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Add hint_transparent to use a transparent black placeholder texture

This can be used in shaders to avoid the need to supply a transparent
placeholder texture manually.
This commit is contained in:
Hugo Locurcio
2021-08-14 18:29:52 +02:00
parent 5ecd61a315
commit 813f6a5d57
11 changed files with 61 additions and 4 deletions

View File

@@ -195,6 +195,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
"SOURCE_COLOR",
"HINT_DEFAULT_WHITE_TEXTURE",
"HINT_DEFAULT_BLACK_TEXTURE",
"HINT_DEFAULT_TRANSPARENT_TEXTURE",
"HINT_NORMAL_TEXTURE",
"HINT_ANISOTROPY_TEXTURE",
"HINT_RANGE",
@@ -354,6 +355,7 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
{ TK_HINT_NORMAL_TEXTURE, "hint_normal", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_DEFAULT_WHITE_TEXTURE, "hint_default_white", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_DEFAULT_BLACK_TEXTURE, "hint_default_black", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_DEFAULT_TRANSPARENT_TEXTURE, "hint_default_transparent", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_ANISOTROPY_TEXTURE, "hint_anisotropy", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_ROUGHNESS_R, "hint_roughness_r", CF_UNSPECIFIED, {}, {} },
{ TK_HINT_ROUGHNESS_G, "hint_roughness_g", CF_UNSPECIFIED, {}, {} },
@@ -1088,6 +1090,9 @@ String ShaderLanguage::get_uniform_hint_name(ShaderNode::Uniform::Hint p_hint) {
case ShaderNode::Uniform::HINT_DEFAULT_WHITE: {
result = "hint_default_white";
} break;
case ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT: {
result = "hint_default_transparent";
} break;
case ShaderNode::Uniform::HINT_ANISOTROPY: {
result = "hint_anisotropy";
} break;
@@ -8410,6 +8415,9 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f
case TK_HINT_DEFAULT_WHITE_TEXTURE: {
new_hint = ShaderNode::Uniform::HINT_DEFAULT_WHITE;
} break;
case TK_HINT_DEFAULT_TRANSPARENT_TEXTURE: {
new_hint = ShaderNode::Uniform::HINT_DEFAULT_TRANSPARENT;
} break;
case TK_HINT_NORMAL_TEXTURE: {
new_hint = ShaderNode::Uniform::HINT_NORMAL;
} break;
@@ -10248,6 +10256,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
options.push_back("hint_anisotropy");
options.push_back("hint_default_black");
options.push_back("hint_default_white");
options.push_back("hint_default_transparent");
options.push_back("hint_normal");
options.push_back("hint_roughness_a");
options.push_back("hint_roughness_b");