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-rw-r--r--doc/classes/GraphNode.xml2
-rw-r--r--doc/classes/SpatialMaterial.xml2
-rw-r--r--doc/classes/TileSet.xml2
-rw-r--r--doc/classes/Viewport.xml2
-rw-r--r--doc/classes/VisualShaderNode.xml1
-rw-r--r--doc/classes/VisualShaderNodeCubeMap.xml10
-rw-r--r--doc/classes/VisualShaderNodeCubeMapUniform.xml2
-rw-r--r--doc/classes/VisualShaderNodeDeterminant.xml2
-rw-r--r--doc/classes/VisualShaderNodeDotProduct.xml2
-rw-r--r--doc/classes/VisualShaderNodeExpression.xml5
-rw-r--r--doc/classes/VisualShaderNodeFaceForward.xml2
-rw-r--r--doc/classes/VisualShaderNodeFresnel.xml2
-rw-r--r--doc/classes/VisualShaderNodeGlobalExpression.xml5
-rw-r--r--doc/classes/VisualShaderNodeGroupBase.xml44
14 files changed, 56 insertions, 27 deletions
diff --git a/doc/classes/GraphNode.xml b/doc/classes/GraphNode.xml
index 30cf1d01bc..fe2d5d4d86 100644
--- a/doc/classes/GraphNode.xml
+++ b/doc/classes/GraphNode.xml
@@ -4,7 +4,7 @@
A GraphNode is a container with potentially several input and output slots allowing connections between GraphNodes. Slots can have different, incompatible types.
</brief_description>
<description>
- A GraphNode is a container. Each GraphNode can have several input and output slots, sometimes refered to as ports, allowing connections between GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node to it.
+ A GraphNode is a container. Each GraphNode can have several input and output slots, sometimes referred to as ports, allowing connections between GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node to it.
After adding at least one child to GraphNode new sections will be automatically created in the Inspector called 'Slot'. When 'Slot' is expanded you will see list with index number for each slot. You can click on each of them to expand further.
In the Inspector you can enable (show) or disable (hide) slots. By default all slots are disabled so you may not see any slots on your GraphNode initially. You can assign a type to each slot. Only slots of the same type will be able to connect to each other. You can also assign colors to slots. A tuple of input and output slots is defined for each GUI element included in the GraphNode. Input connections are on the left and output connections are on the right side of GraphNode. Only enabled slots are counted as connections.
</description>
diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml
index 500e89e19b..6eeb10b660 100644
--- a/doc/classes/SpatialMaterial.xml
+++ b/doc/classes/SpatialMaterial.xml
@@ -16,7 +16,7 @@
<argument index="0" name="feature" type="int" enum="SpatialMaterial.Feature">
</argument>
<description>
- Returns [code]true[/code], if the specifed [enum Feature] is enabled.
+ Returns [code]true[/code], if the specified [enum Feature] is enabled.
</description>
</method>
<method name="get_flag" qualifiers="const">
diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml
index c978f0a444..0c7a68339b 100644
--- a/doc/classes/TileSet.xml
+++ b/doc/classes/TileSet.xml
@@ -749,6 +749,8 @@
</constant>
<constant name="BIND_LEFT" value="8" enum="AutotileBindings">
</constant>
+ <constant name="BIND_CENTER" value="16" enum="AutotileBindings">
+ </constant>
<constant name="BIND_RIGHT" value="32" enum="AutotileBindings">
</constant>
<constant name="BIND_BOTTOMLEFT" value="64" enum="AutotileBindings">
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index 0b50e1b4b7..c9afc9b1bf 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -253,7 +253,7 @@
If [code]true[/code], the result after 3D rendering will not have a linear to sRGB color conversion applied. This is important when the viewport is used as a render target where the result is used as a texture on a 3D object rendered in another viewport. It is also important if the viewport is used to create data that is not color based (noise, heightmaps, pickmaps, etc.). Do not enable this when the viewport is used as a texture on a 2D object or if the viewport is your final output.
</member>
<member name="msaa" type="int" setter="set_msaa" getter="get_msaa" enum="Viewport.MSAA" default="0">
- The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targetting very high-end systems.
+ The multisample anti-aliasing mode. A higher number results in smoother edges at the cost of significantly worse performance. A value of 4 is best unless targeting very high-end systems.
