Rename shader parameter uniform setter/getter methods for consistency

`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
This commit is contained in:
Hugo Locurcio 2022-04-03 19:09:09 +02:00
parent 80193260ff
commit db22b7ded0
No known key found for this signature in database
GPG Key ID: 39E8F8BE30B0A49C
47 changed files with 211 additions and 211 deletions

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@ -9,7 +9,7 @@
<tutorials>
</tutorials>
<methods>
<method name="get_shader_instance_uniform" qualifiers="const">
<method name="get_instance_shader_uniform" qualifiers="const">
<return type="Variant" />
<argument index="0" name="uniform" type="StringName" />
<description>
@ -22,7 +22,7 @@
Overrides the bounding box of this node with a custom one. To remove it, set an [AABB] with all fields set to zero.
</description>
</method>
<method name="set_shader_instance_uniform">
<method name="set_instance_shader_uniform">
<return type="void" />
<argument index="0" name="uniform" type="StringName" />
<argument index="1" name="value" type="Variant" />

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@ -1391,21 +1391,21 @@
Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method.
</description>
</method>
<method name="instance_geometry_get_shader_parameter" qualifiers="const">
<method name="instance_geometry_get_shader_uniform" qualifiers="const">
<return type="Variant" />
<argument index="0" name="instance" type="RID" />
<argument index="1" name="parameter" type="StringName" />
<description>
</description>
</method>
<method name="instance_geometry_get_shader_parameter_default_value" qualifiers="const">
<method name="instance_geometry_get_shader_uniform_default_value" qualifiers="const">
<return type="Variant" />
<argument index="0" name="instance" type="RID" />
<argument index="1" name="parameter" type="StringName" />
<description>
</description>
</method>
<method name="instance_geometry_get_shader_parameter_list" qualifiers="const">
<method name="instance_geometry_get_shader_uniform_list" qualifiers="const">
<return type="Array" />
<argument index="0" name="instance" type="RID" />
<description>
@ -1460,7 +1460,7 @@
Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to [member GeometryInstance3D.material_override].
</description>
</method>
<method name="instance_geometry_set_shader_parameter">
<method name="instance_geometry_set_shader_uniform">
<return type="void" />
<argument index="0" name="instance" type="RID" />
<argument index="1" name="parameter" type="StringName" />
@ -2741,7 +2741,7 @@
<description>
</description>
</method>
<method name="shader_get_param_list" qualifiers="const">
<method name="shader_get_shader_uniform_list" qualifiers="const">
<return type="Dictionary[]" />
<argument index="0" name="shader" type="RID" />
<description>

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@ -26,7 +26,7 @@
Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], [constant MODE_SPATIAL] or [constant MODE_PARTICLES].
</description>
</method>
<method name="has_param" qualifiers="const">
<method name="has_uniform" qualifiers="const">
<return type="bool" />
<argument index="0" name="name" type="StringName" />
<description>

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@ -10,7 +10,7 @@
<link title="Shaders documentation index">$DOCS_URL/tutorials/shaders/index.html</link>
</tutorials>
<methods>
<method name="get_shader_param" qualifiers="const">
<method name="get_shader_uniform" qualifiers="const">
<return type="Variant" />
<argument index="0" name="param" type="StringName" />
<description>
@ -31,7 +31,7 @@
Returns the default value of the material property with given [code]name[/code].
</description>
</method>
<method name="set_shader_param">
<method name="set_shader_uniform">
<return type="void" />
<argument index="0" name="param" type="StringName" />
<argument index="1" name="value" type="Variant" />

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@ -2522,11 +2522,11 @@ String MaterialStorage::shader_get_code(RID p_shader) const {
return shader->code;
}
void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
void MaterialStorage::shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
GLES3::Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND(!shader);
if (shader->data) {
return shader->data->get_param_list(p_param_list);
return shader->data->get_shader_uniform_list(p_param_list);
}
}
@ -2758,14 +2758,14 @@ bool MaterialStorage::material_casts_shadows(RID p_material) {
return true; //by default everything casts shadows
}
void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
void MaterialStorage::material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) {
GLES3::Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
if (material->shader && material->shader->data) {
material->shader->data->get_instance_param_list(r_parameters);
if (material->next_pass.is_valid()) {
material_get_instance_shader_parameters(material->next_pass, r_parameters);
material_get_instance_shader_uniforms(material->next_pass, r_parameters);
}
}
}
@ -2873,7 +2873,7 @@ void CanvasShaderData::set_default_texture_param(const StringName &p_name, RID p
}
}
void CanvasShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
void CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
@ -3110,7 +3110,7 @@ void SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_te
}
}
void SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
void SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
RBMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
@ -3435,7 +3435,7 @@ void SceneShaderData::set_default_texture_param(const StringName &p_name, RID p_
}
}
void SceneShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
void SceneShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
RBMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {

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@ -54,7 +54,7 @@ namespace GLES3 {
struct ShaderData {
virtual void set_code(const String &p_Code) = 0;
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
virtual bool is_param_texture(const StringName &p_param) const = 0;
@ -164,7 +164,7 @@ struct CanvasShaderData : public ShaderData {
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
@ -215,7 +215,7 @@ struct SkyShaderData : public ShaderData {
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
@ -335,7 +335,7 @@ struct SceneShaderData : public ShaderData {
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
@ -545,7 +545,7 @@ public:
virtual void shader_set_code(RID p_shader, const String &p_code) override;
virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
virtual String shader_get_code(RID p_shader) const override;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
virtual void shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
@ -576,7 +576,7 @@ public:
virtual bool material_is_animated(RID p_material) override;
virtual bool material_casts_shadows(RID p_material) override;
virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
virtual void material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) override;
virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;

