diff options
author | Yuri Rubinsky <chaosus89@gmail.com> | 2022-08-27 12:22:43 +0300 |
---|---|---|
committer | Yuri Rubinsky <chaosus89@gmail.com> | 2022-09-01 11:42:57 +0300 |
commit | 8191b3c110260f086de390ff38ccc980474ef755 (patch) | |
tree | 1f64db5b3b8de9c556c50d42c86f9b4bbf0d5660 /scene/resources/visual_shader.cpp | |
parent | 1c037c89d4345789c17dfa19bf1e8bd67f702f09 (diff) |
Rename `uniform` to `parameter` across the engine
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 340 |
1 files changed, 170 insertions, 170 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 90f1a1bff1..1a797547c8 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -723,10 +723,10 @@ void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, co n.node = p_node; n.position = p_position; - Ref<VisualShaderNodeUniform> uniform = n.node; - if (uniform.is_valid()) { - String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform); - uniform->set_uniform_name(valid_name); + Ref<VisualShaderNodeParameter> parameter = n.node; + if (parameter.is_valid()) { + String valid_name = validate_parameter_name(parameter->get_parameter_name(), parameter); + parameter->set_parameter_name(valid_name); } Ref<VisualShaderNodeInput> input = n.node; @@ -1279,7 +1279,7 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN return name; } -String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const { +String VisualShader::validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const { String name = p_name; //validate name first while (name.length() && !is_ascii_char(name[0])) { name = name.substr(1, name.length() - 1); @@ -1299,7 +1299,7 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua } if (name.is_empty()) { - name = p_uniform->get_caption(); + name = p_parameter->get_caption(); } int attempt = 1; @@ -1308,11 +1308,11 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua bool exists = false; for (int i = 0; i < TYPE_MAX; i++) { for (const KeyValue<int, Node> &E : graph[i].nodes) { - Ref<VisualShaderNodeUniform> node = E.value.node; - if (node == p_uniform) { //do not test on self + Ref<VisualShaderNodeParameter> node = E.value.node; + if (node == p_parameter) { //do not test on self continue; } - if (node.is_valid() && node->get_uniform_name() == name) { + if (node.is_valid() && node->get_parameter_name() == name) { exists = true; break; } @@ -1620,8 +1620,8 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui bool skip_global = input.is_valid() && for_preview; if (!skip_global) { - Ref<VisualShaderNodeUniform> uniform = vsnode; - if (!uniform.is_valid() || !uniform->is_global_code_generated()) { + Ref<VisualShaderNodeParameter> parameter = vsnode; + if (!parameter.is_valid() || !parameter->is_global_code_generated()) { if (global_code) { *global_code += vsnode->generate_global(get_mode(), type, node); } @@ -1680,8 +1680,8 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr()); if (ptr->has_method("get_input_real_name")) { inputs[i] = ptr->call("get_input_real_name"); - } else if (ptr->has_method("get_uniform_name")) { - inputs[i] = ptr->call("get_uniform_name"); + } else if (ptr->has_method("get_parameter_name")) { + inputs[i] = ptr->call("get_parameter_name"); } else { inputs[i] = ""; } @@ -2150,8 +2150,8 @@ void VisualShader::_update_shader() const { static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" }; String global_expressions; - HashSet<String> used_uniform_names; - List<VisualShaderNodeUniform *> uniforms; + HashSet<String> used_parameter_names; + List<VisualShaderNodeParameter *> parameters; HashMap<int, List<int>> emitters; HashMap<int, List<int>> varying_setters; @@ -2170,13 +2170,13 @@ void VisualShader::_update_shader() const { expr += "\n"; global_expressions += expr; } - Ref<VisualShaderNodeUniformRef> uniform_ref = E.value.node; - if (uniform_ref.is_valid()) { - used_uniform_names.insert(uniform_ref->get_uniform_name()); + Ref<VisualShaderNodeParameterRef> parameter_ref = E.value.node; + if (parameter_ref.is_valid()) { + used_parameter_names.insert(parameter_ref->get_parameter_name()); } - Ref<VisualShaderNodeUniform> uniform = E.value.node; - if (uniform.is_valid()) { - uniforms.push_back(uniform.ptr()); + Ref<VisualShaderNodeParameter> parameter = E.value.node; + if (parameter.is_valid()) { + parameters.push_back(parameter.ptr()); } Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node; if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) { @@ -2195,13 +2195,13 @@ void VisualShader::_update_shader() const { } } - for (int i = 0; i < uniforms.size(); i++) { - VisualShaderNodeUniform *uniform = uniforms[i]; - if (used_uniform_names.has(uniform->get_uniform_name())) { - global_code += uniform->generate_global(get_mode(), Type(i), -1); - const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(true); + for (int i = 0; i < parameters.size(); i++) { + VisualShaderNodeParameter *parameter = parameters[i]; + if (used_parameter_names.has(parameter->get_parameter_name())) { + global_code += parameter->generate_global(get_mode(), Type(i), -1); + const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(true); } else { - const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(false); + const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(false); } } @@ -2520,7 +2520,7 @@ void VisualShader::_update_shader() const { const_cast<VisualShader *>(this)->set_code(final_code); for (int i = 0; i < default_tex_params.size(); i++) { for (int j = 0; j < default_tex_params[i].params.size(); j++) { - const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].params[j], j); + const_cast<VisualShader *>(this)->set_default_texture_parameter(default_tex_params[i].name, default_tex_params[i].params[j], j); } } if (previous_code != final_code) { @@ -3215,20 +3215,20 @@ void VisualShaderNodeInput::_bind_methods() { VisualShaderNodeInput::VisualShaderNodeInput() { } -////////////// UniformRef +////////////// ParameterRef -RBMap<RID, List<VisualShaderNodeUniformRef::Uniform>> uniforms; +RBMap<RID, List<VisualShaderNodeParameterRef::Parameter>> parameters; -void VisualShaderNodeUniformRef::add_uniform(RID p_shader_rid, const String &p_name, UniformType p_type) { - uniforms[p_shader_rid].push_back({ p_name, p_type }); +void VisualShaderNodeParameterRef::add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type) { + parameters[p_shader_rid].push_back({ p_name, p_type }); } -void VisualShaderNodeUniformRef::clear_uniforms(RID p_shader_rid) { - uniforms[p_shader_rid].clear(); +void VisualShaderNodeParameterRef::clear_parameters(RID p_shader_rid) { + parameters[p_shader_rid].clear(); } -bool VisualShaderNodeUniformRef::has_uniform(RID p_shader_rid, const String &p_name) { - for (const VisualShaderNodeUniformRef::Uniform &E : uniforms[p_shader_rid]) { +bool VisualShaderNodeParameterRef::has_parameter(RID p_shader_rid, const String &p_name) { + for (const VisualShaderNodeParameterRef::Parameter &E : parameters[p_shader_rid]) { if (E.name == p_name) { return true; } @@ -3236,41 +3236,41 @@ bool VisualShaderNodeUniformRef::has_uniform(RID p_shader_rid, const String &p_n return false; } -String VisualShaderNodeUniformRef::get_caption() const { - return "UniformRef"; +String VisualShaderNodeParameterRef::get_caption() const { + return "ParameterRef"; } -int VisualShaderNodeUniformRef::get_input_port_count() const { +int VisualShaderNodeParameterRef::get_input_port_count() const { return 0; } -VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_input_port_type(int p_port) const { +VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_input_port_type(int p_port) const { return PortType::PORT_TYPE_SCALAR; } -String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const { +String VisualShaderNodeParameterRef::get_input_port_name(int p_port) const { return ""; } -int VisualShaderNodeUniformRef::get_output_port_count() const { - switch (uniform_type) { - case UniformType::UNIFORM_TYPE_FLOAT: +int VisualShaderNodeParameterRef::get_output_port_count() const { + switch (param_type) { + case PARAMETER_TYPE_FLOAT: return 1; - case UniformType::UNIFORM_TYPE_INT: + case PARAMETER_TYPE_INT: return 1; - case UniformType::UNIFORM_TYPE_BOOLEAN: + case PARAMETER_TYPE_BOOLEAN: return 1; - case UniformType::UNIFORM_TYPE_VECTOR2: + case PARAMETER_TYPE_VECTOR2: return 1; - case UniformType::UNIFORM_TYPE_VECTOR3: + case PARAMETER_TYPE_VECTOR3: return 1; - case UniformType::UNIFORM_TYPE_VECTOR4: + case PARAMETER_TYPE_VECTOR4: return 1; - case