diff options
Diffstat (limited to 'servers/rendering/renderer_rd/environment/sky.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/environment/sky.cpp | 60 |
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); |