Fix default_texture_param in shader pipeline to support uniform arrays

This commit is contained in:
Yuri Roubinsky 2021-10-17 14:38:26 +03:00
parent 13769aebe9
commit 826e781bfa
28 changed files with 199 additions and 106 deletions

View File

@ -2661,8 +2661,10 @@
<return type="RID" />
<argument index="0" name="shader" type="RID" />
<argument index="1" name="param" type="StringName" />
<argument index="2" name="index" type="int" default="0" />
<description>
Returns a default texture from a shader searched by name.
[b]Note:[/b] If the sampler array is used use [code]index[/code] to access the specified texture.
</description>
</method>
<method name="shader_get_param_default" qualifiers="const">
@ -2684,8 +2686,10 @@
<argument index="0" name="shader" type="RID" />
<argument index="1" name="param" type="StringName" />
<argument index="2" name="texture" type="RID" />
<argument index="3" name="index" type="int" default="0" />
<description>
Sets a shader's default texture. Overwrites the texture given by name.
[b]Note:[/b] If the sampler array is used use [code]index[/code] to access the specified texture.
</description>
</method>
<method name="shadows_quality_set">

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@ -13,9 +13,11 @@
<method name="get_default_texture_param" qualifiers="const">
<return type="Texture2D" />
<argument index="0" name="param" type="StringName" />
<argument index="1" name="index" type="int" default="0" />
<description>
Returns the texture that is set as default for the specified parameter.
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
[b]Note:[/b] If the sampler array is used use [code]index[/code] to access the specified texture.
</description>
</method>
<method name="get_mode" qualifiers="const">
@ -36,9 +38,11 @@
<return type="void" />
<argument index="0" name="param" type="StringName" />
<argument index="1" name="texture" type="Texture2D" />
<argument index="2" name="index" type="int" default="0" />
<description>
Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial].
[b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly.
[b]Note:[/b] If the sampler array is used use [code]index[/code] to access the specified texture.
</description>
</method>
</methods>

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@ -1871,31 +1871,38 @@ void RasterizerStorageGLES3::shader_get_param_list(RID p_shader, List<PropertyIn
}
}
void RasterizerStorageGLES3::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {
void RasterizerStorageGLES3::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND(!shader);
ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
if (p_texture.is_valid()) {
shader->default_textures[p_name] = p_texture;
if (!p_texture.is_valid()) {
if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) {
shader->default_textures[p_name].erase(p_index);
if (shader->default_textures[p_name].is_empty()) {
shader->default_textures.erase(p_name);
}
}
} else {
shader->default_textures.erase(p_name);
if (!shader->default_textures.has(p_name)) {
shader->default_textures[p_name] = Map<int, RID>();
}
shader->default_textures[p_name][p_index] = p_texture;
}
_shader_make_dirty(shader);
}
RID RasterizerStorageGLES3::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const {
RID RasterizerStorageGLES3::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
const Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND_V(!shader, RID());
const Map<StringName, RID>::Element *E = shader->default_textures.find(p_name);
if (!E) {
return RID();
if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) {
return shader->default_textures[p_name][p_index];
}
return E->get();
return RID();
}
void RasterizerStorageGLES3::shader_add_custom_define(RID p_shader, const String &p_define) {
@ -2195,10 +2202,11 @@ void RasterizerStorageGLES3::_update_material(Material *p_material) {
}
if (!texture.is_valid()) {
Map<StringName, RID>::Element *W = p_material->shader->default_textures.find(E->key());
Map<StringName, Map<int, RID>>::Element *W = p_material->shader->default_textures.find(E->key());
if (W) {
texture = W->get();
// TODO: make texture uniform array properly works with GLES3
if (W && W->get().has(0)) {
texture = W->get()[0];
}
}

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@ -580,7 +580,7 @@ public:
SelfList<Shader> dirty_list;
Map<StringName, RID> default_textures;
Map<StringName, Map<int, RID>> default_textures;
Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
@ -706,8 +706,8 @@ public:
String shader_get_code(RID p_shader) const override;
void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) override;
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const override;
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };

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@ -5217,7 +5217,9 @@ void VisualShaderNodePortPreview::_shader_changed() {
preview_shader.instantiate();
preview_shader->set_code(shader_code);
for (int i = 0; i < default_textures.size(); i++) {
preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].param);
for (int j = 0; j < default_textures[i].params.size(); j++) {
preview_shader->set_default_texture_param(default_textures[i].name, default_textures[i].params[j], j);
}
}
Ref<ShaderMaterial> material;