UniformType::UNIFORM_TYPE_TRANSFORM: + case PARAMETER_TYPE_TRANSFORM: return 1; - case UniformType::UNIFORM_TYPE_COLOR: + case PARAMETER_TYPE_COLOR: return 2; - case UniformType::UNIFORM_TYPE_SAMPLER: + case UNIFORM_TYPE_SAMPLER: return 1; default: break; @@ -3278,30 +3278,30 @@ int VisualShaderNodeUniformRef::get_output_port_count() const { return 1; } -VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const { - switch (uniform_type) { - case UniformType::UNIFORM_TYPE_FLOAT: +VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_port_type(int p_port) const { + switch (param_type) { + case PARAMETER_TYPE_FLOAT: return PortType::PORT_TYPE_SCALAR; - case UniformType::UNIFORM_TYPE_INT: + case PARAMETER_TYPE_INT: return PortType::PORT_TYPE_SCALAR_INT; - case UniformType::UNIFORM_TYPE_BOOLEAN: + case PARAMETER_TYPE_BOOLEAN: return PortType::PORT_TYPE_BOOLEAN; - case UniformType::UNIFORM_TYPE_VECTOR2: + case PARAMETER_TYPE_VECTOR2: return PortType::PORT_TYPE_VECTOR_2D; - case UniformType::UNIFORM_TYPE_VECTOR3: + case PARAMETER_TYPE_VECTOR3: return PortType::PORT_TYPE_VECTOR_3D; - case UniformType::UNIFORM_TYPE_VECTOR4: + case PARAMETER_TYPE_VECTOR4: return PortType::PORT_TYPE_VECTOR_4D; - case UniformType::UNIFORM_TYPE_TRANSFORM: + case PARAMETER_TYPE_TRANSFORM: return PortType::PORT_TYPE_TRANSFORM; - case UniformType::UNIFORM_TYPE_COLOR: + case PARAMETER_TYPE_COLOR: if (p_port == 0) { return PortType::PORT_TYPE_VECTOR_3D; } else if (p_port == 1) { return PORT_TYPE_SCALAR; } break; - case UniformType::UNIFORM_TYPE_SAMPLER: + case UNIFORM_TYPE_SAMPLER: return PortType::PORT_TYPE_SAMPLER; default: break; @@ -3309,30 +3309,30 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port return PORT_TYPE_SCALAR; } -String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const { - switch (uniform_type) { - case UniformType::UNIFORM_TYPE_FLOAT: +String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const { + switch (param_type) { + case PARAMETER_TYPE_FLOAT: return ""; - case UniformType::UNIFORM_TYPE_INT: + case PARAMETER_TYPE_INT: return ""; - case UniformType::UNIFORM_TYPE_BOOLEAN: + case PARAMETER_TYPE_BOOLEAN: return ""; - case UniformType::UNIFORM_TYPE_VECTOR2: + case PARAMETER_TYPE_VECTOR2: return ""; - case UniformType::UNIFORM_TYPE_VECTOR3: + case PARAMETER_TYPE_VECTOR3: return ""; - case UniformType::UNIFORM_TYPE_VECTOR4: + case PARAMETER_TYPE_VECTOR4: return ""; - case UniformType::UNIFORM_TYPE_TRANSFORM: + case PARAMETER_TYPE_TRANSFORM: return ""; - case UniformType::UNIFORM_TYPE_COLOR: + case PARAMETER_TYPE_COLOR: if (p_port == 0) { return "rgb"; } else if (p_port == 1) { return "alpha"; } break; - case UniformType::UNIFORM_TYPE_SAMPLER: + case UNIFORM_TYPE_SAMPLER: return ""; break; default: @@ -3341,85 +3341,85 @@ String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const { return ""; } -void VisualShaderNodeUniformRef::set_shader_rid(const RID &p_shader_rid) { +void VisualShaderNodeParameterRef::set_shader_rid(const RID &p_shader_rid) { shader_rid = p_shader_rid; } -void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) { - uniform_name = p_name; +void VisualShaderNodeParameterRef::set_parameter_name(const String &p_name) { + parameter_name = p_name; if (shader_rid.is_valid()) { - update_uniform_type(); + update_parameter_type(); } emit_changed(); } -void VisualShaderNodeUniformRef::update_uniform_type() { - if (uniform_name != "[None]") { - uniform_type = get_uniform_type_by_name(uniform_name); +void VisualShaderNodeParameterRef::update_parameter_type() { + if (parameter_name != "[None]") { + param_type = get_parameter_type_by_name(parameter_name); } else { - uniform_type = UniformType::UNIFORM_TYPE_FLOAT; + param_type = PARAMETER_TYPE_FLOAT; } } -String VisualShaderNodeUniformRef::get_uniform_name() const { - return uniform_name; +String VisualShaderNodeParameterRef::get_parameter_name() const { + return parameter_name; } -int VisualShaderNodeUniformRef::get_uniforms_count() const { +int VisualShaderNodeParameterRef::get_parameters_count() const { ERR_FAIL_COND_V(!shader_rid.is_valid(), 0); - return uniforms[shader_rid].size(); + return parameters[shader_rid].size(); } -String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const { +String