Fix several Material texture parameter updates

This commit is contained in:
bitsawer 2023-10-31 15:31:08 +02:00
parent 6afd320984
commit 1ec97a7b91
3 changed files with 11 additions and 11 deletions

View file

@ -82,7 +82,7 @@ float FogMaterial::get_edge_fade() const {
void FogMaterial::set_density_texture(const Ref<Texture3D> &p_texture) {
density_texture = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
RS::get_singleton()->material_set_param(_get_material(), "density_texture", tex_rid);
}

View file

@ -1930,7 +1930,7 @@ void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_t
ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
textures[p_param] = p_texture;
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
Variant rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) {

View file

@ -1380,7 +1380,7 @@ void ParticleProcessMaterial::set_param_texture(Parameter p_param, const Ref<Tex
tex_parameters[p_param] = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
switch (p_param) {
case PARAM_INITIAL_LINEAR_VELOCITY: {
@ -1476,7 +1476,7 @@ Color ParticleProcessMaterial::get_color() const {
void ParticleProcessMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
color_ramp = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, tex_rid);
_queue_shader_change();
notify_property_list_changed();
@ -1488,7 +1488,7 @@ Ref<Texture2D> ParticleProcessMaterial::get_color_ramp() const {
void ParticleProcessMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture) {
color_initial_ramp = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_initial_ramp, tex_rid);
_queue_shader_change();
notify_property_list_changed();
@ -1509,7 +1509,7 @@ void ParticleProcessMaterial::set_particle_flag(ParticleFlags p_particle_flag, b
void ParticleProcessMaterial::set_alpha_curve(const Ref<Texture2D> &p_texture) {
alpha_curve = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->alpha_ramp, tex_rid);
_queue_shader_change();
notify_property_list_changed();
@ -1521,7 +1521,7 @@ Ref<Texture2D> ParticleProcessMaterial::get_alpha_curve() const {
void ParticleProcessMaterial::set_emission_curve(const Ref<Texture2D> &p_texture) {
emission_curve = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ramp, tex_rid);
_queue_shader_change();
notify_property_list_changed();
@ -1533,7 +1533,7 @@ Ref<Texture2D> ParticleProcessMaterial::get_emission_curve() const {
void ParticleProcessMaterial::set_velocity_limit_curve(const Ref<Texture2D> &p_texture) {
velocity_limit_curve = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->velocity_limit_curve, tex_rid);
_queue_shader_change();
notify_property_list_changed();
@ -1567,19 +1567,19 @@ void ParticleProcessMaterial::set_emission_box_extents(Vector3 p_extents) {
void ParticleProcessMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
emission_point_texture = p_points;
RID tex_rid = p_points.is_valid() ? p_points->get_rid() : RID();
Variant tex_rid = p_points.is_valid() ? Variant(p_points->get_rid()) : Variant();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, tex_rid);
}
void ParticleProcessMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
emission_normal_texture = p_normals;
RID tex_rid = p_normals.is_valid() ? p_normals->get_rid() : RID();
Variant tex_rid = p_normals.is_valid() ? Variant(p_normals->get_rid()) : Variant();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, tex_rid);
}
void ParticleProcessMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {
emission_color_texture = p_colors;
RID tex_rid = p_colors.is_valid() ? p_colors->get_rid() : RID();
Variant tex_rid = p_colors.is_valid() ? Variant(p_colors->get_rid()) : Variant();
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, tex_rid);
_queue_shader_change();
}