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@ -97,28 +97,36 @@ RID Shader::get_rid() const {
return shader;
}
void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture) {
void Shader::set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture, int p_index) {
if (p_texture.is_valid()) {
default_textures[p_param] = p_texture;
RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid());
if (!default_textures.has(p_param)) {
default_textures[p_param] = Map<int, Ref<Texture2D>>();
}
default_textures[p_param][p_index] = p_texture;
RS::get_singleton()->shader_set_default_texture_param(shader, p_param, p_texture->get_rid(), p_index);
} else {
default_textures.erase(p_param);
RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID());
if (default_textures.has(p_param) && default_textures[p_param].has(p_index)) {
default_textures[p_param].erase(p_index);
if (default_textures[p_param].is_empty()) {
default_textures.erase(p_param);
}
}
RS::get_singleton()->shader_set_default_texture_param(shader, p_param, RID(), p_index);
}
emit_changed();
}
Ref<Texture2D> Shader::get_default_texture_param(const StringName &p_param) const {
if (default_textures.has(p_param)) {
return default_textures[p_param];
} else {
return Ref<Texture2D>();
Ref<Texture2D> Shader::get_default_texture_param(const StringName &p_param, int p_index) const {
if (default_textures.has(p_param) && default_textures[p_param].has(p_index)) {
return default_textures[p_param][p_index];
}
return Ref<Texture2D>();
}
void Shader::get_default_texture_param_list(List<StringName> *r_textures) const {
for (const KeyValue<StringName, Ref<Texture2D>> &E : default_textures) {
for (const KeyValue<StringName, Map<int, Ref<Texture2D>>> &E : default_textures) {
r_textures->push_back(E.key);
}
}
@ -140,8 +148,8 @@ void Shader::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_code", "code"), &Shader::set_code);
ClassDB::bind_method(D_METHOD("get_code"), &Shader::get_code);
ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture"), &Shader::set_default_texture_param);
ClassDB::bind_method(D_METHOD("get_default_texture_param", "param"), &Shader::get_default_texture_param);
ClassDB::bind_method(D_METHOD("set_default_texture_param", "param", "texture", "index"), &Shader::set_default_texture_param, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_default_texture_param", "param", "index"), &Shader::get_default_texture_param, DEFVAL(0));
ClassDB::bind_method(D_METHOD("has_param", "name"), &Shader::has_param);

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@ -59,7 +59,7 @@ private:
// conversion fast and save memory.
mutable bool params_cache_dirty = true;
mutable Map<StringName, StringName> params_cache; //map a shader param to a material param..
Map<StringName, Ref<Texture2D>> default_textures;
Map<StringName, Map<int, Ref<Texture2D>>> default_textures;
virtual void _update_shader() const; //used for visual shader
protected:
@ -75,8 +75,8 @@ public:
void get_param_list(List<PropertyInfo> *p_params) const;
bool has_param(const StringName &p_param) const;
void set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_default_texture_param(const StringName &p_param) const;
void set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture, int p_index = 0);
Ref<Texture2D> get_default_texture_param(const StringName &p_param, int p_index = 0) const;
void get_default_texture_param_list(List<StringName> *r_textures) const;
virtual bool is_text_shader() const;

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@ -1962,7 +1962,9 @@ void VisualShader::_update_shader() const {
const_cast<VisualShader *>(this)->set_code(final_code);
for (int i = 0; i < default_tex_params.size(); i++) {
const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
for (int j = 0; j < default_tex_params[i].params.size(); j++) {
const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].params[j], j);
}
}
if (previous_code != final_code) {
const_cast<VisualShader *>(this)->emit_signal(SNAME("changed"));

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@ -70,7 +70,7 @@ public:
struct DefaultTextureParam {
StringName name;
Ref<Texture2D> param;
List<Ref<Texture2D>> params;
};
private:

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@ -497,7 +497,7 @@ String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex");
dtp.param = texture;
dtp.params[0] = texture;
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@ -895,7 +895,7 @@ String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualSh
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "curve");
dtp.param = texture;
dtp.params[0] = texture;
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@ -980,7 +980,7 @@ String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, Visua
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "curve3d");
dtp.param = texture;
dtp.params[0] = texture;
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@ -1162,7 +1162,7 @@ String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex3d");
dtp.param = texture_array;
dtp.params[0] = texture_array;
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@ -1219,7 +1219,7 @@ String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex3d");
dtp.param = texture;
dtp.params[0] = texture;
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@ -1318,7 +1318,7 @@ bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "cube");
dtp.param = cube_map;
dtp.params[0] = cube_map;
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;

