VisualShaderNodeTextureParameter

package
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Published: Sep 18, 2025 License: MIT Imports: 26 Imported by: 0

Documentation

Overview

Performs a lookup operation on the texture provided as a uniform for the shader.

Index

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 Any

type Any interface {
	gd.IsClass
	AsVisualShaderNodeTextureParameter() Instance
}

type ColorDefault

type ColorDefault int //gd:VisualShaderNodeTextureParameter.ColorDefault
const (
	// Defaults to fully opaque white color.
	ColorDefaultWhite ColorDefault = 0
	// Defaults to fully opaque black color.
	ColorDefaultBlack ColorDefault = 1
	// Defaults to fully transparent black color.
	ColorDefaultTransparent ColorDefault = 2
	// Represents the size of the [ColorDefault] enum.
	ColorDefaultMax ColorDefault = 3
)

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

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]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsResource

func (self *Extension[T]) AsResource() Resource.Instance

func (*Extension[T]) AsVisualShaderNode

func (self *Extension[T]) AsVisualShaderNode() VisualShaderNode.Instance

func (*Extension[T]) AsVisualShaderNodeParameter

func (self *Extension[T]) AsVisualShaderNodeParameter() VisualShaderNodeParameter.Instance

func (*Extension[T]) AsVisualShaderNodeTextureParameter

func (self *Extension[T]) AsVisualShaderNodeTextureParameter() Instance

type ID

type ID Object.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.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) AsVisualShaderNode

func (self Instance) AsVisualShaderNode() VisualShaderNode.Instance

func (Instance) AsVisualShaderNodeParameter

func (self Instance) AsVisualShaderNodeParameter() VisualShaderNodeParameter.Instance

func (Instance) AsVisualShaderNodeTextureParameter

func (self Instance) AsVisualShaderNodeTextureParameter() Instance

func (Instance) ColorDefault

func (self Instance) ColorDefault() ColorDefault

func (Instance) ID

func (self Instance) ID() ID

func (Instance) SetColorDefault

func (self Instance) SetColorDefault(value ColorDefault)

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetTextureFilter

func (self Instance) SetTextureFilter(value TextureFilter)

func (Instance) SetTextureRepeat

func (self Instance) SetTextureRepeat(value TextureRepeat)

func (Instance) SetTextureSource

func (self Instance) SetTextureSource(value TextureSource)

func (Instance) SetTextureType

func (self Instance) SetTextureType(value TextureType)

func (Instance) TextureFilter

func (self Instance) TextureFilter() TextureFilter

func (Instance) TextureRepeat

func (self Instance) TextureRepeat() TextureRepeat

func (Instance) TextureSource

func (self Instance) TextureSource() TextureSource

func (Instance) TextureType

func (self Instance) TextureType() TextureType

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type TextureFilter

type TextureFilter int //gd:VisualShaderNodeTextureParameter.TextureFilter
const (
	// Sample the texture using the filter determined by the node this shader is attached to.
	FilterDefault TextureFilter = 0
	// The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).
	FilterNearest TextureFilter = 1
	// The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).
	FilterLinear TextureFilter = 2
	// The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if [ProjectSettings] "rendering/textures/default_filters/use_nearest_mipmap_filter" is true). This makes the texture look pixelated from up close, and smooth from a distance.
	//
	// Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
	//
	// [Camera2D]: https://pkg.go.dev/graphics.gd/classdb/Camera2D
	// [ProjectSettings]: https://pkg.go.dev/graphics.gd/classdb/ProjectSettings
	FilterNearestMipmap TextureFilter = 3
	// The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if [ProjectSettings] "rendering/textures/default_filters/use_nearest_mipmap_filter" is true). This makes the texture look smooth from up close, and smooth from a distance.
	//
	// Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.
	//
	// [Camera2D]: https://pkg.go.dev/graphics.gd/classdb/Camera2D
	// [ProjectSettings]: https://pkg.go.dev/graphics.gd/classdb/ProjectSettings
	FilterLinearMipmap TextureFilter = 4
	// The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if [ProjectSettings] "rendering/textures/default_filters/use_nearest_mipmap_filter" is true) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [ProjectSettings] "rendering/textures/default_filters/anisotropic_filtering_level".
	//
	// Note: This texture filter is rarely useful in 2D projects. [FilterNearestMipmap] is usually more appropriate in this case.
	//
	// [ProjectSettings]: https://pkg.go.dev/graphics.gd/classdb/ProjectSettings
	FilterNearestMipmapAnisotropic TextureFilter = 5
	// The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if [ProjectSettings] "rendering/textures/default_filters/use_nearest_mipmap_filter" is true) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [ProjectSettings] "rendering/textures/default_filters/anisotropic_filtering_level".
	//
	// Note: This texture filter is rarely useful in 2D projects. [FilterLinearMipmap] is usually more appropriate in this case.
	//
	// [ProjectSettings]: https://pkg.go.dev/graphics.gd/classdb/ProjectSettings
	FilterLinearMipmapAnisotropic TextureFilter = 6
	// Represents the size of the [TextureFilter] enum.
	FilterMax TextureFilter = 7
)

type TextureRepeat

type TextureRepeat int //gd:VisualShaderNodeTextureParameter.TextureRepeat
const (
	// Sample the texture using the repeat mode determined by the node this shader is attached to.
	RepeatDefault TextureRepeat = 0
	// Texture will repeat normally.
	RepeatEnabled TextureRepeat = 1
	// Texture will not repeat.
	RepeatDisabled TextureRepeat = 2
	// Represents the size of the [TextureRepeat] enum.
	RepeatMax TextureRepeat = 3
)

type TextureSource

type TextureSource int //gd:VisualShaderNodeTextureParameter.TextureSource
const (
	// The texture source is not specified in the shader.
	SourceNone TextureSource = 0
	// The texture source is the screen texture which captures all opaque objects drawn this frame.
	SourceScreen TextureSource = 1
	// The texture source is the depth texture from the depth prepass.
	SourceDepth TextureSource = 2
	// The texture source is the normal-roughness buffer from the depth prepass.
	SourceNormalRoughness TextureSource = 3
	// Represents the size of the [TextureSource] enum.
	SourceMax TextureSource = 4
)

type TextureType

type TextureType int //gd:VisualShaderNodeTextureParameter.TextureType
const (
	// No hints are added to the uniform declaration.
	TypeData TextureType = 0
	// Adds source_color as hint to the uniform declaration for proper sRGB to linear conversion.
	TypeColor TextureType = 1
	// Adds hint_normal as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
	TypeNormalMap TextureType = 2
	// Adds hint_anisotropy as hint to the uniform declaration to use for a flowmap.
	TypeAnisotropy TextureType = 3
	// Represents the size of the [TextureType] enum.
	TypeMax TextureType = 4
)

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