diff options
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 58 |
1 files changed, 29 insertions, 29 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 6848011228..3c14e9f950 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -345,8 +345,8 @@ Vector<StringName> VisualShaderNode::get_editable_properties() const { return Vector<StringName>(); } -Map<StringName, String> VisualShaderNode::get_editable_properties_names() const { - return Map<StringName, String>(); +HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const { + return HashMap<StringName, String>(); } Array VisualShaderNode::get_default_input_values() const { @@ -1178,16 +1178,16 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port StringBuilder global_code; StringBuilder global_code_per_node; - Map<Type, StringBuilder> global_code_per_func; + HashMap<Type, StringBuilder> global_code_per_func; StringBuilder code; - Set<StringName> classes; + RBSet<StringName> classes; global_code += String() + "shader_type canvas_item;\n"; String global_expressions; for (int i = 0, index = 0; i < TYPE_MAX; i++) { - for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) { - Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr()); + for (const KeyValue<int, Node> &E : graph[i].nodes) { + Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node; if (global_expression.is_valid()) { String expr = ""; expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n"; @@ -1222,7 +1222,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port code += "\nvoid fragment() {\n"; - Set<int> processed; + RBSet<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()); @@ -1550,8 +1550,8 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const { p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog")); //render modes - Map<String, String> blend_mode_enums; - Set<String> toggles; + HashMap<String, String> blend_mode_enums; + RBSet<String> toggles; const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)); @@ -1579,7 +1579,7 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const { p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E.key, PROPERTY_HINT_ENUM, E.value)); } - for (Set<String>::Element *E = toggles.front(); E; E = E->next()) { + for (RBSet<String>::Element *E = toggles.front(); E; E = E->next()) { p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get())); } @@ -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, Map<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, Set<int> &processed, bool for_preview, Set<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, RBSet<int> &processed, bool for_preview, RBSet<StringName> &r_classes) const { const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node; if (vsnode->is_disabled()) { @@ -1903,7 +1903,7 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui int output_count = vsnode->get_output_port_count(); int initial_output_count = output_count; - Map<int, bool> expanded_output_ports; + HashMap<int, bool> expanded_output_ports; for (int i = 0; i < initial_output_count; i++) { bool expanded = false; @@ -2133,11 +2133,11 @@ void VisualShader::_update_shader() const { StringBuilder global_code; StringBuilder global_code_per_node; - Map<Type, StringBuilder> global_code_per_func; + HashMap<Type, StringBuilder> global_code_per_func; StringBuilder code; Vector<VisualShader::DefaultTextureParam> default_tex_params; - Set<StringName> classes; - Map<int, int> insertion_pos; + RBSet<StringName> classes; + HashMap<int, int> insertion_pos; static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" }; global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n"; @@ -2181,18 +2181,18 @@ 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; - Set<String> used_uniform_names; + RBSet<String> used_uniform_names; List<VisualShaderNodeUniform *> uniforms; - Map<int, List<int>> emitters; - Map<int, List<int>> varying_setters; + HashMap<int, List<int>> emitters; + HashMap<int, List<int>> varying_setters; for (int i = 0, index = 0; i < TYPE_MAX; i++) { if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) { continue; } - for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) { - Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr()); + for (const KeyValue<int, Node> &E : graph[i].nodes) { + Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node; if (global_expression.is_valid()) { String expr = ""; expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n"; @@ -2201,27 +2201,27 @@ void VisualShader::_update_shader() const { expr += "\n"; global_expressions += expr; } - Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().node.ptr()); + Ref<VisualShaderNodeUniformRef> uniform_ref = E.value.node; if (uniform_ref.is_valid()) { used_uniform_names.insert(uniform_ref->get_uniform_name()); } - Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(E->get().node.ptr()); + Ref<VisualShaderNodeUniform> uniform = E.value.node; if (uniform.is_valid()) { uniforms.push_back(uniform.ptr()); } - Ref<VisualShaderNodeVaryingSetter> varying_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(E->get().node.ptr()); + Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node; if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) { if (!varying_setters.has(i)) { varying_setters.insert(i, List<int>()); } - varying_setters[i].push_back(E->key()); + varying_setters[i].push_back(E.key); } - Ref<VisualShaderNodeParticleEmit> emit_particle = Object::cast_to<VisualShaderNodeParticleEmit>(E->get().node.ptr()); + Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node; if (emit_particle.is_valid()) { if (!emitters.has(i)) { emitters.insert(i, List<int>()); } - emitters[i].push_back(E->key()); + emitters[i].push_back(E.key); } } } @@ -2269,8 +2269,8 @@ void VisualShader::_update_shader() const { global_code += "\n"; } - Map<int, String> code_map; - Set<int> empty_funcs; + HashMap<int, String> code_map; + RBSet<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; - Set<int> processed; + RBSet<int> processed; bool is_empty_func = false; if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) { |