1 /**
2 Performs a texture lookup within the visual shader graph.
3 
4 Copyright:
5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.  
6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)  
7 Copyright (c) 2017-2018 Godot-D contributors  
8 
9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License)
10 
11 
12 */
13 module godot.visualshadernodetexture;
14 import std.meta : AliasSeq, staticIndexOf;
15 import std.traits : Unqual;
16 import godot.d.traits;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.globalenums;
22 import godot.object;
23 import godot.classdb;
24 import godot.visualshadernode;
25 import godot.resource;
26 import godot.reference;
27 import godot.texture;
28 /**
29 Performs a texture lookup within the visual shader graph.
30 
31 Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
32 */
33 @GodotBaseClass struct VisualShaderNodeTexture
34 {
35 	package(godot) enum string _GODOT_internal_name = "VisualShaderNodeTexture";
36 public:
37 @nogc nothrow:
38 	union { /** */ godot_object _godot_object; /** */ VisualShaderNode _GODOT_base; }
39 	alias _GODOT_base this;
40 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
41 	package(godot) __gshared bool _classBindingInitialized = false;
42 	package(godot) static struct GDNativeClassBinding
43 	{
44 		__gshared:
45 		@GodotName("get_source") GodotMethod!(VisualShaderNodeTexture.Source) getSource;
46 		@GodotName("get_texture") GodotMethod!(Texture) getTexture;
47 		@GodotName("get_texture_type") GodotMethod!(VisualShaderNodeTexture.TextureType) getTextureType;
48 		@GodotName("set_source") GodotMethod!(void, long) setSource;
49 		@GodotName("set_texture") GodotMethod!(void, Texture) setTexture;
50 		@GodotName("set_texture_type") GodotMethod!(void, long) setTextureType;
51 	}
52 	/// 
53 	pragma(inline, true) bool opEquals(in VisualShaderNodeTexture other) const
54 	{ return _godot_object.ptr is other._godot_object.ptr; }
55 	/// 
56 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
57 	{ _godot_object.ptr = n; return null; }
58 	/// 
59 	pragma(inline, true) bool opEquals(typeof(null) n) const
60 	{ return _godot_object.ptr is n; }
61 	/// 
62 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
63 	mixin baseCasts;
64 	/// Construct a new instance of VisualShaderNodeTexture.
65 	/// Note: use `memnew!VisualShaderNodeTexture` instead.
66 	static VisualShaderNodeTexture _new()
67 	{
68 		static godot_class_constructor constructor;
69 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("VisualShaderNodeTexture");
70 		if(constructor is null) return typeof(this).init;
71 		return cast(VisualShaderNodeTexture)(constructor());
72 	}
73 	@disable new(size_t s);
74 	/// 
75 	enum TextureType : int
76 	{
77 		/**
78 		No hints are added to the uniform declaration.
79 		*/
80 		typeData = 0,
81 		/**
82 		Adds `hint_albedo` as hint to the uniform declaration for proper sRGB to linear conversion.
83 		*/
84 		typeColor = 1,
85 		/**
86 		Adds `hint_normal` as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
87 		*/
88 		typeNormalmap = 2,
89 	}
90 	/// 
91 	enum Source : int
92 	{
93 		/**
94 		Use the texture given as an argument for this function.
95 		*/
96 		sourceTexture = 0,
97 		/**
98 		Use the current viewport's texture as the source.
99 		*/
100 		sourceScreen = 1,
101 		/**
102 		Use the texture from this shader's texture built-in (e.g. a texture of a $(D Sprite)).
103 		*/
104 		source2dTexture = 2,
105 		/**
106 		Use the texture from this shader's normal map built-in.
107 		*/
108 		source2dNormal = 3,
109 		/**
110 		Use the depth texture available for this shader.
111 		*/
112 		sourceDepth = 4,
113 		/**
114 		Use the texture provided in the input port for this function.
115 		*/
116 		sourcePort = 5,
117 	}
118 	/// 
119 	enum Constants : int
120 	{
121 		sourceTexture = 0,
122 		typeData = 0,
123 		typeColor = 1,
124 		sourceScreen = 1,
125 		typeNormalmap = 2,
126 		source2dTexture = 2,
127 		source2dNormal = 3,
128 		sourceDepth = 4,
129 		sourcePort = 5,
130 	}
131 	/**
132 	
133 	*/
134 	VisualShaderNodeTexture.Source getSource() const
135 	{
136 		checkClassBinding!(typeof(this))();
137 		return ptrcall!(VisualShaderNodeTexture.Source)(GDNativeClassBinding.getSource, _godot_object);
138 	}
139 	/**
140 	
141 	*/
142 	Ref!Texture getTexture() const
143 	{
144 		checkClassBinding!(typeof(this))();
145 		return ptrcall!(Texture)(GDNativeClassBinding.getTexture, _godot_object);
146 	}
147 	/**
148 	
149 	*/
150 	VisualShaderNodeTexture.TextureType getTextureType() const
151 	{
152 		checkClassBinding!(typeof(this))();
153 		return ptrcall!(VisualShaderNodeTexture.TextureType)(GDNativeClassBinding.getTextureType, _godot_object);
154 	}
155 	/**
156 	
157 	*/
158 	void setSource(in long value)
159 	{
160 		checkClassBinding!(typeof(this))();
161 		ptrcall!(void)(GDNativeClassBinding.setSource, _godot_object, value);
162 	}
163 	/**
164 	
165 	*/
166 	void setTexture(Texture value)
167 	{
168 		checkClassBinding!(typeof(this))();
169 		ptrcall!(void)(GDNativeClassBinding.setTexture, _godot_object, value);
170 	}
171 	/**
172 	
173 	*/
174 	void setTextureType(in long value)
175 	{
176 		checkClassBinding!(typeof(this))();
177 		ptrcall!(void)(GDNativeClassBinding.setTextureType, _godot_object, value);
178 	}
179 	/**
180 	Determines the source for the lookup. See $(D source) for options.
181 	*/
182 	@property VisualShaderNodeTexture.Source source()
183 	{
184 		return getSource();
185 	}
186 	/// ditto
187 	@property void source(long v)
188 	{
189 		setSource(v);
190 	}
191 	/**
192 	The source texture, if needed for the selected $(D source).
193 	*/
194 	@property Texture texture()
195 	{
196 		return getTexture();
197 	}
198 	/// ditto
199 	@property void texture(Texture v)
200 	{
201 		setTexture(v);
202 	}
203 	/**
204 	Specifies the type of the texture if $(D source) is set to $(D constant SOURCE_TEXTURE). See $(D texturetype) for options.
205 	*/
206 	@property VisualShaderNodeTexture.TextureType textureType()
207 	{
208 		return getTextureType();
209 	}
210 	/// ditto
211 	@property void textureType(long v)
212 	{
213 		setTextureType(v);
214 	}
215 }