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mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Rename uniform to parameter across the engine

This commit is contained in:
Yuri Rubinsky
2022-08-27 12:22:43 +03:00
parent 1c037c89d4
commit 8191b3c110
80 changed files with 1523 additions and 1494 deletions

View File

@@ -339,17 +339,17 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
// Texture parameter has to be treated specially since StandardMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
smat->set_shader_uniform(E.name, texture);
smat->set_shader_parameter(E.name, texture);
} else {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
smat->set_shader_parameter(E.name, value);
}
}
@@ -385,17 +385,17 @@ Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_reso
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
// Texture parameter has to be treated specially since ORMMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
smat->set_shader_uniform(E.name, texture);
smat->set_shader_parameter(E.name, texture);
} else {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
smat->set_shader_parameter(E.name, value);
}
}
@@ -431,11 +431,11 @@ Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resourc
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
smat->set_shader_parameter(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -470,11 +470,11 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
smat->set_shader_parameter(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -509,11 +509,11 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
smat->set_shader_parameter(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -548,11 +548,11 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
smat->set_shader_parameter(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -587,11 +587,11 @@ Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
smat->set_shader_parameter(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@@ -626,11 +626,11 @@ Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resour
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_uniform(E.name, value);
smat->set_shader_parameter(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());