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@ -351,11 +351,11 @@ String VisualShaderNodeParticleMeshEmitter::generate_code(Shader::Mode p_mode, V
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeParticleMeshEmitter::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp_vx;
dtp_vx.name = make_unique_id(p_type, p_id, "mesh_vx");
dtp_vx.param = position_texture;
dtp_vx.params[0] = position_texture;
VisualShader::DefaultTextureParam dtp_nm;
dtp_nm.name = make_unique_id(p_type, p_id, "mesh_nm");
dtp_nm.param = normal_texture;
dtp_nm.params[0] = normal_texture;
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp_vx);

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@ -293,8 +293,8 @@ public:
String shader_get_code(RID p_shader) const override { return ""; }
void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override {}
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) override {}
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const override { return RID(); }
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override {}
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override { return RID(); }
Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };

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@ -336,11 +336,20 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
valid = true;
}
void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
default_texture_params[p_name] = p_texture;
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = Map<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}

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@ -135,7 +135,7 @@ public:
uint32_t ubo_size;
String code;
Map<StringName, RID> default_texture_params;
Map<StringName, Map<int, RID>> default_texture_params;
DepthDraw depth_draw;
DepthTest depth_test;
@ -166,7 +166,7 @@ public:
uint32_t index = 0;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;

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@ -325,11 +325,20 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
valid = true;
}
void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
default_texture_params[p_name] = p_texture;
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = Map<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}

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@ -111,7 +111,7 @@ public:
uint32_t ubo_size;
String code;
Map<StringName, RID> default_texture_params;
Map<StringName, Map<int, RID>> default_texture_params;
DepthDraw depth_draw;
DepthTest depth_test;
@ -141,7 +141,7 @@ public:
uint32_t index = 0;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;

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@ -2120,11 +2120,20 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
valid = true;
}
void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
default_texture_params[p_name] = p_texture;
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = Map<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}

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@ -173,14 +173,14 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
uint32_t ubo_size;
String code;
Map<StringName, RID> default_texture_params;
Map<StringName, Map<int, RID>> default_texture_params;
bool uses_screen_texture = false;
bool uses_sdf = false;
bool uses_time = false;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;

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@ -3558,11 +3558,20 @@ void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) {
valid = true;
}
void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
default_texture_params[p_name] = p_texture;
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = Map<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}

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@ -879,12 +879,12 @@ private:
String path;
String code;
Map<StringName, RID> default_texture_params;
Map<StringName, Map<int, RID>> default_texture_params;
bool uses_time;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;

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@ -137,11 +137,20 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
valid = true;
}
void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
default_texture_params[p_name] = p_texture;
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = Map<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}

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@ -118,7 +118,7 @@ private:
String path;
String code;
Map<StringName, RID> default_texture_params;
Map<StringName, Map<int, RID>> default_texture_params;
bool uses_time;
bool uses_position;
@ -127,7 +127,7 @@ private:
bool uses_light;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;

