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path: root/servers/rendering/renderer_rd/environment/sky.cpp
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Diffstat (limited to 'servers/rendering/renderer_rd/environment/sky.cpp')
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp60
1 files changed, 30 insertions, 30 deletions
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 228d2673f2..6433a39863 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -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) {
@@ -655,7 +655,7 @@ RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shade
if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
u.append_id(radiance);
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
uniforms.push_back(u);
}
@@ -671,9 +671,9 @@ RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shade
}
} else {
if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
}
uniforms.push_back(u);
@@ -690,9 +690,9 @@ RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shade
}
} else {
if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
} else {
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
}
}
uniforms.push_back(u);
@@ -789,24 +789,24 @@ Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, con
////////////////////////////////////////////////////////////////////////////////
// SkyRD
-RendererRD::ShaderData *SkyRD::_create_sky_shader_func() {
+RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_func() {
SkyShaderData *shader_data = memnew(SkyShaderData);
return shader_data;
}
-RendererRD::ShaderData *SkyRD::_create_sky_shader_funcs() {
+RendererRD::MaterialStorage::ShaderData *SkyRD::_create_sky_shader_funcs() {
// !BAS! Why isn't _create_sky_shader_func not just static too?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
};
-RendererRD::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
+RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
SkyMaterialData *material_data = memnew(SkyMaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
return material_data;
}
-RendererRD::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::ShaderData *p_shader) {
+RendererRD::MaterialStorage::MaterialData *SkyRD::_create_sky_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
// !BAS! same here, we could just make _create_sky_material_func static?
return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
};
@@ -855,8 +855,8 @@ void SkyRD::init() {
}
// register our shader funds
- material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
- material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
+ material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_shader_funcs);
+ material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_SKY, _create_sky_material_funcs);
{
ShaderCompiler::DefaultIdentifierActions actions;
@@ -937,7 +937,7 @@ void sky() {
material_storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
- SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY));
+ SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
@@ -999,7 +999,7 @@ void sky() {
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ RID vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE);
u.append_id(vfog);
uniforms.push_back(u);
}
@@ -1033,21 +1033,21 @@ void sky() {
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
- u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
+ u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE));
uniforms.push_back(u);
}
@@ -1080,7 +1080,7 @@ SkyRD::~SkyRD() {
// cleanup anything created in init...
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
- SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::SHADER_TYPE_SKY));
+ SkyMaterialData *md = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
sky_shader.shader.version_free(md->shader_data->version);
RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
RD::get_singleton()->free(sky_scene_state.uniform_buffer);
@@ -1122,7 +1122,7 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1130,7 +1130,7 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
if (!material) {
sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@@ -1330,7 +1330,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
SkyMaterialData *material = nullptr;
if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1338,7 +1338,7 @@ void SkyRD::update(RID p_env, const Projection &p_projection, const Transform3D
if (!material) {
sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@@ -1506,7 +1506,7 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1514,13 +1514,13 @@ void SkyRD::draw(RID p_env, bool p_can_continue_color, bool p_can_continue_depth
if (!material) {
sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
}
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_scene_state.fog_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@@ -1610,7 +1610,7 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1618,7 +1618,7 @@ void SkyRD::update_res_buffers(RID p_env, uint32_t p_view_count, const Projectio
if (!material) {
sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);
@@ -1698,7 +1698,7 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
sky_material = sky_get_material(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_env));
if (sky_material.is_valid()) {
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
@@ -1706,13 +1706,13 @@ void SkyRD::draw(RD::DrawListID p_draw_list, RID p_env, RID p_fb, uint32_t p_vie
if (!material) {
sky_material = sky_shader.default_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
}
if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_scene_state.fog_material;
- material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::SHADER_TYPE_SKY));
+ material = static_cast<SkyMaterialData *>(material_storage->material_get_data(sky_material, RendererRD::MaterialStorage::SHADER_TYPE_SKY));
}
ERR_FAIL_COND(!material);