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@ -1426,19 +1426,19 @@ void AnimationPlayerEditor::_prepare_onion_layers_2() {
// Render every past/future step with the capture shader.
RS::get_singleton()->canvas_item_set_material(onion.capture.canvas_item, onion.capture.material->get_rid());
onion.capture.material->set_shader_param("bkg_color", GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
onion.capture.material->set_shader_param("differences_only", onion.differences_only);
onion.capture.material->set_shader_param("present", onion.differences_only ? RS::get_singleton()->viewport_get_texture(present_rid) : RID());
onion.capture.material->set_shader_uniform("bkg_color", GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
onion.capture.material->set_shader_uniform("differences_only", onion.differences_only);
onion.capture.material->set_shader_uniform("present", onion.differences_only ? RS::get_singleton()->viewport_get_texture(present_rid) : RID());
int step_off_a = onion.past ? -onion.steps : 0;
int step_off_b = onion.future ? onion.steps : 0;
int cidx = 0;
onion.capture.material->set_shader_param("dir_color", onion.force_white_modulate ? Color(1, 1, 1) : Color(EDITOR_GET("editors/animation/onion_layers_past_color")));
onion.capture.material->set_shader_uniform("dir_color", onion.force_white_modulate ? Color(1, 1, 1) : Color(EDITOR_GET("editors/animation/onion_layers_past_color")));
for (int step_off = step_off_a; step_off <= step_off_b; step_off++) {
if (step_off == 0) {
// Skip present step and switch to the color of future.
if (!onion.force_white_modulate) {
onion.capture.material->set_shader_param("dir_color", EDITOR_GET("editors/animation/onion_layers_future_color"));
onion.capture.material->set_shader_uniform("dir_color", EDITOR_GET("editors/animation/onion_layers_future_color"));
}
continue;
}

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@ -340,17 +340,17 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
// Texture parameter has to be treated specially since StandardMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
smat->set_shader_param(E.name, texture);
smat->set_shader_uniform(E.name, texture);
} else {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
}
@ -386,17 +386,17 @@ Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_reso
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
// Texture parameter has to be treated specially since ORMMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
smat->set_shader_param(E.name, texture);
smat->set_shader_uniform(E.name, texture);
} else {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
}
@ -432,11 +432,11 @@ Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@ -471,11 +471,11 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@ -510,11 +510,11 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@ -549,11 +549,11 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@ -588,11 +588,11 @@ Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@ -627,11 +627,11 @@ Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resour
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());

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@ -6408,7 +6408,7 @@ void fragment() {
Ref<ShaderMaterial> rotate_mat = memnew(ShaderMaterial);
rotate_mat->set_render_priority(Material::RENDER_PRIORITY_MAX);
rotate_mat->set_shader(rotate_shader);
rotate_mat->set_shader_param("albedo", col);
rotate_mat->set_shader_uniform("albedo", col);
rotate_gizmo_color[i] = rotate_mat;
Array arrays = surftool->commit_to_arrays();
@ -6416,7 +6416,7 @@ void fragment() {
rotate_gizmo[i]->surface_set_material(0, rotate_mat);
Ref<ShaderMaterial> rotate_mat_hl = rotate_mat->duplicate();
rotate_mat_hl->set_shader_param("albedo", albedo);
rotate_mat_hl->set_shader_uniform("albedo", albedo);
rotate_gizmo_color_hl[i] = rotate_mat_hl;
if (i == 2) { // Rotation white outline
@ -6457,7 +6457,7 @@ void fragment() {
)");
border_mat->set_shader(border_shader);
border_mat->set_shader_param("albedo", Color(0.75, 0.75, 0.75, col.a / 3.0));
border_mat->set_shader_uniform("albedo", Color(0.75, 0.75, 0.75, col.a / 3.0));
rotate_gizmo[3] = Ref<ArrayMesh>(memnew(ArrayMesh));
rotate_gizmo[3]->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
@ -6710,8 +6710,8 @@ void Node3DEditor::_init_grid() {
fade_size = CLAMP(fade_size, min_fade_size, max_fade_size);
real_t grid_fade_size = (grid_size - primary_grid_steps) * fade_size;
grid_mat[c]->set_shader_param("grid_size", grid_fade_size);
grid_mat[c]->set_shader_param("orthogonal", orthogonal);
grid_mat[c]->set_shader_uniform("grid_size", grid_fade_size);
grid_mat[c]->set_shader_uniform("orthogonal", orthogonal);
// Cache these so we don't have to re-access memory.
Vector<Vector3> &ref_grid = grid_points[c];
@ -7559,9 +7559,9 @@ void Node3DEditor::_sun_direction_draw() {
sun_direction->draw_rect(Rect2(Vector2(), sun_direction->get_size()), Color(1, 1, 1, 1));
Vector3 z_axis = preview_sun->get_transform().basis.get_column(Vector3::AXIS_Z);
z_axis = get_editor_viewport(0)->camera->get_camera_transform().basis.xform_inv(z_axis);
sun_direction_material->set_shader_param("sun_direction", Vector3(z_axis.x, -z_axis.y, z_axis.z));
sun_direction_material->set_shader_uniform("sun_direction", Vector3(z_axis.x, -z_axis.y, z_axis.z));
Color color = sun_color->get_pick_color() * sun_energy->get_value();
sun_direction_material->set_shader_param("sun_color", Vector3(color.r, color.g, color.b));
sun_direction_material->set_shader_uniform("sun_color", Vector3(color.r, color.g, color.b));
}
void Node3DEditor::_preview_settings_changed() {
@ -8162,8 +8162,8 @@ void fragment() {
)");
sun_direction_material.instantiate();
sun_direction_material->set_shader(sun_direction_shader);
sun_direction_material->set_shader_param("sun_direction", Vector3(0, 0, 1));
sun_direction_material->set_shader_param("sun_color", Vector3(1, 1, 1));
sun_direction_material->set_shader_uniform("sun_direction", Vector3(0, 0, 1));
sun_direction_material->set_shader_uniform("sun_color", Vector3(1, 1, 1));
sun_direction->set_material(sun_direction_material);
HBoxContainer *sun_angle_hbox = memnew(HBoxContainer);

