class Gsk::GLShaderNode
- Gsk::GLShaderNode
- Gsk::RenderNode
- Reference
- Object
Overview
A render node using a GL shader when drawing its children nodes.
Defined in:
lib/gi-crystal/src/auto/gsk-4.0/gl_shader_node.crConstructors
-
.new(shader : Gsk::GLShader, bounds : Graphene::Rect, args : GLib::Bytes, children : Enumerable(Gsk::RenderNode)?) : self
Creates a
Gsk::RenderNode
that will render the given @shader into the area given by @bounds. -
.new
Initialize a new
GLShaderNode
.
Class Method Summary
-
.g_type : UInt64
Returns the type id (GType) registered in GLib type system.
Instance Method Summary
-
#args : GLib::Bytes
Gets args for the node.
-
#child(idx : UInt32) : Gsk::RenderNode
Gets one of the children.
-
#n_children : UInt32
Returns the number of children
-
#shader : Gsk::GLShader
Gets shader code for the node.
Instance methods inherited from class Gsk::RenderNode
bounds : Graphene::Rect
bounds,
draw(cr : Cairo::Context) : Nil
draw,
finalize
finalize,
node_type : Gsk::RenderNodeType
node_type,
serialize : GLib::Bytes
serialize,
to_unsafe : Pointer(Void)
to_unsafe,
write_to_file(filename : String) : Bool
write_to_file
Class methods inherited from class Gsk::RenderNode
deserialize(bytes : GLib::Bytes, error_func : Gsk::ParseErrorFunc?, user_data : Pointer(Void)?) : Gsk::RenderNode?
deserialize,
g_type : UInt64
g_type
Constructor Detail
Creates a Gsk::RenderNode
that will render the given @shader into the
area given by @bounds.
The @args is a block of data to use for uniform input, as per types and
offsets defined by the @shader. Normally this is generated by
Gsk::GLShader#format_args
or Gsk::ShaderArgsBuilder
.
See Gsk::GLShader
for details about how the shader should be written.
All the children will be rendered into textures (if they aren't already
Gsk::TextureNodes
, which will be used directly). These textures will be
sent as input to the shader.
If the renderer doesn't support GL shaders, or if there is any problem
when compiling the shader, then the node will draw pink. You should use
Gsk::GLShader#compile
to ensure the @shader will work for the
renderer before using it.