Fix several Material texture parameter updates
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6afd320984
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1ec97a7b91
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@ -82,7 +82,7 @@ float FogMaterial::get_edge_fade() const {
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void FogMaterial::set_density_texture(const Ref<Texture3D> &p_texture) {
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density_texture = p_texture;
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RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
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RS::get_singleton()->material_set_param(_get_material(), "density_texture", tex_rid);
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}
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@ -1930,7 +1930,7 @@ void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_t
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ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
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textures[p_param] = p_texture;
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RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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Variant rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
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RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
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if (p_texture.is_valid() && p_param == TEXTURE_ALBEDO) {
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@ -1380,7 +1380,7 @@ void ParticleProcessMaterial::set_param_texture(Parameter p_param, const Ref<Tex
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tex_parameters[p_param] = p_texture;
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RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
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switch (p_param) {
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case PARAM_INITIAL_LINEAR_VELOCITY: {
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@ -1476,7 +1476,7 @@ Color ParticleProcessMaterial::get_color() const {
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void ParticleProcessMaterial::set_color_ramp(const Ref<Texture2D> &p_texture) {
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color_ramp = p_texture;
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RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
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RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, tex_rid);
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_queue_shader_change();
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notify_property_list_changed();
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@ -1488,7 +1488,7 @@ Ref<Texture2D> ParticleProcessMaterial::get_color_ramp() const {
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void ParticleProcessMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture) {
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color_initial_ramp = p_texture;
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RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
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RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_initial_ramp, tex_rid);
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_queue_shader_change();
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notify_property_list_changed();
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@ -1509,7 +1509,7 @@ void ParticleProcessMaterial::set_particle_flag(ParticleFlags p_particle_flag, b
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void ParticleProcessMaterial::set_alpha_curve(const Ref<Texture2D> &p_texture) {
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alpha_curve = p_texture;
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RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
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RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->alpha_ramp, tex_rid);
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_queue_shader_change();
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notify_property_list_changed();
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@ -1521,7 +1521,7 @@ Ref<Texture2D> ParticleProcessMaterial::get_alpha_curve() const {
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void ParticleProcessMaterial::set_emission_curve(const Ref<Texture2D> &p_texture) {
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emission_curve = p_texture;
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RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
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RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_ramp, tex_rid);
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_queue_shader_change();
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notify_property_list_changed();
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@ -1533,7 +1533,7 @@ Ref<Texture2D> ParticleProcessMaterial::get_emission_curve() const {
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void ParticleProcessMaterial::set_velocity_limit_curve(const Ref<Texture2D> &p_texture) {
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velocity_limit_curve = p_texture;
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RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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Variant tex_rid = p_texture.is_valid() ? Variant(p_texture->get_rid()) : Variant();
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RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->velocity_limit_curve, tex_rid);
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_queue_shader_change();
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notify_property_list_changed();
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@ -1567,19 +1567,19 @@ void ParticleProcessMaterial::set_emission_box_extents(Vector3 p_extents) {
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void ParticleProcessMaterial::set_emission_point_texture(const Ref<Texture2D> &p_points) {
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emission_point_texture = p_points;
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RID tex_rid = p_points.is_valid() ? p_points->get_rid() : RID();
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Variant tex_rid = p_points.is_valid() ? Variant(p_points->get_rid()) : Variant();
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RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, tex_rid);
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}
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void ParticleProcessMaterial::set_emission_normal_texture(const Ref<Texture2D> &p_normals) {
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emission_normal_texture = p_normals;
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RID tex_rid = p_normals.is_valid() ? p_normals->get_rid() : RID();
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Variant tex_rid = p_normals.is_valid() ? Variant(p_normals->get_rid()) : Variant();
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RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, tex_rid);
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}
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void ParticleProcessMaterial::set_emission_color_texture(const Ref<Texture2D> &p_colors) {
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emission_color_texture = p_colors;
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RID tex_rid = p_colors.is_valid() ? p_colors->get_rid() : RID();
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Variant tex_rid = p_colors.is_valid() ? Variant(p_colors->get_rid()) : Variant();
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RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, tex_rid);
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_queue_shader_change();
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}
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