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@ -921,8 +921,8 @@ void fragment() {
)");
handle_material->set_shader(handle_shader);
Ref<Texture2D> handle = EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("EditorBoneHandle"), SNAME("EditorIcons"));
handle_material->set_shader_param("point_size", handle->get_width());
handle_material->set_shader_param("texture_albedo", handle);
handle_material->set_shader_uniform("point_size", handle->get_width());
handle_material->set_shader_uniform("texture_albedo", handle);
handles_mesh_instance = memnew(MeshInstance3D);
handles_mesh_instance->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);

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@ -57,8 +57,8 @@ void Texture3DEditor::_texture_changed() {
}
void Texture3DEditor::_update_material() {
material->set_shader_param("layer", (layer->get_value() + 0.5) / texture->get_depth());
material->set_shader_param("tex", texture->get_rid());
material->set_shader_uniform("layer", (layer->get_value() + 0.5) / texture->get_depth());
material->set_shader_uniform("tex", texture->get_rid());
String format = Image::get_format_name(texture->get_format());

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@ -68,9 +68,9 @@ void TextureLayeredEditor::_texture_changed() {
}
void TextureLayeredEditor::_update_material() {
materials[0]->set_shader_param("layer", layer->get_value());
materials[2]->set_shader_param("layer", layer->get_value());
materials[texture->get_layered_type()]->set_shader_param("tex", texture->get_rid());
materials[0]->set_shader_uniform("layer", layer->get_value());
materials[2]->set_shader_uniform("layer", layer->get_value());
materials[texture->get_layered_type()]->set_shader_uniform("tex", texture->get_rid());
Vector3 v(1, 1, 1);
v.normalize();
@ -79,10 +79,10 @@ void TextureLayeredEditor::_update_material() {
b.rotate(Vector3(1, 0, 0), x_rot);
b.rotate(Vector3(0, 1, 0), y_rot);
materials[1]->set_shader_param("normal", v);
materials[1]->set_shader_param("rot", b);
materials[2]->set_shader_param("normal", v);
materials[2]->set_shader_param("rot", b);
materials[1]->set_shader_uniform("normal", v);
materials[1]->set_shader_uniform("rot", b);
materials[2]->set_shader_uniform("normal", v);
materials[2]->set_shader_uniform("rot", b);
String format = Image::get_format_name(texture->get_format());

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@ -6228,7 +6228,7 @@ void VisualShaderNodePortPreview::_shader_changed() {
}
if (src_mat && src_mat->get_shader().is_valid()) {
List<PropertyInfo> params;
src_mat->get_shader()->get_param_list(&params);
src_mat->get_shader()->get_shader_uniform_list(&params);
for (const PropertyInfo &E : params) {
material->set(E.name, src_mat->get(E.name));
}

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@ -172,7 +172,7 @@ PackedStringArray get_code_completion(CompletionKind p_kind, const String &p_scr
}
} break;
case CompletionKind::SHADER_PARAMS: {
print_verbose("Shared params completion for C# not implemented.");
print_verbose("Shader uniforms completion for C# is not implemented yet.");
} break;
case CompletionKind::SIGNALS: {
Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());

View File

@ -227,8 +227,8 @@ const StringName *GeometryInstance3D::_instance_uniform_get_remap(const StringNa
StringName *r = instance_uniform_property_remap.getptr(p_name);
if (!r) {
String s = p_name;
if (s.begins_with("shader_params/")) {
StringName name = s.replace("shader_params/", "");
if (s.begins_with("shader_uniforms/")) {
StringName name = s.replace("shader_uniforms/", "");
instance_uniform_property_remap[p_name] = name;
return instance_uniform_property_remap.getptr(p_name);
}
@ -242,7 +242,7 @@ const StringName *GeometryInstance3D::_instance_uniform_get_remap(const StringNa
bool GeometryInstance3D::_set(const StringName &p_name, const Variant &p_value) {
const StringName *r = _instance_uniform_get_remap(p_name);
if (r) {
set_shader_instance_uniform(*r, p_value);
set_instance_shader_uniform(*r, p_value);
return true;
}
#ifndef DISABLE_DEPRECATED
@ -262,7 +262,7 @@ bool GeometryInstance3D::_set(const StringName &p_name, const Variant &p_value)
bool GeometryInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
const StringName *r = _instance_uniform_get_remap(p_name);
if (r) {
r_ret = get_shader_instance_uniform(*r);
r_ret = get_instance_shader_uniform(*r);
return true;
}
@ -271,10 +271,10 @@ bool GeometryInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
void GeometryInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
List<PropertyInfo> pinfo;
RS::get_singleton()->instance_geometry_get_shader_parameter_list(get_instance(), &pinfo);
RS::get_singleton()->instance_geometry_get_shader_uniform_list(get_instance(), &pinfo);
for (PropertyInfo &pi : pinfo) {
bool has_def_value = false;
Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), pi.name);
Variant def_value = RS::get_singleton()->instance_geometry_get_shader_uniform_default_value(get_instance(), pi.name);
if (def_value.get_type() != Variant::NIL) {
has_def_value = true;
}
@ -284,7 +284,7 @@ void GeometryInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
pi.usage = PROPERTY_USAGE_EDITOR | (has_def_value ? PROPERTY_USAGE_CHECKABLE : PROPERTY_USAGE_NONE); //do not save if not changed
}
pi.name = "shader_params/" + pi.name;
pi.name = "shader_uniforms/" + pi.name;
p_list->push_back(pi);
}
}
@ -319,24 +319,24 @@ float GeometryInstance3D::get_lod_bias() const {
return lod_bias;
}
void GeometryInstance3D::set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value) {
void GeometryInstance3D::set_instance_shader_uniform(const StringName &p_uniform, const Variant &p_value) {
if (p_value.get_type() == Variant::NIL) {
Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), p_uniform);
RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, def_value);
Variant def_value = RS::get_singleton()->instance_geometry_get_shader_uniform_default_value(get_instance(), p_uniform);
RS::get_singleton()->instance_geometry_set_shader_uniform(get_instance(), p_uniform, def_value);
instance_uniforms.erase(p_value);
} else {
instance_uniforms[p_uniform] = p_value;
if (p_value.get_type() == Variant::OBJECT) {
RID tex_id = p_value;
RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, tex_id);
RS::get_singleton()->instance_geometry_set_shader_uniform(get_instance(), p_uniform, tex_id);
} else {
RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, p_value);
RS::get_singleton()->instance_geometry_set_shader_uniform(get_instance(), p_uniform, p_value);
}
}
}
Variant GeometryInstance3D::get_shader_instance_uniform(const StringName &p_uniform) const {
return RS::get_singleton()->instance_geometry_get_shader_parameter(get_instance(), p_uniform);
Variant GeometryInstance3D::get_instance_shader_uniform(const StringName &p_uniform) const {
return RS::get_singleton()->instance_geometry_get_shader_uniform(get_instance(), p_uniform);
}
void GeometryInstance3D::set_custom_aabb(AABB aabb) {
@ -434,8 +434,8 @@ void GeometryInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_visibility_range_fade_mode", "mode"), &GeometryInstance3D::set_visibility_range_fade_mode);
ClassDB::bind_method(D_METHOD("get_visibility_range_fade_mode"), &GeometryInstance3D::get_visibility_range_fade_mode);
ClassDB::bind_method(D_METHOD("set_shader_instance_uniform", "uniform", "value"), &GeometryInstance3D::set_shader_instance_uniform);
ClassDB::bind_method(D_METHOD("get_shader_instance_uniform", "uniform"), &GeometryInstance3D::get_shader_instance_uniform);
ClassDB::bind_method(D_METHOD("set_instance_shader_uniform", "uniform", "value"), &GeometryInstance3D::set_instance_shader_uniform);
ClassDB::bind_method(D_METHOD("get_instance_shader_uniform", "uniform"), &GeometryInstance3D::get_instance_shader_uniform);
ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance3D::set_extra_cull_margin);
ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance3D::get_extra_cull_margin);

