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Set uniform default values in inspector

This commit is contained in:
JFonS
2018-09-05 00:54:35 +02:00
parent ae8f984cf3
commit 3cedec5f75
14 changed files with 148 additions and 1 deletions

View File

@@ -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;