godot/doc/classes/VisualShader.xml
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doc: Use self-closing tags for return and argument
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Using self-closing tags saves half the lines, and prevents contributors from
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(cherry picked from commit 7adf4cc9b5)
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShader" inherits="Shader" version="3.4">
<brief_description>
A custom shader program with a visual editor.
</brief_description>
<description>
This class allows you to define a custom shader program that can be used for various materials to render objects.
The visual shader editor creates the shader.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_node">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="node" type="VisualShaderNode" />
<argument index="2" name="position" type="Vector2" />
<argument index="3" name="id" type="int" />
<description>
Adds the specified node to the shader.
</description>
</method>
<method name="can_connect_nodes" qualifiers="const">
<return type="bool" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="from_node" type="int" />
<argument index="2" name="from_port" type="int" />
<argument index="3" name="to_node" type="int" />
<argument index="4" name="to_port" type="int" />
<description>
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" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="from_node" type="int" />
<argument index="2" name="from_port" type="int" />
<argument index="3" name="to_node" type="int" />
<argument index="4" name="to_port" type="int" />
<description>
Connects the specified nodes and ports.
</description>
</method>
<method name="connect_nodes_forced">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="from_node" type="int" />
<argument index="2" name="from_port" type="int" />
<argument index="3" name="to_node" type="int" />
<argument index="4" name="to_port" type="int" />
<description>
Connects the specified nodes and ports, even if they can't be connected. Such connection is invalid and will not function properly.
</description>
</method>
<method name="disconnect_nodes">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="from_node" type="int" />
<argument index="2" name="from_port" type="int" />
<argument index="3" name="to_node" type="int" />
<argument index="4" name="to_port" type="int" />
<description>
Connects the specified nodes and ports.
</description>
</method>
<method name="get_node" qualifiers="const">
<return type="VisualShaderNode" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="id" type="int" />
<description>
Returns the shader node instance with specified [code]type[/code] and [code]id[/code].
</description>
</method>
<method name="get_node_connections" qualifiers="const">
<return type="Array" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<description>
Returns the list of connected nodes with the specified type.
</description>
</method>
<method name="get_node_list" qualifiers="const">
<return type="PoolIntArray" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<description>
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" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="id" type="int" />
<description>
Returns the position of the specified node within the shader graph.
</description>
</method>
<method name="get_valid_node_id" qualifiers="const">
<return type="int" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<description>
</description>
</method>
<method name="is_node_connection" qualifiers="const">
<return type="bool" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="from_node" type="int" />
<argument index="2" name="from_port" type="int" />
<argument index="3" name="to_node" type="int" />
<argument index="4" name="to_port" type="int" />
<description>
Returns [code]true[/code] if the specified node and port connection exist.
</description>
</method>
<method name="remove_node">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="id" type="int" />
<description>
Removes the specified node from the shader.
</description>
</method>
<method name="set_mode">
<return type="void" />
<argument index="0" name="mode" type="int" enum="Shader.Mode" />
<description>
Sets the mode of this shader.
</description>
</method>
<method name="set_node_position">
<return type="void" />
<argument index="0" name="type" type="int" enum="VisualShader.Type" />
<argument index="1" name="id" type="int" />
<argument index="2" name="position" type="Vector2" />
<description>
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 )">
The offset vector of the whole graph.
</member>
</members>
<constants>
<constant name="TYPE_VERTEX" value="0" enum="Type">
A vertex shader, operating on vertices.
</constant>
<constant name="TYPE_FRAGMENT" value="1" enum="Type">
A fragment shader, operating on fragments (pixels).
</constant>
<constant name="TYPE_LIGHT" value="2" enum="Type">
A shader for light calculations.
</constant>
<constant name="TYPE_MAX" value="3" enum="Type">
Represents the size of the [enum Type] enum.
</constant>
<constant name="NODE_ID_INVALID" value="-1">
</constant>
<constant name="NODE_ID_OUTPUT" value="0">
</constant>
</constants>
</class>