View File

@ -178,8 +178,8 @@ public:
void set_lightmap_scale(LightmapScale p_scale);
LightmapScale get_lightmap_scale() const;
void set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value);
Variant get_shader_instance_uniform(const StringName &p_uniform) const;
void set_instance_shader_uniform(const StringName &p_uniform, const Variant &p_value);
Variant get_instance_shader_uniform(const StringName &p_uniform) const;
void set_custom_aabb(AABB aabb);

View File

@ -847,7 +847,7 @@ void ColorPicker::_hsv_draw(int p_which, Control *c) {
} else if (p_which == 2) {
c->draw_rect(Rect2(Point2(), c->get_size()), Color(1, 1, 1));
if (actual_shape == SHAPE_VHS_CIRCLE || actual_shape == SHAPE_OKHSL_CIRCLE) {
circle_mat->set_shader_param("v", v);
circle_mat->set_shader_uniform("v", v);
}
}
}

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@ -154,18 +154,18 @@ Material::~Material() {
bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
StringName pr = shader->remap_uniform(p_name);
if (!pr) {
String n = p_name;
if (n.find("param/") == 0) { //backwards compatibility
pr = n.substr(6, n.length());
}
if (n.find("shader_param/") == 0) { //backwards compatibility
pr = n.replace_first("shader_param/", "");
if (n.find("shader_uniform/") == 0) { //backwards compatibility
pr = n.replace_first("shader_uniform/", "");
}
}
if (pr) {
set_shader_param(pr, p_value);
set_shader_uniform(pr, p_value);
return true;
}
}
@ -175,14 +175,14 @@ bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) {
bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
StringName pr = shader->remap_uniform(p_name);
if (!pr) {
String n = p_name;
if (n.find("param/") == 0) { //backwards compatibility
pr = n.substr(6, n.length());
}
if (n.find("shader_param/") == 0) { //backwards compatibility
pr = n.replace_first("shader_param/", "");
if (n.find("shader_uniform/") == 0) { //backwards compatibility
pr = n.replace_first("shader_uniform/", "");
}
}
@ -203,7 +203,7 @@ bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const {
void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
if (!shader.is_null()) {
List<PropertyInfo> list;
shader->get_param_list(&list, true);
shader->get_shader_uniform_list(&list, true);
HashMap<String, HashMap<String, List<PropertyInfo>>> groups;
{
@ -299,7 +299,7 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
bool ShaderMaterial::property_can_revert(const String &p_name) {
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
StringName pr = shader->remap_uniform(p_name);
if (pr) {
Variant default_value = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
Variant current_value;
@ -313,7 +313,7 @@ bool ShaderMaterial::property_can_revert(const String &p_name) {
Variant ShaderMaterial::property_get_revert(const String &p_name) {
Variant r_ret;
if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name);
StringName pr = shader->remap_uniform(p_name);
if (pr) {
r_ret = RenderingServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
}
@ -349,7 +349,7 @@ Ref<Shader> ShaderMaterial::get_shader() const {
return shader;
}
void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &p_value) {
void ShaderMaterial::set_shader_uniform(const StringName &p_param, const Variant &p_value) {
if (p_value.get_type() == Variant::NIL) {
param_cache.erase(p_param);
RS::get_singleton()->material_set_param(_get_material(), p_param, Variant());
@ -369,7 +369,7 @@ void ShaderMaterial::set_shader_param(const StringName &p_param, const Variant &
}
}
Variant ShaderMaterial::get_shader_param(const StringName &p_param) const {
Variant ShaderMaterial::get_shader_uniform(const StringName &p_param) const {
if (param_cache.has(p_param)) {
return param_cache[p_param];
} else {
@ -384,8 +384,8 @@ void ShaderMaterial::_shader_changed() {
void ShaderMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_shader", "shader"), &ShaderMaterial::set_shader);
ClassDB::bind_method(D_METHOD("get_shader"), &ShaderMaterial::get_shader);
ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
ClassDB::bind_method(D_METHOD("set_shader_uniform", "param", "value"), &ShaderMaterial::set_shader_uniform);
ClassDB::bind_method(D_METHOD("get_shader_uniform", "param"), &ShaderMaterial::get_shader_uniform);
ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert);
ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert);
@ -394,12 +394,12 @@ void ShaderMaterial::_bind_methods() {
void ShaderMaterial::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
String f = p_function.operator String();
if ((f == "get_shader_param" || f == "set_shader_param") && p_idx == 0) {
if ((f == "get_shader_uniform" || f == "set_shader_uniform") && p_idx == 0) {
if (shader.is_valid()) {
List<PropertyInfo> pl;
shader->get_param_list(&pl);
shader->get_shader_uniform_list(&pl);
for (const PropertyInfo &E : pl) {
r_options->push_back(E.name.replace_first("shader_param/", "").quote());
r_options->push_back(E.name.replace_first("shader_uniform/", "").quote());
}
}
}