VisualShaderNodeParameterRef::get_parameter_name_by_index(int p_idx) const { ERR_FAIL_COND_V(!shader_rid.is_valid(), String()); - if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) { - return uniforms[shader_rid][p_idx].name; + if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) { + return parameters[shader_rid][p_idx].name; } return ""; } -VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const { - ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT); +VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_name(const String &p_name) const { + ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT); - for (int i = 0; i < uniforms[shader_rid].size(); i++) { - if (uniforms[shader_rid][i].name == p_name) { - return uniforms[shader_rid][i].type; + for (int i = 0; i < parameters[shader_rid].size(); i++) { + if (parameters[shader_rid][i].name == p_name) { + return parameters[shader_rid][i].type; } } - return UniformType::UNIFORM_TYPE_FLOAT; + return PARAMETER_TYPE_FLOAT; } -VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const { - ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT); +VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_index(int p_idx) const { + ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT); - if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) { - return uniforms[shader_rid][p_idx].type; + if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) { + return parameters[shader_rid][p_idx].type; } - return UniformType::UNIFORM_TYPE_FLOAT; + return PARAMETER_TYPE_FLOAT; } -VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_by_index(int p_idx) const { +VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_type_by_index(int p_idx) const { ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR); - if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) { - switch (uniforms[shader_rid][p_idx].type) { - case UniformType::UNIFORM_TYPE_FLOAT: + if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) { + switch (parameters[shader_rid][p_idx].type) { + case PARAMETER_TYPE_FLOAT: return PORT_TYPE_SCALAR; - case UniformType::UNIFORM_TYPE_INT: + case PARAMETER_TYPE_INT: return PORT_TYPE_SCALAR_INT; - case UniformType::UNIFORM_TYPE_SAMPLER: + case UNIFORM_TYPE_SAMPLER: return PORT_TYPE_SAMPLER; - case UniformType::UNIFORM_TYPE_VECTOR2: + case PARAMETER_TYPE_VECTOR2: return PORT_TYPE_VECTOR_2D; - case UniformType::UNIFORM_TYPE_VECTOR3: + case PARAMETER_TYPE_VECTOR3: return PORT_TYPE_VECTOR_3D; - case UniformType::UNIFORM_TYPE_VECTOR4: + case PARAMETER_TYPE_VECTOR4: return PORT_TYPE_VECTOR_4D; - case UniformType::UNIFORM_TYPE_TRANSFORM: + case PARAMETER_TYPE_TRANSFORM: return PORT_TYPE_TRANSFORM; - case UniformType::UNIFORM_TYPE_COLOR: + case PARAMETER_TYPE_COLOR: return PORT_TYPE_VECTOR_3D; default: break; @@ -3428,54 +3428,54 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_b return PORT_TYPE_SCALAR; } -String VisualShaderNodeUniformRef::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - switch (uniform_type) { - case UniformType::UNIFORM_TYPE_FLOAT: - if (uniform_name == "[None]") { +String VisualShaderNodeParameterRef::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + switch (param_type) { + case PARAMETER_TYPE_FLOAT: + if (parameter_name == "[None]") { return " " + p_output_vars[0] + " = 0.0;\n"; } break; - case UniformType::UNIFORM_TYPE_COLOR: { - String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; - code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; + case PARAMETER_TYPE_COLOR: { + String code = " " + p_output_vars[0] + " = " + get_parameter_name() + ".rgb;\n"; + code += " " + p_output_vars[1] + " = " + get_parameter_name() + ".a;\n"; return code; } break; - case UniformType::UNIFORM_TYPE_SAMPLER: + case UNIFORM_TYPE_SAMPLER: return String(); default: break; } - return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n"; } -void VisualShaderNodeUniformRef::_set_uniform_type(int p_uniform_type) { - uniform_type = (UniformType)p_uniform_type; +void VisualShaderNodeParameterRef::_set_parameter_type(int p_type) { + param_type = (ParameterType)p_type; } -int VisualShaderNodeUniformRef::_get_uniform_type() const { - return (int)uniform_type; +int VisualShaderNodeParameterRef::_get_parameter_type() const { + return (int)param_type; } -void VisualShaderNodeUniformRef::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name); - ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name); +void VisualShaderNodeParameterRef::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameterRef::set_parameter_name); + ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameterRef::get_parameter_name); - ClassDB::bind_method(D_METHOD("_set_uniform_type", "type"), &VisualShaderNodeUniformRef::_set_uniform_type); - ClassDB::bind_method(D_METHOD("_get_uniform_type"), &VisualShaderNodeUniformRef::_get_uniform_type); + ClassDB::bind_method(D_METHOD("_set_parameter_type", "type"), &VisualShaderNodeParameterRef::_set_parameter_type); + ClassDB::bind_method(D_METHOD("_get_parameter_type"), &VisualShaderNodeParameterRef::_get_parameter_type); - ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "uniform_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_uniform_type", "_get_uniform_type"); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name", PROPERTY_HINT_ENUM, ""), "set_parameter_name", "get_parameter_name"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "param_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_parameter_type", "_get_parameter_type"); } -Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const { +Vector<StringName> VisualShaderNodeParameterRef::get_editable_properties() const { Vector<StringName> props; - props.push_back("uniform_name"); - props.push_back("uniform_type"); + props.push_back("parameter_name"); + props.push_back("param_type"); return props; } -VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() { +VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() { } //////////////////////////////////////////// @@ -3687,17 +3687,17 @@ VisualShaderNodeOutput::VisualShaderNodeOutput() { /////////////////////////// -void VisualShaderNodeUniform::set_uniform_name(const String &p_name) { - uniform_name = p_name; +void VisualShaderNodeParameter::set_parameter_name(const String &p_name) { + parameter_name = p_name; emit_signal(SNAME("name_changed")); emit_changed(); } -String VisualShaderNodeUniform::get_uniform_name() const { - return uniform_name; +String VisualShaderNodeParameter::get_parameter_name() const { + return parameter_name; } -void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) { +void VisualShaderNodeParameter::set_qualifier(VisualShaderNodeParameter::Qualifier p_qual) { ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX)); if (qualifier == p_qual) { return; @@ -3706,26 +3706,26 @@ void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p emit_changed(); } -VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const { +VisualShaderNodeParameter::Qualifier VisualShaderNodeParameter::get_qualifier() const { return qualifier; } -void VisualShaderNodeUniform::set_global_code_generated(bool p_enabled) { +void VisualShaderNodeParameter::set_global_code_generated(bool p_enabled) { global_code_generated = p_enabled; } -bool VisualShaderNodeUniform::is_global_code_generated() const { +bool VisualShaderNodeParameter::is_global_code_generated() const { return global_code_generated; } -void VisualShaderNodeUniform::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name); - ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name); +void VisualShaderNodeParameter::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameter::set_parameter_name); + ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameter::get_parameter_name); - ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier); - ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier); + ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeParameter::set_qualifier); + ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeParameter::get_qualifier); - ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name"); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name"), "set_parameter_name", "get_parameter_name"); ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier"); BIND_ENUM_CONSTANT(QUAL_NONE); @@ -3734,7 +3734,7 @@ void VisualShaderNodeUniform::_bind_methods() { BIND_ENUM_CONSTANT(QUAL_MAX); } -String VisualShaderNodeUniform::_get_qual_str() const { +String VisualShaderNodeParameter::_get_qual_str() const { if (is_qualifier_supported(qualifier)) { switch (qualifier) { case QUAL_NONE: @@ -3750,11 +3750,11 @@ String VisualShaderNodeUniform::_get_qual_str() const { return String(); } -String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { +String VisualShaderNodeParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { List<String> keyword_list; ShaderLanguage::get_keyword_list(&keyword_list); - if (keyword_list.find(uniform_name)) { - return RTR("Shader keywords cannot be used as uniform names.