Use `PackedVector4Array` instead of float array for vec4 array uniform
This commit is contained in:
parent
cae2f853dc
commit
72c7e51905
|
@ -324,6 +324,21 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
|
|||
is_uniform_type_compatible = E->get().type == cached.get_type();
|
||||
}
|
||||
|
||||
#ifndef DISABLE_DEPRECATED
|
||||
// PackedFloat32Array -> PackedVector4Array conversion.
|
||||
if (!is_uniform_type_compatible && E->get().type == Variant::PACKED_VECTOR4_ARRAY && cached.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
|
||||
PackedVector4Array varray;
|
||||
PackedFloat32Array array = (PackedFloat32Array)cached;
|
||||
|
||||
for (int i = 0; i + 3 < array.size(); i += 4) {
|
||||
varray.push_back(Vector4(array[i], array[i + 1], array[i + 2], array[i + 3]));
|
||||
}
|
||||
|
||||
param_cache.insert(E->get().name, varray);
|
||||
is_uniform_type_compatible = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (is_uniform_type_compatible && E->get().type == Variant::OBJECT && cached.get_type() == Variant::OBJECT) {
|
||||
// Check if the Object class (hint string) changed, for example Texture2D sampler to Texture3D.
|
||||
// Allow inheritance, Texture2D type sampler should also accept CompressedTexture2D.
|
||||
|
|
|
@ -3982,12 +3982,9 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
|
|||
}
|
||||
value = Variant(array);
|
||||
} else {
|
||||
PackedFloat32Array array;
|
||||
PackedVector4Array array;
|
||||
for (int i = 0; i < array_size; i += 4) {
|
||||
array.push_back(p_value[i].real);
|
||||
array.push_back(p_value[i + 1].real);
|
||||
array.push_back(p_value[i + 2].real);
|
||||
array.push_back(p_value[i + 3].real);
|
||||
array.push_back(Vector4(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
|
||||
}
|
||||
value = Variant(array);
|
||||
}
|
||||
|
@ -4219,7 +4216,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
|
|||
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
|
||||
pi.type = Variant::PACKED_COLOR_ARRAY;
|
||||
} else {
|
||||
pi.type = Variant::PACKED_FLOAT32_ARRAY;
|
||||
pi.type = Variant::PACKED_VECTOR4_ARRAY;
|
||||
}
|
||||
} else {
|
||||
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
|
||||
|
|
Loading…
Reference in New Issue