View File

@ -115,8 +115,8 @@ public:
void set_shader(const Ref<Shader> &p_shader);
Ref<Shader> get_shader() const;
void set_shader_param(const StringName &p_param, const Variant &p_value);
Variant get_shader_param(const StringName &p_param) const;
void set_shader_uniform(const StringName &p_param, const Variant &p_value);
Variant get_shader_uniform(const StringName &p_param) const;
virtual Shader::Mode get_shader_mode() const override;

View File

@ -103,11 +103,11 @@ String Shader::get_code() const {
return code;
}
void Shader::get_param_list(List<PropertyInfo> *p_params, bool p_get_groups) const {
void Shader::get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups) const {
_update_shader();
List<PropertyInfo> local;
RenderingServer::get_singleton()->shader_get_param_list(shader, &local);
RenderingServer::get_singleton()->shader_get_shader_uniform_list(shader, &local);
params_cache.clear();
params_cache_dirty = false;
@ -176,8 +176,8 @@ bool Shader::is_text_shader() const {
return true;
}
bool Shader::has_param(const StringName &p_param) const {
return params_cache.has("shader_param/" + p_param);
bool Shader::has_uniform(const StringName &p_param) const {
return params_cache.has("shader_uniform/" + p_param);
}
void Shader::_update_shader() const {
@ -192,7 +192,7 @@ void Shader::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture", "index"), &Shader::set_default_texture_param, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_default_texture_param", "param", "index"), &Shader::get_default_texture_param, DEFVAL(0));
ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);
ClassDB::bind_method(D_METHOD("has_uniform", "name"), &Shader::has_uniform);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_code", "get_code");

View File

@ -78,21 +78,21 @@ public:
void set_code(const String &p_code);
String get_code() const;
void get_param_list(List<PropertyInfo> *p_params, bool p_get_groups = false) const;
bool has_param(const StringName &p_param) const;
void get_shader_uniform_list(List<PropertyInfo> *p_params, bool p_get_groups = false) const;
bool has_uniform(const StringName &p_param) const;
void set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture, int p_index = 0);
Ref<Texture2D> get_default_texture_param(const StringName &p_param, int p_index = 0) const;
void set_default_texture_param(const StringName &p_uniform, const Ref<Texture2D> &p_texture, int p_index = 0);
Ref<Texture2D> get_default_texture_param(const StringName &p_uniform, int p_index = 0) const;
void get_default_texture_param_list(List<StringName> *r_textures) const;
virtual bool is_text_shader() const;
_FORCE_INLINE_ StringName remap_param(const StringName &p_param) const {
_FORCE_INLINE_ StringName remap_uniform(const StringName &p_uniform) const {
if (params_cache_dirty) {
get_param_list(nullptr);
get_shader_uniform_list(nullptr);
}
const HashMap<StringName, StringName>::Iterator E = params_cache.find(p_param);
const HashMap<StringName, StringName>::Iterator E = params_cache.find(p_uniform);
if (E) {
return E->value;
}

View File

@ -66,7 +66,7 @@ public:
virtual void shader_set_path_hint(RID p_shader, const String &p_code) override {}
virtual String shader_get_code(RID p_shader) const override { return ""; }
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override {}
virtual void shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const override {}
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override {}
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override { return RID(); }
@ -89,7 +89,7 @@ public:
virtual bool material_is_animated(RID p_material) override { return false; }
virtual bool material_casts_shadows(RID p_material) override { return false; }
virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
virtual void material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {}
};

View File

@ -117,8 +117,8 @@ void RenderGeometryInstanceBase::set_use_dynamic_gi(bool p_enable) {
_mark_dirty();
}
void RenderGeometryInstanceBase::set_instance_shader_parameters_offset(int32_t p_offset) {
shader_parameters_offset = p_offset;
void RenderGeometryInstanceBase::set_instance_shader_uniforms_offset(int32_t p_offset) {
shader_uniforms_offset = p_offset;
_mark_dirty();
}

View File

@ -59,7 +59,7 @@ public:
virtual void set_use_dynamic_gi(bool p_enable) = 0;
virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) = 0;
virtual void set_lightmap_capture(const Color *p_sh9) = 0;
virtual void set_instance_shader_parameters_offset(int32_t p_offset) = 0;
virtual void set_instance_shader_uniforms_offset(int32_t p_offset) = 0;
virtual void set_cast_double_sided_shadows(bool p_enable) = 0;
virtual Transform3D get_transform() = 0;
@ -104,7 +104,7 @@ public:
float parent_fade_alpha = 1.0;
float force_alpha = 1.0;
int32_t shader_parameters_offset = -1;
int32_t shader_uniforms_offset = -1;
struct Data {
//data used less often goes into regular heap
@ -140,7 +140,7 @@ public:
virtual void set_transparency(float p_transparency) override;
virtual void set_use_baked_light(bool p_enable) override;
virtual void set_use_dynamic_gi(bool p_enable) override;
virtual void set_instance_shader_parameters_offset(int32_t p_offset) override;
virtual void set_instance_shader_uniforms_offset(int32_t p_offset) override;
virtual void set_cast_double_sided_shadows(bool p_enable) override;
virtual Transform3D get_transform() override;