</member>
<member name="own_world" type="bool" setter="set_use_own_world" getter="is_using_own_world" default="false">
If [code]true[/code], the viewport will use [World] defined in [code]world[/code] property.
diff --git a/doc/classes/VisualShaderNode.xml b/doc/classes/VisualShaderNode.xml
index 8bad6412d3..14176e009b 100644
--- a/doc/classes/VisualShaderNode.xml
+++ b/doc/classes/VisualShaderNode.xml
@@ -5,6 +5,7 @@
<description>
</description>
<tutorials>
+ <link>https://docs.godotengine.org/en/latest/tutorials/shading/visual_shaders.html</link>
</tutorials>
<methods>
<method name="get_default_input_values" qualifiers="const">
diff --git a/doc/classes/VisualShaderNodeCubeMap.xml b/doc/classes/VisualShaderNodeCubeMap.xml
index e90edd9420..fbc97b41a3 100644
--- a/doc/classes/VisualShaderNodeCubeMap.xml
+++ b/doc/classes/VisualShaderNodeCubeMap.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeCubeMap" inherits="VisualShaderNode" version="3.2">
<brief_description>
+ A [CubeMap] sampling node to be used within the visual shader graph.
</brief_description>
<description>
+ Translated to [code]texture(cubemap, vec3)[/code] in the shader language. Returns a color vector and alpha channel as scalar.
</description>
<tutorials>
</tutorials>
@@ -10,22 +12,30 @@
</methods>
<members>
<member name="cube_map" type="CubeMap" setter="set_cube_map" getter="get_cube_map">
+ The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as [member source].
</member>
<member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeCubeMap.Source" default="0">
+ Defines which source should be used for the sampling. See [enum Source] for options.
</member>
<member name="texture_type" type="int" setter="set_texture_type" getter="get_texture_type" enum="VisualShaderNodeCubeMap.TextureType" default="0">
+ Defines the type of data provided by the source texture. See [enum TextureType] for options.
</member>
</members>
<constants>
<constant name="SOURCE_TEXTURE" value="0" enum="Source">
+ Use the [CubeMap] set via [member cube_map]. If this is set to [member source], the [code]samplerCube[/code] port is ignored.
</constant>
<constant name="SOURCE_PORT" value="1" enum="Source">
+ Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] port. If this is set to [member source], the [member cube_map] texture is ignored.
</constant>
<constant name="TYPE_DATA" value="0" enum="TextureType">
+ No hints are added to the uniform declaration.
</constant>
<constant name="TYPE_COLOR" value="1" enum="TextureType">
+ Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper sRGB to linear conversion.
</constant>
<constant name="TYPE_NORMALMAP" value="2" enum="TextureType">
+ Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
</constant>
</constants>
</class>
diff --git a/doc/classes/VisualShaderNodeCubeMapUniform.xml b/doc/classes/VisualShaderNodeCubeMapUniform.xml
index 357385c2f5..0e17b6032d 100644
--- a/doc/classes/VisualShaderNodeCubeMapUniform.xml
+++ b/doc/classes/VisualShaderNodeCubeMapUniform.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeCubeMapUniform" inherits="VisualShaderNodeTextureUniform" version="3.2">
<brief_description>
+ A [CubeMap] uniform node to be used within the visual shader graph.
</brief_description>
<description>
+ Translated to [code]uniform samplerCube[/code] in the shader language. The output value can be used as port for [VisualShaderNodeCubeMap].
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VisualShaderNodeDeterminant.xml b/doc/classes/VisualShaderNodeDeterminant.xml
index d73d7a34eb..5acd08ebd9 100644
--- a/doc/classes/VisualShaderNodeDeterminant.xml
+++ b/doc/classes/VisualShaderNodeDeterminant.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeDeterminant" inherits="VisualShaderNode" version="3.2">
<brief_description>
+ Calculates the determinant of a [Transform] within the visual shader graph.
</brief_description>
<description>
+ Translates to [code]deteminant(x)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VisualShaderNodeDotProduct.xml b/doc/classes/VisualShaderNodeDotProduct.xml
index e0855c4d3f..ef5b5b9f7f 100644
--- a/doc/classes/VisualShaderNodeDotProduct.xml
+++ b/doc/classes/VisualShaderNodeDotProduct.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeDotProduct" inherits="VisualShaderNode" version="3.2">
<brief_description>
+ Calculates a dot product of two vectors within the visual shader graph.
