diff options
Diffstat (limited to 'servers/visual/shader_language.cpp')
-rw-r--r-- | servers/visual/shader_language.cpp | 87 |
1 files changed, 86 insertions, 1 deletions
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp index 8a8b8af267..4718eb14a5 100644 --- a/servers/visual/shader_language.cpp +++ b/servers/visual/shader_language.cpp @@ -2273,6 +2273,90 @@ bool ShaderLanguage::is_sampler_type(DataType p_type) { p_type == TYPE_SAMPLERCUBE; } +Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type) { + if (p_value.size() > 0) { + Variant value; + switch (p_type) { + case ShaderLanguage::TYPE_BOOL: + value = Variant(p_value[0].boolean); + break; + case ShaderLanguage::TYPE_BVEC2: + case ShaderLanguage::TYPE_BVEC3: + case ShaderLanguage::TYPE_BVEC4: + case ShaderLanguage::TYPE_INT: + value = Variant(p_value[0].sint); + break; + case ShaderLanguage::TYPE_IVEC2: + value = Variant(Vector2(p_value[0].sint, p_value[1].sint)); + break; + case ShaderLanguage::TYPE_IVEC3: + value = Variant(Vector3(p_value[0].sint, p_value[1].sint, p_value[2].sint)); + break; + case ShaderLanguage::TYPE_IVEC4: + value = Variant(Plane(p_value[0].sint, p_value[1].sint, p_value[2].sint, p_value[3].sint)); + break; + case ShaderLanguage::TYPE_UINT: + value = Variant(p_value[0].uint); + break; + case ShaderLanguage::TYPE_UVEC2: + value = Variant(Vector2(p_value[0].uint, p_value[1].uint)); + break; + case ShaderLanguage::TYPE_UVEC3: + value = Variant(Vector3(p_value[0].uint, p_value[1].uint, p_value[2].uint)); + break; + case ShaderLanguage::TYPE_UVEC4: + value = Variant(Plane(p_value[0].uint, p_value[1].uint, p_value[2].uint, p_value[3].uint)); + break; + case ShaderLanguage::TYPE_FLOAT: + value = Variant(p_value[0].real); + break; + case ShaderLanguage::TYPE_VEC2: + value = Variant(Vector2(p_value[0].real, p_value[1].real)); + break; + case ShaderLanguage::TYPE_VEC3: + value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real)); + break; + case ShaderLanguage::TYPE_VEC4: + value = Variant(Plane(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real)); + break; + case ShaderLanguage::TYPE_MAT2: + value = Variant(Transform2D(p_value[0].real, p_value[2].real, p_value[1].real, p_value[3].real, 0.0, 0.0)); + break; + case ShaderLanguage::TYPE_MAT3: { + Basis p; + p[0][0] = p_value[0].real; + p[0][1] = p_value[1].real; + p[0][2] = p_value[2].real; + p[1][0] = p_value[3].real; + p[1][1] = p_value[4].real; + p[1][2] = p_value[5].real; + p[2][0] = p_value[6].real; + p[2][1] = p_value[7].real; + p[2][2] = p_value[8].real; + value = Variant(p); + break; + } + case ShaderLanguage::TYPE_MAT4: { + Basis p; + p[0][0] = p_value[0].real; + p[0][1] = p_value[1].real; + p[0][2] = p_value[2].real; + p[1][0] = p_value[4].real; + p[1][1] = p_value[5].real; + p[1][2] = p_value[6].real; + p[2][0] = p_value[8].real; + p[2][1] = p_value[9].real; + p[2][2] = p_value[10].real; + Transform t = Transform(p, Vector3(p_value[3].real, p_value[7].real, p_value[11].real)); + value = Variant(t); + break; + } + } + return value; + } + return Variant(); +} + void ShaderLanguage::get_keyword_list(List<String> *r_keywords) { Set<String> kws; @@ -3353,8 +3437,9 @@ ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, Sha } } } else { + ConstantNode::Value value = values[0]; for (int i = 1; i < cardinality; i++) { - values.push_back(values[0]); + values.push_back(value); } } } else if (values.size() != cardinality) { |