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Add hint_color support for vec3 in shaders

This commit is contained in:
Yuri Roubinsky
2022-05-01 09:47:35 +03:00
parent 4a9e8b560a
commit 5eb3a0ef4a
3 changed files with 134 additions and 44 deletions

View File

@@ -3548,13 +3548,25 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 3;
PackedVector3Array array = PackedVector3Array();
for (int i = 0; i < array_size; i += 3) {
array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
PackedColorArray array = PackedColorArray();
for (int i = 0; i < array_size; i += 3) {
array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
}
value = Variant(array);
} else {
PackedVector3Array array = PackedVector3Array();
for (int i = 0; i < array_size; i += 3) {
array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
}
value = Variant(array);
}
value = Variant(array);
} else {
value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real));
} else {
value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
}
}
break;
case ShaderLanguage::TYPE_VEC4:
@@ -3760,9 +3772,19 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
break;
case ShaderLanguage::TYPE_VEC3:
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_VECTOR3_ARRAY;
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
pi.hint = PROPERTY_HINT_COLOR_NO_ALPHA;
pi.type = Variant::PACKED_COLOR_ARRAY;
} else {
pi.type = Variant::PACKED_VECTOR3_ARRAY;
}
} else {
pi.type = Variant::VECTOR3;
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
pi.hint = PROPERTY_HINT_COLOR_NO_ALPHA;
pi.type = Variant::COLOR;
} else {
pi.type = Variant::VECTOR3;
}
}
break;
case ShaderLanguage::TYPE_VEC4: {
@@ -8001,8 +8023,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
} else if (tk.type == TK_HINT_BLACK_ALBEDO_TEXTURE) {
uniform2.hint = ShaderNode::Uniform::HINT_BLACK_ALBEDO;
} else if (tk.type == TK_HINT_COLOR) {
if (type != TYPE_VEC4) {
_set_error(vformat(RTR("Color hint is for '%s' only."), "vec4"));
if (type != TYPE_VEC3 && type != TYPE_VEC4) {
_set_error(vformat(RTR("Color hint is for '%s' or '%s' only."), "vec3", "vec4"));
return ERR_PARSE_ERROR;
}
uniform2.hint = ShaderNode::Uniform::HINT_COLOR;
@@ -9514,7 +9536,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
} break;
case COMPLETION_HINT: {
if (completion_base == DataType::TYPE_VEC4) {
if (completion_base == DataType::TYPE_VEC3 || completion_base == DataType::TYPE_VEC4) {
ScriptLanguage::CodeCompletionOption option("hint_color", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
r_options->push_back(option);
} else if ((completion_base == DataType::TYPE_INT || completion_base == DataType::TYPE_FLOAT) && !completion_base_array) {