</brief_description>
<description>
+ Translates to [code]dot(a, b)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VisualShaderNodeExpression.xml b/doc/classes/VisualShaderNodeExpression.xml
index 44ab5d136f..e1ba1f0b20 100644
--- a/doc/classes/VisualShaderNodeExpression.xml
+++ b/doc/classes/VisualShaderNodeExpression.xml
@@ -1,16 +1,19 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeExpression" inherits="VisualShaderNodeGroupBase" version="3.2">
<brief_description>
+ A custom visual shader graph expression written in Godot Shading Language.
</brief_description>
<description>
+ Custom Godot Shading Language expression, with a custom amount of input and output ports.
+ The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
- <member name="editable" type="bool" setter="set_editable" getter="is_editable" override="true" default="true" />
<member name="expression" type="String" setter="set_expression" getter="get_expression" default="&quot;&quot;">
+ An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants.
</member>
</members>
<constants>
diff --git a/doc/classes/VisualShaderNodeFaceForward.xml b/doc/classes/VisualShaderNodeFaceForward.xml
index 74143366cb..59eef17e24 100644
--- a/doc/classes/VisualShaderNodeFaceForward.xml
+++ b/doc/classes/VisualShaderNodeFaceForward.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeFaceForward" inherits="VisualShaderNode" version="3.2">
<brief_description>
+ Returns the vector that points in the same direction as a reference vector within the visual shader graph.
</brief_description>
<description>
+ Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. The function has three vector parameters: [code]N[/code], the vector to orient, [code]I[/code], the incident vector, and [code]Nref[/code], the reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] is smaller than zero the return value is [code]N[/code]. Otherwise [code]-N[/code] is returned.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VisualShaderNodeFresnel.xml b/doc/classes/VisualShaderNodeFresnel.xml
index 1906c23767..c0451d75cb 100644
--- a/doc/classes/VisualShaderNodeFresnel.xml
+++ b/doc/classes/VisualShaderNodeFresnel.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeFresnel" inherits="VisualShaderNode" version="3.2">
<brief_description>
+ A Fresnel effect to be used within the visual shader graph.
</brief_description>
<description>
+ Returns falloff based on the dot product of surface normal and view direction of camera (pass associated inputs to it).
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/VisualShaderNodeGlobalExpression.xml b/doc/classes/VisualShaderNodeGlobalExpression.xml
index d6d656b951..7245b121a0 100644
--- a/doc/classes/VisualShaderNodeGlobalExpression.xml
+++ b/doc/classes/VisualShaderNodeGlobalExpression.xml
@@ -1,16 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeGlobalExpression" inherits="VisualShaderNodeExpression" version="3.2">
<brief_description>
+ A custom global visual shader graph expression written in Godot Shading Language.
</brief_description>
<description>
+ Custom Godot Shader Language expression, which is placed on top of the generated shader. You can place various function definitions inside to call later in [VisualShaderNodeExpression]s (which are injected in the main shader functions). You can also declare varyings, uniforms and global constants.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
- <members>
- <member name="editable" type="bool" setter="set_editable" getter="is_editable" override="true" default="false" />
- </members>
<constants>
</constants>
</class>
diff --git a/doc/classes/VisualShaderNodeGroupBase.xml b/doc/classes/VisualShaderNodeGroupBase.xml
index fc0c71ef2a..b20e8fe4ea 100644
--- a/doc/classes/VisualShaderNodeGroupBase.xml
+++ b/doc/classes/VisualShaderNodeGroupBase.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeGroupBase" inherits="VisualShaderNode" version="3.2">
<brief_description>
+ Base class for a family of nodes with variable amount of input and output ports within the visual shader graph.
</brief_description>
<description>
+ Currently, has no direct usage, use the derived classes instead.
</description>
<tutorials>
</tutorials>
@@ -17,6 +19,7 @@
<argument index="2" name="name" type="String">
</argument>
<description>
+ Adds an input port with the specified [code]type[/code] (see [enum VisualShaderNode.PortType]) and [code]name[/code].