View File

@ -378,7 +378,7 @@ void Fog::FogShaderData::set_default_texture_param(const StringName &p_name, RID
}
}
void Fog::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
void Fog::FogShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
RBMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {

View File

@ -200,7 +200,7 @@ private:
virtual void set_path_hint(const String &p_hint);
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;

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@ -164,7 +164,7 @@ void SkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, R
}
}
void SkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
void SkyRD::SkyShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {

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@ -131,7 +131,7 @@ private:
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;

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@ -1076,7 +1076,7 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
instance_data.flags = inst->flags_cache;
instance_data.gi_offset = inst->gi_offset_cache;
instance_data.layer_mask = inst->layer_mask;
instance_data.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
instance_data.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset);
instance_data.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x;
instance_data.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y;
instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;

View File

@ -392,7 +392,7 @@ void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const St
}
}
void SceneShaderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
void SceneShaderForwardClustered::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {

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@ -182,7 +182,7 @@ public:
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_path);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;

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@ -1903,7 +1903,7 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
push_constant.flags = inst->flags_cache;
push_constant.gi_offset = inst->gi_offset_cache;
push_constant.layer_mask = inst->layer_mask;
push_constant.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
push_constant.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset);
if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
// abuse lightmap_uv_scale[0] here, should not be needed here

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@ -349,7 +349,7 @@ void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const Strin
}
}
void SceneShaderForwardMobile::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
void SceneShaderForwardMobile::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {

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@ -142,7 +142,7 @@ public:
virtual void set_path_hint(const String &p_path);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;

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@ -2171,7 +2171,7 @@ void RendererCanvasRenderRD::CanvasShaderData::set_default_texture_param(const S
}
}
void RendererCanvasRenderRD::CanvasShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
void RendererCanvasRenderRD::CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {

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@ -180,7 +180,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_path);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;

View File

@ -2406,11 +2406,11 @@ String MaterialStorage::shader_get_code(RID p_shader) const {
return shader->code;
}
void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
void MaterialStorage::shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND(!shader);
if (shader->data) {
return shader->data->get_param_list(p_param_list);
return shader->data->get_shader_uniform_list(p_param_list);
}
}
@ -2672,14 +2672,14 @@ bool MaterialStorage::material_casts_shadows(RID p_material) {
return true; //by default everything casts shadows
}
void MaterialStorage::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
void MaterialStorage::material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) {
Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
if (material->shader && material->shader->data) {
material->shader->data->get_instance_param_list(r_parameters);
if (material->next_pass.is_valid()) {
material_get_instance_shader_parameters(material->next_pass, r_parameters);
material_get_instance_shader_uniforms(material->next_pass, r_parameters);
}
}
}

View File

@ -57,7 +57,7 @@ public:
virtual void set_code(const String &p_Code) = 0;
virtual void set_path_hint(const String &p_hint) = 0;
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const = 0;
virtual bool is_param_texture(const StringName &p_param) const = 0;
@ -362,7 +362,7 @@ public:
virtual void shader_set_code(RID p_shader, const String &p_code) override;
virtual void shader_set_path_hint(RID p_shader, const String &p_path) override;
virtual String shader_get_code(RID p_shader) const override;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
virtual void shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
@ -394,7 +394,7 @@ public:
virtual bool material_is_animated(RID p_material) override;
virtual bool material_casts_shadows(RID p_material) override;
virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override;
virtual void material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) override;
virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) override;

View File

@ -1603,7 +1603,7 @@ void ParticlesStorage::ParticlesShaderData::set_default_texture_param(const Stri
}
}
void ParticlesStorage::ParticlesShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
void ParticlesStorage::ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {

View File

@ -337,7 +337,7 @@ private:
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;

View File

@ -100,10 +100,10 @@ public:
virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;
virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;
virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0;
virtual void instance_geometry_set_shader_uniform(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;
virtual void instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
virtual Variant instance_geometry_get_shader_uniform(RID p_instance, const StringName &p_parameter) const = 0;
virtual Variant instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &p_parameter) const = 0;
virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0;

