Add `hint_color` support for `vec3` in shaders

This commit is contained in:
Yuri Roubinsky 2022-05-01 09:47:35 +03:00
parent 4a9e8b560a
commit 5eb3a0ef4a
3 changed files with 134 additions and 44 deletions

View File

@ -392,26 +392,60 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
float *gui = (float *)data;
if (p_array_size > 0) {
const PackedVector3Array &a = value;
int s = a.size();
if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
const PackedColorArray &a = value;
int s = a.size();
for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
if (i < s) {
gui[j] = a[i].x;
gui[j + 1] = a[i].y;
gui[j + 2] = a[i].z;
} else {
gui[j] = 0;
gui[j + 1] = 0;
gui[j + 2] = 0;
for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
if (i < s) {
Color color = a[i];
if (p_linear_color) {
color = color.srgb_to_linear();
}
gui[j] = color.r;
gui[j + 1] = color.g;
gui[j + 2] = color.b;
} else {
gui[j] = 0;
gui[j + 1] = 0;
gui[j + 2] = 0;
}
gui[j + 3] = 0; // ignored
}
} else {
const PackedVector3Array &a = value;
int s = a.size();
for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
if (i < s) {
gui[j] = a[i].x;
gui[j + 1] = a[i].y;
gui[j + 2] = a[i].z;
} else {
gui[j] = 0;
gui[j + 1] = 0;
gui[j + 2] = 0;
}
gui[j + 3] = 0; // ignored
}
gui[j + 3] = 0; // ignored
}
} else {
Vector3 v = value;
gui[0] = v.x;
gui[1] = v.y;
gui[2] = v.z;
if (value.get_type() == Variant::COLOR) {
Color v = value;
if (p_linear_color) {
v = v.srgb_to_linear();
}
gui[0] = v.r;
gui[1] = v.g;
gui[2] = v.b;
} else {
Vector3 v = value;
gui[0] = v.x;
gui[1] = v.y;
gui[2] = v.z;
}
}
} break;
case ShaderLanguage::TYPE_VEC4: {
@ -925,7 +959,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S
//value=E.value.default_value;
} else {
//zero because it was not provided
if (E.value.type == ShaderLanguage::TYPE_VEC4 && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
//colors must be set as black, with alpha as 1.0
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
} else {

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@ -388,26 +388,60 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
float *gui = reinterpret_cast<float *>(data);
if (p_array_size > 0) {
const PackedVector3Array &a = value;
int s = a.size();
if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
const PackedColorArray &a = value;
int s = a.size();
for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
if (i < s) {
gui[j] = a[i].x;
gui[j + 1] = a[i].y;
gui[j + 2] = a[i].z;
} else {
gui[j] = 0;
gui[j + 1] = 0;
gui[j + 2] = 0;
for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
if (i < s) {
Color color = a[i];
if (p_linear_color) {
color = color.srgb_to_linear();
}
gui[j] = color.r;
gui[j + 1] = color.g;
gui[j + 2] = color.b;
} else {
gui[j] = 0;
gui[j + 1] = 0;
gui[j + 2] = 0;
}
gui[j + 3] = 0; // ignored
}
} else {
const PackedVector3Array &a = value;
int s = a.size();
for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
if (i < s) {
gui[j] = a[i].x;
gui[j + 1] = a[i].y;
gui[j + 2] = a[i].z;
} else {
gui[j] = 0;
gui[j + 1] = 0;
gui[j + 2] = 0;
}
gui[j + 3] = 0; // ignored
}
gui[j + 3] = 0; // ignored
}
} else {
Vector3 v = value;
gui[0] = v.x;
gui[1] = v.y;
gui[2] = v.z;
if (value.get_type() == Variant::COLOR) {
Color v = value;
if (p_linear_color) {
v = v.srgb_to_linear();
}
gui[0] = v.r;
gui[1] = v.g;
gui[2] = v.b;
} else {
Vector3 v = value;
gui[0] = v.x;
gui[1] = v.y;
gui[2] = v.z;
}
}
} break;
case ShaderLanguage::TYPE_VEC4: {
@ -921,7 +955,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S
//value=E.value.default_value;
} else {
//zero because it was not provided
if (E.value.type == ShaderLanguage::TYPE_VEC4 && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
//colors must be set as black, with alpha as 1.0
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
} else {

View File

@ -3548,13 +3548,25 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 3;
PackedVector3Array array = PackedVector3Array();
for (int i = 0; i < array_size; i += 3) {
array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
PackedColorArray array = PackedColorArray();
for (int i = 0; i < array_size; i += 3) {
array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
}
value = Variant(array);
} else {
PackedVector3Array array = PackedVector3Array();
for (int i = 0; i < array_size; i += 3) {
array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
}
value = Variant(array);
}
value = Variant(array);
} else {
value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real));
} else {
value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
}
}
break;
case ShaderLanguage::TYPE_VEC4:
@ -3760,9 +3772,19 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
break;
case ShaderLanguage::TYPE_VEC3:
if (p_uniform.array_size > 0) {
pi.type = Variant::PACKED_VECTOR3_ARRAY;
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
pi.hint = PROPERTY_HINT_COLOR_NO_ALPHA;
pi.type = Variant::PACKED_COLOR_ARRAY;
} else {
pi.type = Variant::PACKED_VECTOR3_ARRAY;
}
} else {
pi.type = Variant::VECTOR3;
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
pi.hint = PROPERTY_HINT_COLOR_NO_ALPHA;
pi.type = Variant::COLOR;
} else {
pi.type = Variant::VECTOR3;
}
}
break;
case ShaderLanguage::TYPE_VEC4: {
@ -8001,8 +8023,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
} else if (tk.type == TK_HINT_BLACK_ALBEDO_TEXTURE) {
uniform2.hint = ShaderNode::Uniform::HINT_BLACK_ALBEDO;
} else if (tk.type == TK_HINT_COLOR) {
if (type != TYPE_VEC4) {
_set_error(vformat(RTR("Color hint is for '%s' only."), "vec4"));
if (type != TYPE_VEC3 && type != TYPE_VEC4) {
_set_error(vformat(RTR("Color hint is for '%s' or '%s' only."), "vec3", "vec4"));
return ERR_PARSE_ERROR;
}
uniform2.hint = ShaderNode::Uniform::HINT_COLOR;
@ -9514,7 +9536,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
} break;
case COMPLETION_HINT: {
if (completion_base == DataType::TYPE_VEC4) {
if (completion_base == DataType::TYPE_VEC3 || completion_base == DataType::TYPE_VEC4) {
ScriptLanguage::CodeCompletionOption option("hint_color", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
r_options->push_back(option);
} else if ((completion_base == DataType::TYPE_INT || completion_base == DataType::TYPE_FLOAT) && !completion_base_array) {