godot.gen.godot.ShaderMaterial.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
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// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import godot.core.StringName
import godot.core.TypeManager
import godot.core.VariantCaster.ANY
import godot.core.VariantParser.NIL
import godot.core.VariantParser.OBJECT
import godot.core.VariantParser.STRING_NAME
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Any
import kotlin.Int
import kotlin.Suppress
import kotlin.Unit
import kotlin.jvm.JvmName
/**
* A material that uses a custom [Shader] program to render visual items (canvas items, meshes,
* skies, fog), or to process particles. Compared to other materials, [ShaderMaterial] gives deeper
* control over the generated shader code. For more information, see the shaders documentation index
* below.
* Multiple [ShaderMaterial]s can use the same shader and configure different values for the shader
* uniforms.
* **Note:** For performance reasons, the [signal Resource.changed] signal is only emitted when the
* [Resource.resourceName] changes. Only in editor, it is also emitted for [shader] changes.
*/
@GodotBaseType
public open class ShaderMaterial : Material() {
/**
* The [Shader] program used to render this material.
*/
public final inline var shader: Shader?
@JvmName("shaderProperty")
get() = getShader()
@JvmName("shaderProperty")
set(`value`) {
setShader(value)
}
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_SHADERMATERIAL, scriptIndex)
}
public final fun setShader(shader: Shader?): Unit {
TransferContext.writeArguments(OBJECT to shader)
TransferContext.callMethod(rawPtr, MethodBindings.setShaderPtr, NIL)
}
public final fun getShader(): Shader? {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getShaderPtr, OBJECT)
return (TransferContext.readReturnValue(OBJECT) as Shader?)
}
/**
* Changes the value set for this material of a uniform in the shader.
* **Note:** [param] is case-sensitive and must match the name of the uniform in the code exactly
* (not the capitalized name in the inspector).
* **Note:** Changes to the shader uniform will be effective on all instances using this
* [ShaderMaterial]. To prevent this, use per-instance uniforms with
* [GeometryInstance3D.setInstanceShaderParameter] or duplicate the [ShaderMaterial] resource using
* [Resource.duplicate]. Per-instance uniforms allow for better shader reuse and are therefore
* faster, so they should be preferred over duplicating the [ShaderMaterial] when possible.
*/
public final fun setShaderParameter(`param`: StringName, `value`: Any?): Unit {
TransferContext.writeArguments(STRING_NAME to param, ANY to value)
TransferContext.callMethod(rawPtr, MethodBindings.setShaderParameterPtr, NIL)
}
/**
* Returns the current value set for this material of a uniform in the shader.
*/
public final fun getShaderParameter(`param`: StringName): Any? {
TransferContext.writeArguments(STRING_NAME to param)
TransferContext.callMethod(rawPtr, MethodBindings.getShaderParameterPtr, ANY)
return (TransferContext.readReturnValue(ANY) as Any?)
}
public companion object
internal object MethodBindings {
public val setShaderPtr: VoidPtr =
TypeManager.getMethodBindPtr("ShaderMaterial", "set_shader", 3341921675)
public val getShaderPtr: VoidPtr =
TypeManager.getMethodBindPtr("ShaderMaterial", "get_shader", 2078273437)
public val setShaderParameterPtr: VoidPtr =
TypeManager.getMethodBindPtr("ShaderMaterial", "set_shader_parameter", 3776071444)
public val getShaderParameterPtr: VoidPtr =
TypeManager.getMethodBindPtr("ShaderMaterial", "get_shader_parameter", 2760726917)
}
}