View File

@ -1423,62 +1423,62 @@ void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_l
}
}
void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
void RendererSceneCull::instance_geometry_set_shader_uniform(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
HashMap<StringName, Instance::InstanceShaderParameter>::Iterator E = instance->instance_shader_parameters.find(p_parameter);
HashMap<StringName, Instance::InstanceShaderParameter>::Iterator E = instance->instance_shader_uniforms.find(p_parameter);
if (!E) {
Instance::InstanceShaderParameter isp;
isp.index = -1;
isp.info = PropertyInfo();
isp.value = p_value;
instance->instance_shader_parameters[p_parameter] = isp;
instance->instance_shader_uniforms[p_parameter] = isp;
} else {
E->value.value = p_value;
if (E->value.index >= 0 && instance->instance_allocated_shader_parameters) {
if (E->value.index >= 0 && instance->instance_allocated_shader_uniforms) {
//update directly
RSG::material_storage->global_shader_uniforms_instance_update(p_instance, E->value.index, p_value);
}
}
}
Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
Variant RendererSceneCull::instance_geometry_get_shader_uniform(RID p_instance, const StringName &p_parameter) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!instance, Variant());
if (instance->instance_shader_parameters.has(p_parameter)) {
return instance->instance_shader_parameters[p_parameter].value;
if (instance->instance_shader_uniforms.has(p_parameter)) {
return instance->instance_shader_uniforms[p_parameter].value;
}
return Variant();
}
Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
Variant RendererSceneCull::instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &p_parameter) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!instance, Variant());
if (instance->instance_shader_parameters.has(p_parameter)) {
return instance->instance_shader_parameters[p_parameter].default_value;
if (instance->instance_shader_uniforms.has(p_parameter)) {
return instance->instance_shader_uniforms[p_parameter].default_value;
}
return Variant();
}
void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
void RendererSceneCull::instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
const_cast<RendererSceneCull *>(this)->update_dirty_instances();
Vector<StringName> names;
for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_parameters) {
for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_uniforms) {
names.push_back(E.key);
}
names.sort_custom<StringName::AlphCompare>();
for (int i = 0; i < names.size(); i++) {
PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
PropertyInfo pinfo = instance->instance_shader_uniforms[names[i]].info;
p_parameters->push_back(pinfo);
}
}
@ -3642,9 +3642,9 @@ void RendererSceneCull::render_particle_colliders() {
}
}
void RendererSceneCull::_update_instance_shader_parameters_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
void RendererSceneCull::_update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
List<RendererMaterialStorage::InstanceShaderParam> plist;
RSG::material_storage->material_get_instance_shader_parameters(p_material, &plist);
RSG::material_storage->material_get_instance_shader_uniforms(p_material, &plist);
for (const RendererMaterialStorage::InstanceShaderParam &E : plist) {
StringName name = E.info.name;
if (isparams.has(name)) {
@ -3724,7 +3724,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
can_cast_shadows = false;
}
is_animated = RSG::material_storage->material_is_animated(p_instance->material_override);
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
_update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_override);
} else {
if (p_instance->base_type == RS::INSTANCE_MESH) {
RID mesh = p_instance->base;
@ -3746,7 +3746,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
_update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
@ -3777,7 +3777,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
_update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
@ -3815,7 +3815,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
_update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
@ -3831,7 +3831,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
if (p_instance->material_overlay.is_valid()) {
can_cast_shadows = can_cast_shadows || RSG::material_storage->material_casts_shadows(p_instance->material_overlay);
is_animated = is_animated || RSG::material_storage->material_is_animated(p_instance->material_overlay);
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_overlay);
_update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_overlay);
}
if (can_cast_shadows != geom->can_cast_shadows) {
@ -3845,23 +3845,23 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
}
geom->material_is_animated = is_animated;
p_instance->instance_shader_parameters = isparams;
p_instance->instance_shader_uniforms = isparams;
if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
if (p_instance->instance_allocated_shader_parameters) {
p_instance->instance_allocated_shader_parameters_offset = RSG::material_storage->global_shader_uniforms_instance_allocate(p_instance->self);
geom->geometry_instance->set_instance_shader_parameters_offset(p_instance->instance_allocated_shader_parameters_offset);
if (p_instance->instance_allocated_shader_uniforms != (p_instance->instance_shader_uniforms.size() > 0)) {
p_instance->instance_allocated_shader_uniforms = (p_instance->instance_shader_uniforms.size() > 0);
if (p_instance->instance_allocated_shader_uniforms) {
p_instance->instance_allocated_shader_uniforms_offset = RSG::material_storage->global_shader_uniforms_instance_allocate(p_instance->self);
geom->geometry_instance->set_instance_shader_uniforms_offset(p_instance->instance_allocated_shader_uniforms_offset);
for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_parameters) {
for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_uniforms) {
if (E.value.value.get_type() != Variant::NIL) {
RSG::material_storage->global_shader_uniforms_instance_update(p_instance->self, E.value.index, E.value.value);
}
}
} else {
RSG::material_storage->global_shader_uniforms_instance_free(p_instance->self);
p_instance->instance_allocated_shader_parameters_offset = -1;
geom->geometry_instance->set_instance_shader_parameters_offset(-1);
p_instance->instance_allocated_shader_uniforms_offset = -1;
geom->geometry_instance->set_instance_shader_uniforms_offset(-1);
}
}
}
@ -3953,7 +3953,7 @@ bool RendererSceneCull::free(RID p_rid) {
instance_geometry_set_material_overlay(p_rid, RID());
instance_attach_skeleton(p_rid, RID());
if (instance->instance_allocated_shader_parameters) {
if (instance->instance_allocated_shader_uniforms) {
//free the used shader parameters
RSG::material_storage->global_shader_uniforms_instance_free(instance->self);
}

View File

@ -426,9 +426,9 @@ public:
PropertyInfo info;
};
HashMap<StringName, InstanceShaderParameter> instance_shader_parameters;
bool instance_allocated_shader_parameters = false;
int32_t instance_allocated_shader_parameters_offset = -1;
HashMap<StringName, InstanceShaderParameter> instance_shader_uniforms;
bool instance_allocated_shader_uniforms = false;
int32_t instance_allocated_shader_uniforms_offset = -1;
//
@ -967,12 +967,12 @@ public:
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
void _update_instance_shader_parameters_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
void _update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
virtual void instance_geometry_set_shader_uniform(RID p_instance, const StringName &p_parameter, const Variant &p_value);
virtual void instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
virtual Variant instance_geometry_get_shader_uniform(RID p_instance, const StringName &p_parameter) const;
virtual Variant instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &p_parameter) const;
_FORCE_INLINE_ void _update_instance(Instance *p_instance);
_FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);

View File

@ -227,7 +227,7 @@ public:
FUNC2(shader_set_path_hint, RID, const String &)
FUNC1RC(String, shader_get_code, RID)
FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
FUNC2SC(shader_get_shader_uniform_list, RID, List<PropertyInfo> *)
FUNC4(shader_set_default_texture_param, RID, const StringName &, RID, int)
FUNC3RC(RID, shader_get_default_texture_param, RID, const StringName &, int)
@ -773,10 +773,10 @@ public:
FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
FUNC2(instance_geometry_set_lod_bias, RID, float)
FUNC2(instance_geometry_set_transparency, RID, float)
FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
FUNC2C(instance_geometry_get_shader_parameter_list, RID, List<PropertyInfo> *)
FUNC3(instance_geometry_set_shader_uniform, RID, const StringName &, const Variant &)
FUNC2RC(Variant, instance_geometry_get_shader_uniform, RID, const StringName &)
FUNC2RC(Variant, instance_geometry_get_shader_uniform_default_value, RID, const StringName &)
FUNC2C(instance_geometry_get_shader_uniform_list, RID, List<PropertyInfo> *)
FUNC3R(TypedArray<Image>, bake_render_uv2, RID, const Vector<RID> &, const Size2i &)

