Set uniform default values in inspector
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14 changed files with 148 additions and 1 deletions
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@ -267,6 +267,7 @@ public:
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void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {}
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Variant material_get_param(RID p_material, const StringName &p_param) const { return Variant(); }
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Variant material_get_param_default(RID p_material, const StringName &p_param) const { return Variant(); }
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void material_set_line_width(RID p_material, float p_width) {}
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@ -1419,6 +1419,19 @@ Variant RasterizerStorageGLES2::material_get_param(RID p_material, const StringN
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return material->params[p_param];
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}
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return material_get_param_default(p_material, p_param);
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}
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Variant RasterizerStorageGLES2::material_get_param_default(RID p_material, const StringName &p_param) const {
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const Material *material = material_owner.get(p_material);
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ERR_FAIL_COND_V(!material, Variant());
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if (material->shader) {
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if (material->shader->uniforms.has(p_param)) {
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Vector<ShaderLanguage::ConstantNode::Value> default_value = material->shader->uniforms[p_param].default_value;
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return ShaderLanguage::constant_value_to_variant(default_value, material->shader->uniforms[p_param].type);
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}
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}
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return Variant();
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}
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@ -563,6 +563,7 @@ public:
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
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virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
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virtual void material_set_line_width(RID p_material, float p_width);
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virtual void material_set_next_pass(RID p_material, RID p_next_material);
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@ -29,7 +29,6 @@
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/*************************************************************************/
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#include "rasterizer_storage_gles3.h"
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#include "core/engine.h"
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#include "core/project_settings.h"
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#include "rasterizer_canvas_gles3.h"
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@ -2140,6 +2139,19 @@ Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringN
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if (material->params.has(p_param))
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return material->params[p_param];
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return material_get_param_default(p_material, p_param);
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}
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Variant RasterizerStorageGLES3::material_get_param_default(RID p_material, const StringName &p_param) const {
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const Material *material = material_owner.get(p_material);
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ERR_FAIL_COND_V(!material, Variant());
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if (material->shader) {
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if (material->shader->uniforms.has(p_param)) {
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Vector<ShaderLanguage::ConstantNode::Value> default_value = material->shader->uniforms[p_param].default_value;
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return ShaderLanguage::constant_value_to_variant(default_value, material->shader->uniforms[p_param].type);
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}
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}
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return Variant();
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}
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@ -583,6 +583,7 @@ public:
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
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virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
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virtual void material_set_line_width(RID p_material, float p_width);
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virtual void material_set_next_pass(RID p_material, RID p_next_material);
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@ -145,6 +145,31 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
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}
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}
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bool ShaderMaterial::property_can_revert(const String &p_name) {
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if (shader.is_valid()) {
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StringName pr = shader->remap_param(p_name);
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if (pr) {
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Variant default_value = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr);
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Variant current_value;
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_get(p_name, current_value);
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return default_value.get_type() != Variant::NIL && default_value != current_value;
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}
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}
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return false;
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}
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Variant ShaderMaterial::property_get_revert(const String &p_name) {
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Variant r_ret;
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if (shader.is_valid()) {
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StringName pr = shader->remap_param(p_name);
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if (pr) {
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r_ret = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr);
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}
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}
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return r_ret;
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}
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void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) {
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if (shader.is_valid()) {
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@ -190,6 +215,8 @@ void ShaderMaterial::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param);
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ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param);
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ClassDB::bind_method(D_METHOD("_shader_changed"), &ShaderMaterial::_shader_changed);
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ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert);
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ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader");
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}
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@ -85,6 +85,8 @@ protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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bool property_can_revert(const String &p_name);
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Variant property_get_revert(const String &p_name);
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static void _bind_methods();
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@ -249,6 +249,7 @@ public:
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
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virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const = 0;
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virtual void material_set_line_width(RID p_material, float p_width) = 0;
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@ -2273,6 +2273,90 @@ bool ShaderLanguage::is_sampler_type(DataType p_type) {
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p_type == TYPE_SAMPLERCUBE;
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}
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Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type) {
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if (p_value.size() > 0) {
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Variant value;
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switch (p_type) {
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case ShaderLanguage::TYPE_BOOL:
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value = Variant(p_value[0].boolean);
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break;
