param 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>
</method>
<method name="detach_node_from_frame">
<return type="void" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="id" type="int" />
<description>
Detaches the given node from the frame it is attached to.
</description>
</method>
<method name="disconnect_nodes">
<return type="void" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="from_node" type="int" />
<param index="2" name="from_port" type="int" />
<param index="3" name="to_node" type="int" />
<param index="4" name="to_port" type="int" />
<description>
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Connects the specified nodes and ports.
</description>
</method>
<method name="get_node" qualifiers="const">
<return type="VisualShaderNode" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="id" type="int" />
<description>
Returns the shader node instance with specified [param type] and [param id].
</description>
</method>
<method name="get_node_connections" qualifiers="const">
<return type="Dictionary[]" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<description>
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Returns the list of connected nodes with the specified type.
</description>
</method>
<method name="get_node_list" qualifiers="const">
<return type="PackedInt32Array" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<description>
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Returns the list of all nodes in the shader with the specified type.
</description>
</method>
<method name="get_node_position" qualifiers="const">
<return type="Vector2" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="id" type="int" />
<description>
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Returns the position of the specified node within the shader graph.
</description>
</method>
<method name="get_valid_node_id" qualifiers="const">
<return type="int" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<description>
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Returns next valid node ID that can be added to the shader graph.
</description>
</method>
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<method name="has_varying" qualifiers="const">
<return type="bool" />
<param index="0" name="name" type="String" />
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<description>
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Returns [code]true[/code] if the shader has a varying with the given [param name].
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</description>
</method>
<method name="is_node_connection" qualifiers="const">
<return type="bool" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="from_node" type="int" />
<param index="2" name="from_port" type="int" />
<param index="3" name="to_node" type="int" />
<param index="4" name="to_port" type="int" />
<description>
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Returns [code]true[/code] if the specified node and port connection exist.
</description>
</method>
<method name="remove_node">
<return type="void" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="id" type="int" />
<description>
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Removes the specified node from the shader.
</description>
</method>
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<method name="remove_varying">
<return type="void" />
<param index="0" name="name" type="String" />
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<description>
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Removes a varying value node with the given [param name]. Prints an error if a node with this name is not found.
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</description>
</method>
<method name="replace_node">
<return type="void" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="id" type="int" />
<param index="2" name="new_class" type="StringName" />
<description>
Replaces the specified node with a node of new class type.
</description>
</method>
<method name="set_mode">
<return type="void" />
<param index="0" name="mode" type="int" enum="Shader.Mode" />
<description>
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Sets the mode of this shader.
</description>
</method>
<method name="set_node_position">
<return type="void" />
<param index="0" name="type" type="int" enum="VisualShader.Type" />
<param index="1" name="id" type="int" />
<param index="2" name="position" type="Vector2" />
<description>
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Sets the position of the specified node.
</description>
</method>
</methods>
<members>
<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.
</member>
</members>
<constants>
<constant name="TYPE_VERTEX" value="0" enum="Type">
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A vertex shader, operating on vertices.
</constant>
<constant name="TYPE_FRAGMENT" value="1" enum="Type">
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A fragment shader, operating on fragments (pixels).
</constant>
<constant name="TYPE_LIGHT" value="2" enum="Type">
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A shader for light calculations.
</constant>
<constant name="TYPE_START" value="3" enum="Type">
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A function for the "start" stage of particle shader.
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</constant>
<constant name="TYPE_PROCESS" value="4" enum="Type">
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A function for the "process" stage of particle shader.
</constant>
<constant name="TYPE_COLLIDE" value="5" enum="Type">
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A function for the "collide" stage (particle collision handler) of particle shader.
</constant>
<constant name="TYPE_START_CUSTOM" value="6" enum="Type">
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A function for the "start" stage of particle shader, with customized output.
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</constant>
<constant name="TYPE_PROCESS_CUSTOM" value="7" enum="Type">
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A function for the "process" stage of particle shader, with customized output.
</constant>
<constant name="TYPE_SKY" value="8" enum="Type">
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A shader for 3D environment's sky.
</constant>
<constant name="TYPE_FOG" value="9" enum="Type">
A compute shader that runs for each froxel of the volumetric fog map.
</constant>
<constant name="TYPE_MAX" value="10" enum="Type">
Represents the size of the [enum Type] enum.
</constant>
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<constant name="VARYING_MODE_VERTEX_TO_FRAG_LIGHT" value="0" enum="VaryingMode">
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Varying is passed from [code]Vertex[/code] function to [code]Fragment[/code] and [code]Light[/code] functions.
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</constant>
<constant name="VARYING_MODE_FRAG_TO_LIGHT" value="1" enum="VaryingMode">
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Varying is passed from [code]Fragment[/code] function to [code]Light[/code] function.
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</constant>
<constant name="VARYING_MODE_MAX" value="2" enum="VaryingMode">
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Represents the size of the [enum VaryingMode] enum.
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</constant>
<constant name="VARYING_TYPE_FLOAT" value="0" enum="VaryingType">
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Varying is of type [float].
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</constant>
<constant name="VARYING_TYPE_INT" value="1" enum="VaryingType">
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Varying is of type [int].
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</constant>
<constant name="VARYING_TYPE_UINT" value="2" enum="VaryingType">
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Varying is of type unsigned [int].
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</constant>
<constant name="VARYING_TYPE_VECTOR_2D" value="3" enum="VaryingType">
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Varying is of type [Vector2].
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</constant>
<constant name="VARYING_TYPE_VECTOR_3D" value="4" enum="VaryingType">
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Varying is of type [Vector3].
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</constant>
<constant name="VARYING_TYPE_VECTOR_4D" value="5" enum="VaryingType">
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Varying is of type [Vector4].
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</constant>
<constant name="VARYING_TYPE_BOOLEAN" value="6" enum="VaryingType">
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Varying is of type [bool].
</constant>
<constant name="VARYING_TYPE_TRANSFORM" value="7" enum="VaryingType">
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Varying is of type [Transform3D].
</constant>
<constant name="VARYING_TYPE_MAX" value="8" enum="VaryingType">
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Represents the size of the [enum VaryingType] enum.
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</constant>
<constant name="NODE_ID_INVALID" value="-1">
Indicates an invalid [VisualShader] node.
</constant>
<constant name="NODE_ID_OUTPUT" value="0">
Indicates an output node of [VisualShader].
</constant>
</constants>
</class>