Documentation
¶
Overview ¶
Package VisualShaderNodeTextureParameter provides methods for working with VisualShaderNodeTextureParameter object instances.
Index ¶
- type Advanced
- type Any
- type ColorDefault
- 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) AsVisualShaderNodeParameter() VisualShaderNodeParameter.Instance
- func (self Instance) AsVisualShaderNodeTextureParameter() Instance
- func (self Instance) ColorDefault() gdclass.VisualShaderNodeTextureParameterColorDefault
- func (self Instance) SetColorDefault(value gdclass.VisualShaderNodeTextureParameterColorDefault)
- func (self Instance) SetTextureFilter(value gdclass.VisualShaderNodeTextureParameterTextureFilter)
- func (self Instance) SetTextureRepeat(value gdclass.VisualShaderNodeTextureParameterTextureRepeat)
- func (self Instance) SetTextureSource(value gdclass.VisualShaderNodeTextureParameterTextureSource)
- func (self Instance) SetTextureType(value gdclass.VisualShaderNodeTextureParameterTextureType)
- func (self Instance) TextureFilter() gdclass.VisualShaderNodeTextureParameterTextureFilter
- func (self Instance) TextureRepeat() gdclass.VisualShaderNodeTextureParameterTextureRepeat
- func (self Instance) TextureSource() gdclass.VisualShaderNodeTextureParameterTextureSource
- func (self Instance) TextureType() gdclass.VisualShaderNodeTextureParameterTextureType
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type TextureFilter
- type TextureRepeat
- type TextureSource
- type TextureType
Constants ¶
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Variables ¶
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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 ColorDefault ¶
type ColorDefault = gdclass.VisualShaderNodeTextureParameterColorDefault //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 [enum ColorDefault] enum.*/ ColorDefaultMax ColorDefault = 3 )
type Instance ¶
type Instance [1]gdclass.VisualShaderNodeTextureParameter
Performs a lookup operation on the texture provided as a uniform for the shader.
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) AsVisualShaderNodeParameter ¶
func (self Instance) AsVisualShaderNodeParameter() VisualShaderNodeParameter.Instance
func (Instance) AsVisualShaderNodeTextureParameter ¶
func (Instance) ColorDefault ¶
func (self Instance) ColorDefault() gdclass.VisualShaderNodeTextureParameterColorDefault
func (Instance) SetColorDefault ¶
func (self Instance) SetColorDefault(value gdclass.VisualShaderNodeTextureParameterColorDefault)
func (Instance) SetTextureFilter ¶
func (self Instance) SetTextureFilter(value gdclass.VisualShaderNodeTextureParameterTextureFilter)
func (Instance) SetTextureRepeat ¶
func (self Instance) SetTextureRepeat(value gdclass.VisualShaderNodeTextureParameterTextureRepeat)
func (Instance) SetTextureSource ¶
func (self Instance) SetTextureSource(value gdclass.VisualShaderNodeTextureParameterTextureSource)
func (Instance) SetTextureType ¶
func (self Instance) SetTextureType(value gdclass.VisualShaderNodeTextureParameterTextureType)
func (Instance) TextureFilter ¶
func (self Instance) TextureFilter() gdclass.VisualShaderNodeTextureParameterTextureFilter
func (Instance) TextureRepeat ¶
func (self Instance) TextureRepeat() gdclass.VisualShaderNodeTextureParameterTextureRepeat
func (Instance) TextureSource ¶
func (self Instance) TextureSource() gdclass.VisualShaderNodeTextureParameterTextureSource
func (Instance) TextureType ¶
func (self Instance) TextureType() gdclass.VisualShaderNodeTextureParameterTextureType
func (*Instance) UnsafePointer ¶
type TextureFilter ¶
type TextureFilter = gdclass.VisualShaderNodeTextureParameterTextureFilter //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 [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). 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.*/ FilterNearestMipmap TextureFilter = 3 /*The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). 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.*/ FilterLinearMipmap TextureFilter = 4 /*The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) 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 [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant FILTER_NEAREST_MIPMAP] is usually more appropriate in this case.*/ FilterNearestMipmapAnisotropic TextureFilter = 5 /*The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) 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 [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level]. [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant FILTER_LINEAR_MIPMAP] is usually more appropriate in this case.*/ FilterLinearMipmapAnisotropic TextureFilter = 6 /*Represents the size of the [enum TextureFilter] enum.*/ FilterMax TextureFilter = 7 )
type TextureRepeat ¶
type TextureRepeat = gdclass.VisualShaderNodeTextureParameterTextureRepeat //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 [enum TextureRepeat] enum.*/ RepeatMax TextureRepeat = 3 )
type TextureSource ¶
type TextureSource = gdclass.VisualShaderNodeTextureParameterTextureSource //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 [enum TextureSource] enum.*/ SourceMax TextureSource = 4 )
type TextureType ¶
type TextureType = gdclass.VisualShaderNodeTextureParameterTextureType //gd:VisualShaderNodeTextureParameter.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 /*Adds [code]hint_anisotropy[/code] as hint to the uniform declaration to use for a flowmap.*/ TypeAnisotropy TextureType = 3 /*Represents the size of the [enum TextureType] enum.*/ TypeMax TextureType = 4 )
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