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godot-docs-l10n/classes/zh_Hant/class_rdshadersource.rst

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.. _class_RDShaderSource:
RDShaderSource
==============
**繼承:** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
著色器原始程式碼(由 :ref:`RenderingDevice<class_RenderingDevice>` 使用)。
.. rst-class:: classref-introduction-group
說明
----
文字形式的著色器原始程式碼。
另見 :ref:`RDShaderFile<class_RDShaderFile>`\ 。\ **RDShaderSource** 應該僅用於 :ref:`RenderingDevice<class_RenderingDevice>` API。不應將其與 Godot 自己的 :ref:`Shader<class_Shader>` 資源Godot 的各種節點會使用後者來進行高階著色器程式設計。
.. rst-class:: classref-reftable-group
屬性
----
.. table::
:widths: auto
+------------------------------------------------------------+---------------------------------------------------------------------------------------------------+--------+
| :ref:`ShaderLanguage<enum_RenderingDevice_ShaderLanguage>` | :ref:`language<class_RDShaderSource_property_language>` | ``0`` |
+------------------------------------------------------------+---------------------------------------------------------------------------------------------------+--------+
| :ref:`String<class_String>` | :ref:`source_compute<class_RDShaderSource_property_source_compute>` | ``""`` |
+------------------------------------------------------------+---------------------------------------------------------------------------------------------------+--------+
| :ref:`String<class_String>` | :ref:`source_fragment<class_RDShaderSource_property_source_fragment>` | ``""`` |
+------------------------------------------------------------+---------------------------------------------------------------------------------------------------+--------+
| :ref:`String<class_String>` | :ref:`source_tesselation_control<class_RDShaderSource_property_source_tesselation_control>` | ``""`` |
+------------------------------------------------------------+---------------------------------------------------------------------------------------------------+--------+
| :ref:`String<class_String>` | :ref:`source_tesselation_evaluation<class_RDShaderSource_property_source_tesselation_evaluation>` | ``""`` |
+------------------------------------------------------------+---------------------------------------------------------------------------------------------------+--------+
| :ref:`String<class_String>` | :ref:`source_vertex<class_RDShaderSource_property_source_vertex>` | ``""`` |
+------------------------------------------------------------+---------------------------------------------------------------------------------------------------+--------+
.. rst-class:: classref-reftable-group
方法
----
.. table::
:widths: auto
+-----------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_stage_source<class_RDShaderSource_method_get_stage_source>`\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`\ ) |const| |
+-----------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_stage_source<class_RDShaderSource_method_set_stage_source>`\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`, source\: :ref:`String<class_String>`\ ) |
+-----------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
屬性說明
--------
.. _class_RDShaderSource_property_language:
.. rst-class:: classref-property
:ref:`ShaderLanguage<enum_RenderingDevice_ShaderLanguage>` **language** = ``0`` :ref:`🔗<class_RDShaderSource_property_language>`
.. rst-class:: classref-property-setget
- |void| **set_language**\ (\ value\: :ref:`ShaderLanguage<enum_RenderingDevice_ShaderLanguage>`\ )
- :ref:`ShaderLanguage<enum_RenderingDevice_ShaderLanguage>` **get_language**\ (\ )
著色器的編寫語言。
.. rst-class:: classref-item-separator
----
.. _class_RDShaderSource_property_source_compute:
.. rst-class:: classref-property
:ref:`String<class_String>` **source_compute** = ``""`` :ref:`🔗<class_RDShaderSource_property_source_compute>`
.. rst-class:: classref-property-setget
- |void| **set_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`, source\: :ref:`String<class_String>`\ )
- :ref:`String<class_String>` **get_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`\ ) |const|
著色器計算階段的原始程式碼。
.. rst-class:: classref-item-separator
----
.. _class_RDShaderSource_property_source_fragment:
