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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5)
75 lines
3.4 KiB
XML
75 lines
3.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNode" inherits="Resource" version="3.4">
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<brief_description>
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Base class for nodes in a visual shader graph.
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</brief_description>
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<description>
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Visual shader graphs consist of various nodes. Each node in the graph is a separate object and they are represented as a rectangular boxes with title and a set of properties. Each node has also connection ports that allow to connect it to another nodes and control the flow of the shader.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.3/tutorials/shading/visual_shaders.html</link>
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</tutorials>
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<methods>
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<method name="get_default_input_values" qualifiers="const">
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<return type="Array" />
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<description>
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Returns an [Array] containing default values for all of the input ports of the node in the form [code][index0, value0, index1, value1, ...][/code].
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</description>
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</method>
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<method name="get_input_port_default_value" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="port" type="int" />
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<description>
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Returns the default value of the input [code]port[/code].
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</description>
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</method>
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<method name="set_default_input_values">
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<return type="void" />
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<argument index="0" name="values" type="Array" />
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<description>
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Sets the default input ports values using an [Array] of the form [code][index0, value0, index1, value1, ...][/code]. For example: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code].
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</description>
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</method>
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<method name="set_input_port_default_value">
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<return type="void" />
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<argument index="0" name="port" type="int" />
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<argument index="1" name="value" type="Variant" />
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<description>
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Sets the default value for the selected input [code]port[/code].
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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="output_port_for_preview" type="int" setter="set_output_port_for_preview" getter="get_output_port_for_preview" default="-1">
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Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
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</member>
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</members>
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<signals>
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<signal name="editor_refresh_request">
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<description>
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Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their derivatives).
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="PORT_TYPE_SCALAR" value="0" enum="PortType">
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Floating-point scalar. Translated to [code]float[/code] type in shader code.
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</constant>
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<constant name="PORT_TYPE_VECTOR" value="1" enum="PortType">
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3D vector of floating-point values. Translated to [code]vec3[/code] type in shader code.
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</constant>
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<constant name="PORT_TYPE_BOOLEAN" value="2" enum="PortType">
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Boolean type. Translated to [code]bool[/code] type in shader code.
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</constant>
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<constant name="PORT_TYPE_TRANSFORM" value="3" enum="PortType">
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Transform type. Translated to [code]mat4[/code] type in shader code.
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</constant>
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<constant name="PORT_TYPE_SAMPLER" value="4" enum="PortType">
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Sampler type. Translated to reference of sampler uniform in shader code. Can only be used for input ports in non-uniform nodes.
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</constant>
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<constant name="PORT_TYPE_MAX" value="5" enum="PortType">
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Represents the size of the [enum PortType] enum.
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</constant>
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</constants>
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</class>
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