diff options
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index d361aa876b..18bb0ff01d 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -1180,7 +1180,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port StringBuilder global_code_per_node; HashMap<Type, StringBuilder> global_code_per_func; StringBuilder code; - RBSet<StringName> classes; + HashSet<StringName> classes; global_code += String() + "shader_type canvas_item;\n"; @@ -1222,7 +1222,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port code += "\nvoid fragment() {\n"; - RBSet<int> processed; + HashSet<int> processed; Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes); ERR_FAIL_COND_V(err != OK, String()); @@ -1551,7 +1551,7 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const { //render modes HashMap<String, String> blend_mode_enums; - RBSet<String> toggles; + HashSet<String> toggles; const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)); @@ -1611,7 +1611,7 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const { } } -Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBuilder *global_code_per_node, HashMap<Type, StringBuilder> *global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, RBSet<int> &processed, bool for_preview, RBSet<StringName> &r_classes) const { +Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBuilder *global_code_per_node, HashMap<Type, StringBuilder> *global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, HashSet<int> &processed, bool for_preview, HashSet<StringName> &r_classes) const { const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node; if (vsnode->is_disabled()) { @@ -2136,7 +2136,7 @@ void VisualShader::_update_shader() const { HashMap<Type, StringBuilder> global_code_per_func; StringBuilder code; Vector<VisualShader::DefaultTextureParam> default_tex_params; - RBSet<StringName> classes; + HashSet<StringName> classes; HashMap<int, int> insertion_pos; static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" }; @@ -2181,7 +2181,7 @@ 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; - RBSet<String> used_uniform_names; + HashSet<String> used_uniform_names; List<VisualShaderNodeUniform *> uniforms; HashMap<int, List<int>> emitters; HashMap<int, List<int>> varying_setters; @@ -2270,7 +2270,7 @@ void VisualShader::_update_shader() const { } HashMap<int, String> code_map; - RBSet<int> empty_funcs; + HashSet<int> empty_funcs; for (int i = 0; i < TYPE_MAX; i++) { if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) { @@ -2282,7 +2282,7 @@ void VisualShader::_update_shader() const { VMap<ConnectionKey, const List<Connection>::Element *> output_connections; StringBuilder func_code; - RBSet<int> processed; + HashSet<int> processed; bool is_empty_func = false; if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) { |