</description>
</method>
<method name="add_output_port">
@@ -29,62 +32,63 @@
<argument index="2" name="name" type="String">
</argument>
<description>
+ Adds an output port with the specified [code]type[/code] (see [enum VisualShaderNode.PortType]) and [code]name[/code].
</description>
</method>
<method name="clear_input_ports">
<return type="void">
</return>
<description>
+ Removes all previously specified input ports.
</description>
</method>
<method name="clear_output_ports">
<return type="void">
</return>
<description>
- </description>
- </method>
- <method name="get_control">
- <return type="Control">
- </return>
- <argument index="0" name="index" type="int">
- </argument>
- <description>
+ Removes all previously specified output ports.
</description>
</method>
<method name="get_free_input_port_id" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns a free input port ID which can be used in [method add_input_port].
</description>
</method>
<method name="get_free_output_port_id" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns a free output port ID which can be used in [method add_output_port].
</description>
</method>
<method name="get_input_port_count" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the number of input ports in use. Alternative for [method get_free_input_port_id].
</description>
</method>
<method name="get_inputs" qualifiers="const">
<return type="String">
</return>
<description>
+ Returns a [String] description of the input ports as as colon-separated list using the format [code]id,type,name;[/code] (see [method add_input_port]).
</description>
</method>
<method name="get_output_port_count" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the number of output ports in use. Alternative for [method get_free_output_port_id].
</description>
</method>
<method name="get_outputs" qualifiers="const">
<return type="String">
</return>
<description>
+ Returns a [String] description of the output ports as as colon-separated list using the format [code]id,type,name;[/code] (see [method add_output_port]).
</description>
</method>
<method name="has_input_port" qualifiers="const">
@@ -93,6 +97,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
+ Returns [code]true[/code] if the specified input port exists.
</description>
</method>
<method name="has_output_port" qualifiers="const">
@@ -101,6 +106,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
+ Returns [code]true[/code] if the specified output port exists.
</description>
</method>
<method name="is_valid_port_name" qualifiers="const">
@@ -109,6 +115,7 @@
<argument index="0" name="name" type="String">
</argument>
<description>
+ Returns [code]true[/code] if the specified port name does not override an existed port name and is valid within the shader.
</description>
</method>
<method name="remove_input_port">
@@ -117,6 +124,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
+ Removes the specified input port.
</description>
</method>
<method name="remove_output_port">
@@ -125,16 +133,7 @@
<argument index="0" name="id" type="int">
</argument>
<description>
- </description>
- </method>
- <method name="set_control">
- <return type="void">
- </return>
- <argument index="0" name="control" type="Control">
- </argument>
- <argument index="1" name="index" type="int">
- </argument>
- <description>
+ Removes the specified output port.
</description>
</method>
<method name="set_input_port_name">
@@ -145,6 +144,7 @@
<argument index="1" name="name" type="String">
</argument>
<description>
+ Renames the specified input port.
</description>
</method>
<method name="set_input_port_type">
@@ -155,6 +155,7 @@
<argument index="1" name="type" type="int">
</argument>
<description>
+ Sets the specified input port's type (see [enum VisualShaderNode.PortType]).
</description>
</method>
<method name="set_inputs">
@@ -163,6 +164,7 @@
<argument index="0" name="inputs" type="String">
</argument>
<description>
+ Defines all input ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_input_port]).
</description>
</method>
<method name="set_output_port_name">
@@ -173,6 +175,7 @@
<argument index="1" name="name" type="String">
</argument>
<description>
+ Renames the specified output port.
</description>
</method>
<method name="set_output_port_type">
@@ -183,6 +186,7 @@
<argument index="1" name="type" type="int">
</argument>
<description>
+ Sets the specified output port's type (see [enum VisualShaderNode.PortType]).
</description>
</method>
<method name="set_outputs">
@@ -191,13 +195,13 @@
<argument index="0" name="outputs" type="String">
</argument>
<description>
+ Defines all output ports using a [String] formatted as a colon-separated list: [code]id,type,name;[/code] (see [method add_output_port]).
</description>
</method>
</methods>
<members>
- <member name="editable" type="bool" setter="set_editable" getter="is_editable" default="false">
- </member>
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2( 0, 0 )">
+ The size of the node in the visual shader graph.
</member>
</members>
<constants>