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@ -1440,8 +1440,10 @@ void RendererStorageRD::shader_set_code(RID p_shader, const String &p_code) {
}
if (shader->data) {
for (const KeyValue<StringName, RID> &E : shader->default_texture_parameter) {
shader->data->set_default_texture_param(E.key, E.value);
for (const KeyValue<StringName, Map<int, RID>> &E : shader->default_texture_parameter) {
for (const KeyValue<int, RID> &E2 : E.value) {
shader->data->set_default_texture_param(E.key, E2.value, E2.key);
}
}
}
}
@ -1471,17 +1473,26 @@ void RendererStorageRD::shader_get_param_list(RID p_shader, List<PropertyInfo> *
}
}
void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {
void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) {
Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND(!shader);
if (p_texture.is_valid() && texture_owner.owns(p_texture)) {
shader->default_texture_parameter[p_name] = p_texture;
if (!shader->default_texture_parameter.has(p_name)) {
shader->default_texture_parameter[p_name] = Map<int, RID>();
}
shader->default_texture_parameter[p_name][p_index] = p_texture;
} else {
shader->default_texture_parameter.erase(p_name);
if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
shader->default_texture_parameter[p_name].erase(p_index);
if (shader->default_texture_parameter[p_name].is_empty()) {
shader->default_texture_parameter.erase(p_name);
}
}
}
if (shader->data) {
shader->data->set_default_texture_param(p_name, p_texture);
shader->data->set_default_texture_param(p_name, p_texture, p_index);
}
for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
Material *material = E->get();
@ -1489,11 +1500,11 @@ void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const Str
}
}
RID RendererStorageRD::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const {
RID RendererStorageRD::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const {
Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND_V(!shader, RID());
if (shader->default_texture_parameter.has(p_name)) {
return shader->default_texture_parameter[p_name];
if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) {
return shader->default_texture_parameter[p_name][p_index];
}
return RID();
@ -2610,7 +2621,7 @@ RendererStorageRD::MaterialData::~MaterialData() {
}
}
void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
RendererStorageRD *singleton = (RendererStorageRD *)RendererStorage::base_singleton;
#ifdef TOOLS_ENABLED
Texture *roughness_detect_texture = nullptr;
@ -2673,19 +2684,19 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
if (uniform_array_size > 0) {
if (textures.size() < uniform_array_size) {
const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name);
const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name);
for (int j = textures.size(); j < uniform_array_size; j++) {
if (W) {
textures.push_back(W->get());
if (W && W->get().has(j)) {
textures.push_back(W->get()[j]);
} else {
textures.push_back(RID());
}
}
}
} else if (textures.is_empty()) {
const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name);
if (W) {
textures.push_back(W->get());
const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name);
if (W && W->get().has(0)) {
textures.push_back(W->get()[0]);
}
}
}
@ -2833,7 +2844,7 @@ void RendererStorageRD::MaterialData::free_parameters_uniform_set(RID p_uniform_
}
}
bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
if ((uint32_t)ubo_data.size() != p_ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
@ -5748,11 +5759,20 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
valid = true;
}
void RendererStorageRD::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
void RendererStorageRD::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
default_texture_params[p_name].erase(p_index);
if (default_texture_params[p_name].is_empty()) {
default_texture_params.erase(p_name);
}
}
} else {
default_texture_params[p_name] = p_texture;
if (!default_texture_params.has(p_name)) {
default_texture_params[p_name] = Map<int, RID>();
}
default_texture_params[p_name][p_index] = p_texture;
}
}

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@ -135,7 +135,7 @@ public:
struct ShaderData {
virtual void set_code(const String &p_Code) = 0;
virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0;
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
virtual void get_instance_param_list(List<InstanceShaderParam> *p_param_list) const = 0;
@ -152,7 +152,7 @@ public:
struct MaterialData {
void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
virtual void set_render_priority(int p_priority) = 0;
virtual void set_next_pass(RID p_pass) = 0;
@ -160,7 +160,7 @@ public:
virtual ~MaterialData();
//to be used internally by update_parameters, in the most common configuration of material parameters
bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
void free_parameters_uniform_set(RID p_uniform_set);
private:
@ -374,7 +374,7 @@ private:
ShaderData *data;
String code;
ShaderType type;
Map<StringName, RID> default_texture_parameter;
Map<StringName, Map<int, RID>> default_texture_parameter;
Set<Material *> owners;
};
@ -883,14 +883,14 @@ private:
String path;
String code;
Map<StringName, RID> default_texture_params;
Map<StringName, Map<int, RID>> default_texture_params;
RID pipeline;
bool uses_time;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
@ -1414,8 +1414,8 @@ public:
String shader_get_code(RID p_shader) const;
void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index);
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const;
Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);

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@ -183,8 +183,8 @@ public:
virtual String shader_get_code(RID p_shader) const = 0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const = 0;
virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const = 0;
virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0;

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@ -223,8 +223,8 @@ public:
FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)
FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
FUNC4(shader_set_default_texture_param, RID, const StringName &, RID, int)
FUNC3RC(RID, shader_get_default_texture_param, RID, const StringName &, int)
FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)
FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)

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@ -1716,8 +1716,8 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &RenderingServer::_shader_get_param_list);
ClassDB::bind_method(D_METHOD("shader_get_param_default", "shader", "param"), &RenderingServer::shader_get_param_default);
ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "param", "texture"), &RenderingServer::shader_set_default_texture_param);
ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "param"), &RenderingServer::shader_get_default_texture_param);
ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "param", "texture", "index"), &RenderingServer::shader_set_default_texture_param, DEFVAL(0));
ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "param", "index"), &RenderingServer::shader_get_default_texture_param, DEFVAL(0));
BIND_ENUM_CONSTANT(SHADER_SPATIAL);
BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);

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@ -172,8 +172,8 @@ public:
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index = 0) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index = 0) const = 0;
struct ShaderNativeSourceCode {
struct Version {