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mirror of https://github.com/godotengine/godot.git synced 2025-11-10 13:00:37 +00:00

Rename Curve3Texture to CurveXYZTexture

Neither name is a perfect match but `Curve3Texture` looked too similar to
`CurveTexture` and `Curve3D`, which made things confusing when picking a
texture type or browsing the API reference.
This commit is contained in:
Rémi Verschelde
2021-07-14 00:06:44 +02:00
parent c0da57699b
commit 536825d004
9 changed files with 93 additions and 93 deletions

View File

@@ -889,56 +889,56 @@ VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
allow_v_resize = false;
}
////////////// Curve3Texture
////////////// CurveXYZTexture
String VisualShaderNodeCurve3Texture::get_caption() const {
return "Curve3Texture";
String VisualShaderNodeCurveXYZTexture::get_caption() const {
return "CurveXYZTexture";
}
int VisualShaderNodeCurve3Texture::get_input_port_count() const {
int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
return 1;
}
VisualShaderNodeCurve3Texture::PortType VisualShaderNodeCurve3Texture::get_input_port_type(int p_port) const {
VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeCurve3Texture::get_input_port_name(int p_port) const {
String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeCurve3Texture::get_output_port_count() const {
int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
return 1;
}
VisualShaderNodeCurve3Texture::PortType VisualShaderNodeCurve3Texture::get_output_port_type(int p_port) const {
VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeCurve3Texture::get_output_port_name(int p_port) const {
String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
return String();
}
void VisualShaderNodeCurve3Texture::set_texture(Ref<Curve3Texture> p_texture) {
void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
texture = p_texture;
emit_changed();
}
Ref<Curve3Texture> VisualShaderNodeCurve3Texture::get_texture() const {
Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
return texture;
}
Vector<StringName> VisualShaderNodeCurve3Texture::get_editable_properties() const {
Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
Vector<StringName> props;
props.push_back("texture");
return props;
}
String VisualShaderNodeCurve3Texture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
}
String VisualShaderNodeCurve3Texture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
if (p_input_vars[0] == String()) {
return "\t" + p_output_vars[0] + " = vec3(0.0);\n";
}
@@ -948,7 +948,7 @@ String VisualShaderNodeCurve3Texture::generate_code(Shader::Mode p_mode, VisualS
return code;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurve3Texture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "curve3d");
dtp.param = texture;
@@ -957,18 +957,18 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurve3Texture::get_def
return ret;
}
void VisualShaderNodeCurve3Texture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurve3Texture::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurve3Texture::get_texture);
void VisualShaderNodeCurveXYZTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Curve3Texture"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
}
bool VisualShaderNodeCurve3Texture::is_use_prop_slots() const {
bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
return true;
}
VisualShaderNodeCurve3Texture::VisualShaderNodeCurve3Texture() {
VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
simple_decl = true;
allow_v_resize = false;
}