diff options
Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r-- | scene/resources/material.cpp | 87 |
1 files changed, 34 insertions, 53 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 448ff74a53..8ae217dd1f 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -156,17 +156,7 @@ Material::~Material() { bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) { if (shader.is_valid()) { - StringName pr = shader->remap_uniform(p_name); - if (!pr) { - String n = p_name; - if (n.find("shader_parameter/") == 0) { //backwards compatibility - pr = n.replace_first("shader_parameter/", ""); - } else if (n.find("shader_uniform/") == 0) { //backwards compatibility - pr = n.replace_first("shader_uniform/", ""); - } else if (n.find("param/") == 0) { //backwards compatibility - pr = n.substr(6, n.length()); - } - } + StringName pr = shader->remap_parameter(p_name); if (pr) { set_shader_parameter(pr, p_value); return true; @@ -178,25 +168,9 @@ 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_uniform(p_name); - if (!pr) { - String n = p_name; - if (n.find("shader_parameter/") == 0) { //backwards compatibility - pr = n.replace_first("shader_parameter/", ""); - } else if (n.find("shader_uniform/") == 0) { //backwards compatibility - pr = n.replace_first("shader_uniform/", ""); - } else if (n.find("param/") == 0) { //backwards compatibility - pr = n.substr(6, n.length()); - } - } - + StringName pr = shader->remap_parameter(p_name); if (pr) { - HashMap<StringName, Variant>::ConstIterator E = param_cache.find(pr); - if (E) { - r_ret = E->value; - } else { - r_ret = Variant(); - } + r_ret = get_shader_parameter(pr); return true; } } @@ -238,6 +212,7 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const { PropertyInfo info; info.usage = PROPERTY_USAGE_GROUP; info.name = last_group.capitalize(); + info.hint_string = "shader_parameter/"; List<PropertyInfo> none_subgroup; none_subgroup.push_back(info); @@ -252,6 +227,7 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const { PropertyInfo info; info.usage = PROPERTY_USAGE_SUBGROUP; info.name = last_subgroup.capitalize(); + info.hint_string = "shader_parameter/"; List<PropertyInfo> subgroup; subgroup.push_back(info); @@ -271,39 +247,42 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const { PropertyInfo info; info.usage = PROPERTY_USAGE_GROUP; - info.name = "Shader Param"; + info.name = "Shader Parameters"; + info.hint_string = "shader_parameter/"; groups["<None>"]["<None>"].push_back(info); } PropertyInfo info = E->get(); - info.name = info.name; + info.name = "shader_parameter/" + info.name; groups[last_group][last_subgroup].push_back(info); } - // Sort groups alphabetically. - List<UniformProp> props; + List<String> group_names; for (HashMap<String, HashMap<String, List<PropertyInfo>>>::Iterator group = groups.begin(); group; ++group) { - for (HashMap<String, List<PropertyInfo>>::Iterator subgroup = group->value.begin(); subgroup; ++subgroup) { - for (List<PropertyInfo>::Element *item = subgroup->value.front(); item; item = item->next()) { - if (subgroup->key == "<None>") { - props.push_back({ group->key, item->get() }); - } else { - props.push_back({ group->key + "::" + subgroup->key, item->get() }); - } - } - } + group_names.push_back(group->key); } - props.sort_custom<UniformPropComparator>(); + group_names.sort(); - for (List<UniformProp>::Element *E = props.front(); E; E = E->next()) { - p_list->push_back(E->get().info); + for (const String &group_name : group_names) { + List<String> subgroup_names; + HashMap<String, List<PropertyInfo>> &subgroups = groups[group_name]; + for (HashMap<String, List<PropertyInfo>>::Iterator subgroup = subgroups.begin(); subgroup; ++subgroup) { + subgroup_names.push_back(subgroup->key); + } + subgroup_names.sort(); + for (const String &subgroup_name : subgroup_names) { + List<PropertyInfo> &prop_infos = subgroups[subgroup_name]; + for (List<PropertyInfo>::Element *item = prop_infos.front(); item; item = item->next()) { + p_list->push_back(item->get()); + } + } } } } bool ShaderMaterial::_property_can_revert(const StringName &p_name) const { if (shader.is_valid()) { - StringName pr = shader->remap_uniform(p_name); + StringName pr = shader->remap_parameter(p_name); if (pr) { Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), pr); Variant current_value; @@ -316,7 +295,7 @@ bool ShaderMaterial::_property_can_revert(const StringName &p_name) const { bool ShaderMaterial::_property_get_revert(const StringName &p_name, Variant &r_property) const { if (shader.is_valid()) { - StringName pr = shader->remap_uniform(p_name); + StringName pr = shader->remap_parameter(p_name); if (pr) { r_property = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), pr); return true; @@ -924,6 +903,7 @@ void BaseMaterial3D::_update_shader() { if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } + code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n"; } break; case BILLBOARD_FIXED_Y: { code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_MATRIX[3]);\n"; @@ -931,6 +911,7 @@ void BaseMaterial3D::_update_shader() { if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } + code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n"; } break; case BILLBOARD_PARTICLES: { //make billboard @@ -939,6 +920,8 @@ void BaseMaterial3D::_update_shader() { code += " mat_world = mat_world * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; //set modelview code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n"; + //set modelview normal + code += " MODELVIEW_NORMAL_MATRIX = mat3(MODELVIEW_MATRIX);\n"; //handle animation code += " float h_frames = float(particles_anim_h_frames);\n"; @@ -949,7 +932,7 @@ void BaseMaterial3D::_update_shader() { code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n"; code += " } else {\n"; code += " particle_frame = mod(particle_frame, particle_total_frames);\n"; - code += " }"; + code += " }\n"; code += " UV /= vec2(h_frames, v_frames);\n"; code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n"; } break; @@ -2365,7 +2348,7 @@ void BaseMaterial3D::set_on_top_of_alpha() { set_flag(FLAG_DISABLE_DEPTH_TEST, true); } -void BaseMaterial3D::set_proximity_fade(bool p_enable) { +void BaseMaterial3D::set_proximity_fade_enabled(bool p_enable) { proximity_fade_enabled = p_enable; _queue_shader_change(); notify_property_list_changed(); @@ -2641,7 +2624,7 @@ void BaseMaterial3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_refraction_texture_channel", "channel"), &BaseMaterial3D::set_refraction_texture_channel); ClassDB::bind_method(D_METHOD("get_refraction_texture_channel"), &BaseMaterial3D::get_refraction_texture_channel); - ClassDB::bind_method(D_METHOD("set_proximity_fade", "enabled"), &BaseMaterial3D::set_proximity_fade); + ClassDB::bind_method(D_METHOD("set_proximity_fade_enabled", "enabled"), &BaseMaterial3D::set_proximity_fade_enabled); ClassDB::bind_method(D_METHOD("is_proximity_fade_enabled"), &BaseMaterial3D::is_proximity_fade_enabled); ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance); @@ -2825,7 +2808,7 @@ void BaseMaterial3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1,suffix:px"), "set_point_size", "get_point_size"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_particle_trails"), "set_flag", "get_flag", FLAG_PARTICLE_TRAILS_MODE); ADD_GROUP("Proximity Fade", "proximity_fade_"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enabled"), "set_proximity_fade_enabled", "is_proximity_fade_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,suffix:m"), "set_proximity_fade_distance", "get_proximity_fade_distance"); ADD_GROUP("MSDF", "msdf_"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_pixel_range", PROPERTY_HINT_RANGE, "1,100,1"), "set_msdf_pixel_range", "get_msdf_pixel_range"); @@ -3140,8 +3123,6 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value) WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name)); return true; } - - return false; } #endif // DISABLE_DEPRECATED |