\nChoose another name."); + if (keyword_list.find(parameter_name)) { + return RTR("Shader keywords cannot be used as parameter names.\nChoose another name."); } if (!is_qualifier_supported(qualifier)) { String qualifier_str; @@ -3770,66 +3770,66 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T default: break; } - return vformat(RTR("This uniform type does not support the '%s' qualifier."), qualifier_str); + return vformat(RTR("This parameter type does not support the '%s' qualifier."), qualifier_str); } else if (qualifier == Qualifier::QUAL_GLOBAL) { - RS::GlobalShaderUniformType gvt = RS::get_singleton()->global_shader_uniform_get_type(uniform_name); + RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(parameter_name); if (gvt == RS::GLOBAL_VAR_TYPE_MAX) { - return vformat(RTR("Global uniform '%s' does not exist.\nCreate it in the Project Settings."), uniform_name); + return vformat(RTR("Global parameter '%s' does not exist.\nCreate it in the Project Settings."), parameter_name); } bool incompatible_type = false; switch (gvt) { case RS::GLOBAL_VAR_TYPE_FLOAT: { - if (!Object::cast_to<VisualShaderNodeFloatUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeFloatParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_INT: { - if (!Object::cast_to<VisualShaderNodeIntUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeIntParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_BOOL: { - if (!Object::cast_to<VisualShaderNodeBooleanUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeBooleanParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_COLOR: { - if (!Object::cast_to<VisualShaderNodeColorUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeColorParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_VEC3: { - if (!Object::cast_to<VisualShaderNodeVec3Uniform>(this)) { + if (!Object::cast_to<VisualShaderNodeVec3Parameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_VEC4: { - if (!Object::cast_to<VisualShaderNodeVec4Uniform>(this)) { + if (!Object::cast_to<VisualShaderNodeVec4Parameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_TRANSFORM: { - if (!Object::cast_to<VisualShaderNodeTransformUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeTransformParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_SAMPLER2D: { - if (!Object::cast_to<VisualShaderNodeTextureUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeTextureParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_SAMPLER3D: { - if (!Object::cast_to<VisualShaderNodeTexture3DUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeTexture3DParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: { - if (!Object::cast_to<VisualShaderNodeTexture2DArrayUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeTexture2DArrayParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: { - if (!Object::cast_to<VisualShaderNodeCubemapUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeCubemapParameter>(this)) { incompatible_type = true; } } break; @@ -3837,20 +3837,20 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T break; } if (incompatible_type) { - return vformat(RTR("Global uniform '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), uniform_name); + return vformat(RTR("Global parameter '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), parameter_name); } } return String(); } -Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const { +Vector<StringName> VisualShaderNodeParameter::get_editable_properties() const { Vector<StringName> props; props.push_back("qualifier"); return props; } -VisualShaderNodeUniform::VisualShaderNodeUniform() { +VisualShaderNodeParameter::VisualShaderNodeParameter() { } ////////////// ResizeableBase |