Documentation
¶
Overview ¶
Package VisualShaderNodeTexture provides methods for working with VisualShaderNodeTexture object instances.
Index ¶
- type Advanced
- type Any
- type Extension
- func (self *Extension[T]) AsObject() [1]gd.Object
- func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
- func (self *Extension[T]) AsResource() Resource.Instance
- func (self *Extension[T]) AsVisualShaderNode() VisualShaderNode.Instance
- func (self *Extension[T]) AsVisualShaderNodeTexture() Instance
- type ID
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
- func (self Instance) AsVisualShaderNodeTexture() Instance
- func (self Instance) ID() ID
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetSource(value Source)
- func (self Instance) SetTexture(value Texture2D.Instance)
- func (self Instance) SetTextureType(value TextureType)
- func (self Instance) Source() Source
- func (self Instance) Texture() Texture2D.Instance
- func (self Instance) TextureType() TextureType
- func (self Instance) Virtual(name string) reflect.Value
- type Source
- type TextureType
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
func (*Extension[T]) AsVisualShaderNode ¶
func (self *Extension[T]) AsVisualShaderNode() VisualShaderNode.Instance
func (*Extension[T]) AsVisualShaderNodeTexture ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.VisualShaderNodeTexture
Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsVisualShaderNode ¶
func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance
func (Instance) AsVisualShaderNodeTexture ¶
func (Instance) SetTexture ¶
func (Instance) SetTextureType ¶
func (self Instance) SetTextureType(value TextureType)
func (Instance) TextureType ¶
func (self Instance) TextureType() TextureType
type Source ¶
type Source int //gd:VisualShaderNodeTexture.Source
const ( /*Use the texture given as an argument for this function.*/ SourceTexture Source = 0 /*Use the current viewport's texture as the source.*/ SourceScreen Source = 1 /*Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite2D]).*/ Source2dTexture Source = 2 /*Use the texture from this shader's normal map built-in.*/ Source2dNormal Source = 3 /*Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).*/ SourceDepth Source = 4 /*Use the texture provided in the input port for this function.*/ SourcePort Source = 5 /*Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).*/ Source3dNormal Source = 6 /*Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).*/ SourceRoughness Source = 7 /*Represents the size of the [enum Source] enum.*/ SourceMax Source = 8 )
type TextureType ¶
type TextureType int //gd:VisualShaderNodeTexture.TextureType
const ( /*No hints are added to the uniform declaration.*/ TypeData TextureType = 0 /*Adds [code]source_color[/code] as hint to the uniform declaration for proper sRGB to linear conversion.*/ TypeColor TextureType = 1 /*Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.*/ TypeNormalMap TextureType = 2 /*Represents the size of the [enum TextureType] enum.*/ TypeMax TextureType = 3 )