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