View File

@ -63,7 +63,7 @@ public:
virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
virtual void shader_set_path_hint(RID p_shader, const String &p_path) = 0;
virtual String shader_get_code(RID p_shader) const = 0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual void shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const = 0;
@ -94,7 +94,7 @@ public:
Variant default_value;
};
virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) = 0;
virtual void material_get_instance_shader_uniforms(RID p_material, List<InstanceShaderParam> *r_parameters) = 0;
virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) = 0;
};

View File

@ -1500,9 +1500,9 @@ TypedArray<Image> RenderingServer::_texture_3d_get(RID p_texture) const {
return ret;
}
TypedArray<Dictionary> RenderingServer::_shader_get_param_list(RID p_shader) const {
TypedArray<Dictionary> RenderingServer::_shader_get_shader_uniform_list(RID p_shader) const {
List<PropertyInfo> l;
shader_get_param_list(p_shader, &l);
shader_get_shader_uniform_list(p_shader, &l);
return convert_property_list(&l);
}
@ -1625,9 +1625,9 @@ Dictionary RenderingServer::_mesh_get_surface(RID p_mesh, int p_idx) {
return d;
}
Array RenderingServer::_instance_geometry_get_shader_parameter_list(RID p_instance) const {
Array RenderingServer::_instance_geometry_get_shader_uniform_list(RID p_instance) const {
List<PropertyInfo> params;
instance_geometry_get_shader_parameter_list(p_instance, &params);
instance_geometry_get_shader_uniform_list(p_instance, &params);
return convert_property_list(&params);
}
@ -1701,7 +1701,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("shader_set_code", "shader", "code"), &RenderingServer::shader_set_code);
ClassDB::bind_method(D_METHOD("shader_set_path_hint", "shader", "path"), &RenderingServer::shader_set_path_hint);
ClassDB::bind_method(D_METHOD("shader_get_code", "shader"), &RenderingServer::shader_get_code);
ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &RenderingServer::_shader_get_param_list);
ClassDB::bind_method(D_METHOD("shader_get_shader_uniform_list", "shader"), &RenderingServer::_shader_get_shader_uniform_list);
ClassDB::bind_method(D_METHOD("shader_get_param_default", "shader", "param"), &RenderingServer::shader_get_param_default);
ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "param", "texture", "index"), &RenderingServer::shader_set_default_texture_param, DEFVAL(0));
@ -2484,10 +2484,10 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_geometry_set_lightmap", "instance", "lightmap", "lightmap_uv_scale", "lightmap_slice"), &RenderingServer::instance_geometry_set_lightmap);
ClassDB::bind_method(D_METHOD("instance_geometry_set_lod_bias", "instance", "lod_bias"), &RenderingServer::instance_geometry_set_lod_bias);
ClassDB::bind_method(D_METHOD("instance_geometry_set_shader_parameter", "instance", "parameter", "value"), &RenderingServer::instance_geometry_set_shader_parameter);
ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_parameter", "instance", "parameter"), &RenderingServer::instance_geometry_get_shader_parameter);
ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_parameter_default_value", "instance", "parameter"), &RenderingServer::instance_geometry_get_shader_parameter_default_value);
ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_parameter_list", "instance"), &RenderingServer::_instance_geometry_get_shader_parameter_list);
ClassDB::bind_method(D_METHOD("instance_geometry_set_shader_uniform", "instance", "parameter", "value"), &RenderingServer::instance_geometry_set_shader_uniform);
ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_uniform", "instance", "parameter"), &RenderingServer::instance_geometry_get_shader_uniform);
ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_uniform_default_value", "instance", "parameter"), &RenderingServer::instance_geometry_get_shader_uniform_default_value);
ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_uniform_list", "instance"), &RenderingServer::_instance_geometry_get_shader_uniform_list);
ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &RenderingServer::_instances_cull_aabb_bind, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &RenderingServer::_instances_cull_ray_bind, DEFVAL(RID()));

View File

@ -170,7 +170,7 @@ public:
virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
virtual void shader_set_path_hint(RID p_shader, const String &p_path) = 0;
virtual String shader_get_code(RID p_shader) const = 0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual void shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index = 0) = 0;
@ -1244,10 +1244,10 @@ public:
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0;
virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &, const Variant &p_value) = 0;
virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &) const = 0;
virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &) const = 0;
virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
virtual void instance_geometry_set_shader_uniform(RID p_instance, const StringName &, const Variant &p_value) = 0;
virtual Variant instance_geometry_get_shader_uniform(RID p_instance, const StringName &) const = 0;
virtual Variant instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &) const = 0;
virtual void instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
/* Bake 3D objects */
@ -1571,11 +1571,11 @@ private:
RID _texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const TypedArray<Image> &p_data);
void _texture_3d_update(RID p_texture, const TypedArray<Image> &p_data);
TypedArray<Image> _texture_3d_get(RID p_texture) const;
TypedArray<Dictionary> _shader_get_param_list(RID p_shader) const;
TypedArray<Dictionary> _shader_get_shader_uniform_list(RID p_shader) const;
RID _mesh_create_from_surfaces(const TypedArray<Dictionary> &p_surfaces, int p_blend_shape_count);
void _mesh_add_surface(RID p_mesh, const Dictionary &p_surface);
Dictionary _mesh_get_surface(RID p_mesh, int p_idx);
Array _instance_geometry_get_shader_parameter_list(RID p_instance) const;
Array _instance_geometry_get_shader_uniform_list(RID p_instance) const;
TypedArray<Image> _bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size);
void _particles_set_trail_bind_poses(RID p_particles, const TypedArray<Transform3D> &p_bind_poses);
};