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mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

Rename shader parameter uniform setter/getter methods for consistency

`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
This commit is contained in:
Hugo Locurcio
2022-04-03 19:09:09 +02:00
parent 80193260ff
commit db22b7ded0
47 changed files with 211 additions and 211 deletions

View File

@@ -1423,62 +1423,62 @@ void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_l
}
}
void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
void RendererSceneCull::instance_geometry_set_shader_uniform(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
Instance *instance = instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
HashMap<StringName, Instance::InstanceShaderParameter>::Iterator E = instance->instance_shader_parameters.find(p_parameter);
HashMap<StringName, Instance::InstanceShaderParameter>::Iterator E = instance->instance_shader_uniforms.find(p_parameter);
if (!E) {
Instance::InstanceShaderParameter isp;
isp.index = -1;
isp.info = PropertyInfo();
isp.value = p_value;
instance->instance_shader_parameters[p_parameter] = isp;
instance->instance_shader_uniforms[p_parameter] = isp;
} else {
E->value.value = p_value;
if (E->value.index >= 0 && instance->instance_allocated_shader_parameters) {
if (E->value.index >= 0 && instance->instance_allocated_shader_uniforms) {
//update directly
RSG::material_storage->global_shader_uniforms_instance_update(p_instance, E->value.index, p_value);
}
}
}
Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
Variant RendererSceneCull::instance_geometry_get_shader_uniform(RID p_instance, const StringName &p_parameter) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!instance, Variant());
if (instance->instance_shader_parameters.has(p_parameter)) {
return instance->instance_shader_parameters[p_parameter].value;
if (instance->instance_shader_uniforms.has(p_parameter)) {
return instance->instance_shader_uniforms[p_parameter].value;
}
return Variant();
}
Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
Variant RendererSceneCull::instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &p_parameter) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
ERR_FAIL_COND_V(!instance, Variant());
if (instance->instance_shader_parameters.has(p_parameter)) {
return instance->instance_shader_parameters[p_parameter].default_value;
if (instance->instance_shader_uniforms.has(p_parameter)) {
return instance->instance_shader_uniforms[p_parameter].default_value;
}
return Variant();
}
void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
void RendererSceneCull::instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
ERR_FAIL_COND(!instance);
const_cast<RendererSceneCull *>(this)->update_dirty_instances();
Vector<StringName> names;
for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_parameters) {
for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_uniforms) {
names.push_back(E.key);
}
names.sort_custom<StringName::AlphCompare>();
for (int i = 0; i < names.size(); i++) {
PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
PropertyInfo pinfo = instance->instance_shader_uniforms[names[i]].info;
p_parameters->push_back(pinfo);
}
}
@@ -3642,9 +3642,9 @@ void RendererSceneCull::render_particle_colliders() {
}
}
void RendererSceneCull::_update_instance_shader_parameters_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
void RendererSceneCull::_update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
List<RendererMaterialStorage::InstanceShaderParam> plist;
RSG::material_storage->material_get_instance_shader_parameters(p_material, &plist);
RSG::material_storage->material_get_instance_shader_uniforms(p_material, &plist);
for (const RendererMaterialStorage::InstanceShaderParam &E : plist) {
StringName name = E.info.name;
if (isparams.has(name)) {
@@ -3724,7 +3724,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
can_cast_shadows = false;
}
is_animated = RSG::material_storage->material_is_animated(p_instance->material_override);
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
_update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_override);
} else {
if (p_instance->base_type == RS::INSTANCE_MESH) {
RID mesh = p_instance->base;
@@ -3746,7 +3746,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
_update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
@@ -3777,7 +3777,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
_update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
@@ -3815,7 +3815,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
_update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, mat);
RSG::material_storage->material_update_dependency(mat, &p_instance->dependency_tracker);
}
@@ -3831,7 +3831,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
if (p_instance->material_overlay.is_valid()) {
can_cast_shadows = can_cast_shadows || RSG::material_storage->material_casts_shadows(p_instance->material_overlay);
is_animated = is_animated || RSG::material_storage->material_is_animated(p_instance->material_overlay);
_update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_overlay);
_update_instance_shader_uniforms_from_material(isparams, p_instance->instance_shader_uniforms, p_instance->material_overlay);
}
if (can_cast_shadows != geom->can_cast_shadows) {
@@ -3845,23 +3845,23 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
}
geom->material_is_animated = is_animated;
p_instance->instance_shader_parameters = isparams;
p_instance->instance_shader_uniforms = isparams;
if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
if (p_instance->instance_allocated_shader_parameters) {
p_instance->instance_allocated_shader_parameters_offset = RSG::material_storage->global_shader_uniforms_instance_allocate(p_instance->self);
geom->geometry_instance->set_instance_shader_parameters_offset(p_instance->instance_allocated_shader_parameters_offset);
if (p_instance->instance_allocated_shader_uniforms != (p_instance->instance_shader_uniforms.size() > 0)) {
p_instance->instance_allocated_shader_uniforms = (p_instance->instance_shader_uniforms.size() > 0);
if (p_instance->instance_allocated_shader_uniforms) {
p_instance->instance_allocated_shader_uniforms_offset = RSG::material_storage->global_shader_uniforms_instance_allocate(p_instance->self);
geom->geometry_instance->set_instance_shader_uniforms_offset(p_instance->instance_allocated_shader_uniforms_offset);
for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_parameters) {
for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_uniforms) {
if (E.value.value.get_type() != Variant::NIL) {
RSG::material_storage->global_shader_uniforms_instance_update(p_instance->self, E.value.index, E.value.value);
}
}
} else {
RSG::material_storage->global_shader_uniforms_instance_free(p_instance->self);
p_instance->instance_allocated_shader_parameters_offset = -1;
geom->geometry_instance->set_instance_shader_parameters_offset(-1);
p_instance->instance_allocated_shader_uniforms_offset = -1;
geom->geometry_instance->set_instance_shader_uniforms_offset(-1);
}
}
}
@@ -3953,7 +3953,7 @@ bool RendererSceneCull::free(RID p_rid) {
instance_geometry_set_material_overlay(p_rid, RID());
instance_attach_skeleton(p_rid, RID());
if (instance->instance_allocated_shader_parameters) {
if (instance->instance_allocated_shader_uniforms) {
//free the used shader parameters
RSG::material_storage->global_shader_uniforms_instance_free(instance->self);
}