diff options
Diffstat (limited to 'servers/rendering/renderer_scene_cull.cpp')
-rw-r--r-- | servers/rendering/renderer_scene_cull.cpp | 60 |
1 files changed, 30 insertions, 30 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 368bbb63f5..0b20bb372a 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -1423,62 +1423,62 @@ void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_l } } -void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) { +void RendererSceneCull::instance_geometry_set_shader_uniform(RID p_instance, const StringName &p_parameter, const Variant &p_value) { Instance *instance = instance_owner.get_or_null(p_instance); ERR_FAIL_COND(!instance); ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); - HashMap<StringName, Instance::InstanceShaderParameter>::Iterator E = instance->instance_shader_parameters.find(p_parameter); + HashMap<StringName, Instance::InstanceShaderParameter>::Iterator E = instance->instance_shader_uniforms.find(p_parameter); if (!E) { Instance::InstanceShaderParameter isp; isp.index = -1; isp.info = PropertyInfo(); isp.value = p_value; - instance->instance_shader_parameters[p_parameter] = isp; + instance->instance_shader_uniforms[p_parameter] = isp; } else { E->value.value = p_value; - if (E->value.index >= 0 && instance->instance_allocated_shader_parameters) { + if (E->value.index >= 0 && instance->instance_allocated_shader_uniforms) { //update directly RSG::material_storage->global_shader_uniforms_instance_update(p_instance, E->value.index, p_value); } } } -Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const { +Variant RendererSceneCull::instance_geometry_get_shader_uniform(RID p_instance, const StringName &p_parameter) const { const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!instance, Variant()); - if (instance->instance_shader_parameters.has(p_parameter)) { - return instance->instance_shader_parameters[p_parameter].value; + if (instance->instance_shader_uniforms.has(p_parameter)) { + return instance->instance_shader_uniforms[p_parameter].value; } return Variant(); } -Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const { +Variant RendererSceneCull::instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &p_parameter) const { const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance); ERR_FAIL_COND_V(!instance, Variant()); - if (instance->instance_shader_parameters.has(p_parameter)) { - return instance->instance_shader_parameters[p_parameter].default_value; + if (instance->instance_shader_uniforms.has(p_parameter)) { + return instance->instance_shader_uniforms[p_parameter].default_value; } return Variant(); } -void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const { +void RendererSceneCull::instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const { const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance); ERR_FAIL_COND(!instance); const_cast<RendererSceneCull *>(this)->update_dirty_instances(); Vector<StringName> names; - for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_parameters) { + for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_uniforms) { names.push_back(E.key); } names.sort_custom<StringName::AlphCompare>(); for (int i = 0; i < names.size(); i++) { - PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info; + PropertyInfo pinfo = instance->instance_shader_uniforms[names[i]].info; p_parameters->push_back(pinfo); } } @@ -3642,9 +3642,9 @@ void RendererSceneCull::render_particle_colliders() { } } -void RendererSceneCull::_update_instance_shader_parameters_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) { +void RendererSceneCull::_update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) { List<RendererMaterialStorage::InstanceShaderParam> plist; - RSG::material_storage->material_get_instance_shader_parameters(p_material, &plist); + RSG::material_storage->material_get_instance_shader_uniforms(p_material, &plist); for (const RendererMaterialStorage::InstanceShaderParam &E : plist) { StringName name = E.info.name; if (isparams.has(name)) { @@ -3724,7 +3724,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) { can_cast_shadows = false; } is_animated = RSG::material_storage->material_is_animated(p_instance->material_override); - _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override); + _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_override); } else { if (p_instance->base_type == RS::INSTANCE_MESH) { RID mesh = p_instance->base; @@ -3746,7 +3746,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) { is_animated = true; } - _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat); + _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat); RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker); } @@ -3777,7 +3777,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) { is_animated = true; } - _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat); + _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat); RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker); } @@ -3815,7 +3815,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) { is_animated = true; } - _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat); + _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat); RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker); } @@ -3831,7 +3831,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) { if (p_instance->material_overlay.is_valid()) { can_cast_shadows = can_cast_shadows || RSG::material_storage->material_casts_shadows(p_instance->material_overlay); is_animated = is_animated || RSG::material_storage->material_is_animated(p_instance->material_overlay); - _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_overlay); + _update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_overlay); } if (can_cast_shadows != geom->can_cast_shadows) { @@ -3845,23 +3845,23 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) { } geom->material_is_animated = is_animated; - p_instance->instance_shader_parameters = isparams; + p_instance->instance_shader_uniforms = isparams; - if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) { - p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0); - if (p_instance->instance_allocated_shader_parameters) { - p_instance->instance_allocated_shader_parameters_offset = RSG::material_storage->global_shader_uniforms_instance_allocate(p_instance->self); - geom->geometry_instance->set_instance_shader_parameters_offset(p_instance->instance_allocated_shader_parameters_offset); + if (p_instance->instance_allocated_shader_uniforms != (p_instance->instance_shader_uniforms.size() > 0)) { + p_instance->instance_allocated_shader_uniforms = (p_instance->instance_shader_uniforms.size() > 0); + if (p_instance->instance_allocated_shader_uniforms) { + p_instance->instance_allocated_shader_uniforms_offset = RSG::material_storage->global_shader_uniforms_instance_allocate(p_instance->self); + geom->geometry_instance->set_instance_shader_uniforms_offset(p_instance->instance_allocated_shader_uniforms_offset); - for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_parameters) { + for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_uniforms) { if (E.value.value.get_type() != Variant::NIL) { RSG::material_storage->global_shader_uniforms_instance_update(p_instance->self, E.value.index, E.value.value); } } } else { RSG::material_storage->global_shader_uniforms_instance_free(p_instance->self); - p_instance->instance_allocated_shader_parameters_offset = -1; - geom->geometry_instance->set_instance_shader_parameters_offset(-1); + p_instance->instance_allocated_shader_uniforms_offset = -1; + geom->geometry_instance->set_instance_shader_uniforms_offset(-1); } } } @@ -3953,7 +3953,7 @@ bool RendererSceneCull::free(RID p_rid) { instance_geometry_set_material_overlay(p_rid, RID()); instance_attach_skeleton(p_rid, RID()); - if (instance->instance_allocated_shader_parameters) { + if (instance->instance_allocated_shader_uniforms) { //free the used shader parameters RSG::material_storage->global_shader_uniforms_instance_free(instance->self); } |