.. rst-class:: classref-property
:ref:`String<class_String>` **source_fragment** = ``""`` :ref:`🔗<class_RDShaderSource_property_source_fragment>`
.. rst-class:: classref-property-setget
- |void| **set_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`, source\: :ref:`String<class_String>`\ )
- :ref:`String<class_String>` **get_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`\ ) |const|
著色器片段階段的原始程式碼。
.. rst-class:: classref-item-separator
----
.. _class_RDShaderSource_property_source_tesselation_control:
.. rst-class:: classref-property
:ref:`String<class_String>` **source_tesselation_control** = ``""`` :ref:`🔗<class_RDShaderSource_property_source_tesselation_control>`
.. rst-class:: classref-property-setget
- |void| **set_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`, source\: :ref:`String<class_String>`\ )
- :ref:`String<class_String>` **get_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`\ ) |const|
著色器曲面細分控制階段的原始程式碼。
.. rst-class:: classref-item-separator
----
.. _class_RDShaderSource_property_source_tesselation_evaluation:
.. rst-class:: classref-property
:ref:`String<class_String>` **source_tesselation_evaluation** = ``""`` :ref:`🔗<class_RDShaderSource_property_source_tesselation_evaluation>`
.. rst-class:: classref-property-setget
- |void| **set_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`, source\: :ref:`String<class_String>`\ )
- :ref:`String<class_String>` **get_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`\ ) |const|
著色器曲面細分求值階段的原始程式碼。
.. rst-class:: classref-item-separator
----
.. _class_RDShaderSource_property_source_vertex:
.. rst-class:: classref-property
:ref:`String<class_String>` **source_vertex** = ``""`` :ref:`🔗<class_RDShaderSource_property_source_vertex>`
.. rst-class:: classref-property-setget
- |void| **set_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`, source\: :ref:`String<class_String>`\ )
- :ref:`String<class_String>` **get_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`\ ) |const|
著色器頂點階段的原始程式碼。
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
方法說明
--------
.. _class_RDShaderSource_method_get_stage_source:
.. rst-class:: classref-method
:ref:`String<class_String>` **get_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`\ ) |const| :ref:`🔗<class_RDShaderSource_method_get_stage_source>`
返回指定著色器階段 ``stage`` 的原始程式碼。等價於獲取 :ref:`source_compute<class_RDShaderSource_property_source_compute>`\ 、\ :ref:`source_fragment<class_RDShaderSource_property_source_fragment>`\ 、\ :ref:`source_tesselation_control<class_RDShaderSource_property_source_tesselation_control>`\ 、\ :ref:`source_tesselation_evaluation<class_RDShaderSource_property_source_tesselation_evaluation>`:ref:`source_vertex<class_RDShaderSource_property_source_vertex>`\ 。
.. rst-class:: classref-item-separator
----
.. _class_RDShaderSource_method_set_stage_source:
.. rst-class:: classref-method
|void| **set_stage_source**\ (\ stage\: :ref:`ShaderStage<enum_RenderingDevice_ShaderStage>`, source\: :ref:`String<class_String>`\ ) :ref:`🔗<class_RDShaderSource_method_set_stage_source>`
Sets ``source`` code for the specified shader ``stage``. Equivalent to setting one of :ref:`source_compute<class_RDShaderSource_property_source_compute>`, :ref:`source_fragment<class_RDShaderSource_property_source_fragment>`, :ref:`source_tesselation_control<class_RDShaderSource_property_source_tesselation_control>`, :ref:`source_tesselation_evaluation<class_RDShaderSource_property_source_tesselation_evaluation>` or :ref:`source_vertex<class_RDShaderSource_property_source_vertex>`.
\ **Note:** If you set the compute shader source code using this method directly, remember to remove the Godot-specific hint ``#[compute]``.
.. |virtual| replace:: :abbr:`virtual (本方法通常需要使用者覆寫才能生效。)`
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
.. |const| replace:: :abbr:`const (本方法沒有副作用。不會修改該實例的任何成員變數。)`
.. |vararg| replace:: :abbr:`vararg (本方法除了這裡描述的參數外,還可以接受任意數量的參數。)`
.. |constructor| replace:: :abbr:`constructor (本方法用於建構一個型別。)`
.. |static| replace:: :abbr:`static (本方法無需實例即可呼叫,因此可以直接使用類別名稱呼叫。)`
.. |operator| replace:: :abbr:`operator (本方法描述將本型別作為左運算元時可用的有效運算子。)`
.. |bitfield| replace:: :abbr:`BitField (此值是由下列旗標組成的位元遮罩整數。)`
.. |void| replace:: :abbr:`void (無回傳值。)`