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case ShaderLanguage::TYPE_BVEC2:
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case ShaderLanguage::TYPE_BVEC3:
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case ShaderLanguage::TYPE_BVEC4:
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case ShaderLanguage::TYPE_INT:
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value = Variant(p_value[0].sint);
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break;
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case ShaderLanguage::TYPE_IVEC2:
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value = Variant(Vector2(p_value[0].sint, p_value[1].sint));
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break;
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case ShaderLanguage::TYPE_IVEC3:
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value = Variant(Vector3(p_value[0].sint, p_value[1].sint, p_value[2].sint));
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break;
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case ShaderLanguage::TYPE_IVEC4:
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value = Variant(Plane(p_value[0].sint, p_value[1].sint, p_value[2].sint, p_value[3].sint));
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break;
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case ShaderLanguage::TYPE_UINT:
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value = Variant(p_value[0].uint);
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break;
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case ShaderLanguage::TYPE_UVEC2:
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value = Variant(Vector2(p_value[0].uint, p_value[1].uint));
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break;
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case ShaderLanguage::TYPE_UVEC3:
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value = Variant(Vector3(p_value[0].uint, p_value[1].uint, p_value[2].uint));
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break;
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case ShaderLanguage::TYPE_UVEC4:
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value = Variant(Plane(p_value[0].uint, p_value[1].uint, p_value[2].uint, p_value[3].uint));
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break;
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case ShaderLanguage::TYPE_FLOAT:
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value = Variant(p_value[0].real);
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break;
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case ShaderLanguage::TYPE_VEC2:
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value = Variant(Vector2(p_value[0].real, p_value[1].real));
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break;
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case ShaderLanguage::TYPE_VEC3:
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value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
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break;
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case ShaderLanguage::TYPE_VEC4:
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value = Variant(Plane(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
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break;
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case ShaderLanguage::TYPE_MAT2:
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value = Variant(Transform2D(p_value[0].real, p_value[2].real, p_value[1].real, p_value[3].real, 0.0, 0.0));
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break;
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case ShaderLanguage::TYPE_MAT3: {
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Basis p;
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p[0][0] = p_value[0].real;
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p[0][1] = p_value[1].real;
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p[0][2] = p_value[2].real;
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p[1][0] = p_value[3].real;
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p[1][1] = p_value[4].real;
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p[1][2] = p_value[5].real;
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p[2][0] = p_value[6].real;
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p[2][1] = p_value[7].real;
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p[2][2] = p_value[8].real;
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value = Variant(p);
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break;
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}
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case ShaderLanguage::TYPE_MAT4: {
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Basis p;
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p[0][0] = p_value[0].real;
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p[0][1] = p_value[1].real;
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p[0][2] = p_value[2].real;
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p[1][0] = p_value[4].real;
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p[1][1] = p_value[5].real;
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p[1][2] = p_value[6].real;
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p[2][0] = p_value[8].real;
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p[2][1] = p_value[9].real;
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p[2][2] = p_value[10].real;
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Transform t = Transform(p, Vector3(p_value[3].real, p_value[7].real, p_value[11].real));
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value = Variant(t);
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break;
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}
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}
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return value;
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}
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return Variant();
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}
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void ShaderLanguage::get_keyword_list(List<String> *r_keywords) {
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Set<String> kws;
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@ -548,6 +548,7 @@ public:
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static int get_cardinality(DataType p_type);
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static bool is_scalar_type(DataType p_type);
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static bool is_sampler_type(DataType p_type);
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static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type);
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static void get_keyword_list(List<String> *r_keywords);
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static void get_builtin_funcs(List<String> *r_keywords);
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@ -203,6 +203,7 @@ public:
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BIND3(material_set_param, RID, const StringName &, const Variant &)
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BIND2RC(Variant, material_get_param, RID, const StringName &)
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BIND2RC(Variant, material_get_param_default, RID, const StringName &)
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BIND2(material_set_render_priority, RID, int)
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BIND2(material_set_line_width, RID, float)
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@ -137,6 +137,7 @@ public:
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FUNC3(material_set_param, RID, const StringName &, const Variant &)
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FUNC2RC(Variant, material_get_param, RID, const StringName &)
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FUNC2RC(Variant, material_get_param_default, RID, const StringName &)
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FUNC2(material_set_render_priority, RID, int)
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FUNC2(material_set_line_width, RID, float)
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@ -1695,6 +1695,7 @@ void VisualServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("material_get_shader", "shader_material"), &VisualServer::material_get_shader);
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ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &VisualServer::material_set_param);
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ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &VisualServer::material_get_param);
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ClassDB::bind_method(D_METHOD("material_get_param_default", "material", "parameter"), &VisualServer::material_get_param_default);
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ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &VisualServer::material_set_render_priority);
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ClassDB::bind_method(D_METHOD("material_set_line_width", "material", "width"), &VisualServer::material_set_line_width);
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ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &VisualServer::material_set_next_pass);
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@ -209,6 +209,7 @@ public:
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
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virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const = 0;
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virtual void material_set_render_priority(RID p_material, int priority) = 0;
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