From c9a491b6710f62e5bf2007cf3b36322c7a247521 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sun, 4 Jul 2021 17:26:25 +0200 Subject: [PATCH] Add a comment at the top of generated shaders This comment is useful to determine the origin of ShaderMaterials converted from built-in material types (such as CanvasItemMaterial or StandardMaterial3D). The Godot version is also included in case the shader needs to be regenerated with a newer engine version. --- scene/resources/canvas_item_material.cpp | 7 ++++++- scene/resources/material.cpp | 8 +++++++- scene/resources/particles_material.cpp | 7 ++++++- scene/resources/sky_material.cpp | 11 +++++++++++ 4 files changed, 30 insertions(+), 3 deletions(-) diff --git a/scene/resources/canvas_item_material.cpp b/scene/resources/canvas_item_material.cpp index 7ba57a6532e..7501efea9e9 100644 --- a/scene/resources/canvas_item_material.cpp +++ b/scene/resources/canvas_item_material.cpp @@ -30,6 +30,8 @@ #include "canvas_item_material.h" +#include "core/version.h" + Mutex CanvasItemMaterial::material_mutex; SelfList::List *CanvasItemMaterial::dirty_materials = nullptr; Map CanvasItemMaterial::shader_map; @@ -78,7 +80,10 @@ void CanvasItemMaterial::_update_shader() { //must create a shader! - String code = "shader_type canvas_item;\nrender_mode "; + // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). + String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s CanvasItemMaterial.\n\n"; + + code += "shader_type canvas_item;\nrender_mode "; switch (blend_mode) { case BLEND_MODE_MIX: code += "blend_mix"; diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 896a33e02ea..1d2a2ef26c1 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -31,6 +31,7 @@ #include "material.h" #include "core/config/engine.h" +#include "core/version.h" #ifdef TOOLS_ENABLED #include "editor/editor_settings.h" @@ -469,7 +470,12 @@ void BaseMaterial3D::_update_shader() { //must create a shader! - String code = "shader_type spatial;\nrender_mode "; + // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). + String code = vformat( + "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s %s.\n\n", + orm ? "ORMMaterial3D" : "StandardMaterial3D"); + + code += "shader_type spatial;\nrender_mode "; switch (blend_mode) { case BLEND_MODE_MIX: code += "blend_mix"; diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index 91569e65d6a..34f4142a14c 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -30,6 +30,8 @@ #include "particles_material.h" +#include "core/version.h" + Mutex ParticlesMaterial::material_mutex; SelfList::List *ParticlesMaterial::dirty_materials = nullptr; Map ParticlesMaterial::shader_map; @@ -141,7 +143,10 @@ void ParticlesMaterial::_update_shader() { //must create a shader! - String code = "shader_type particles;\n"; + // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). + String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s ParticlesMaterial.\n\n"; + + code += "shader_type particles;\n"; if (collision_scale) { code += "render_mode collision_use_scale;\n"; diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp index ec00f9d7b75..0ce5cf782e7 100644 --- a/scene/resources/sky_material.cpp +++ b/scene/resources/sky_material.cpp @@ -30,6 +30,8 @@ #include "sky_material.h" +#include "core/version.h" + Mutex ProceduralSkyMaterial::shader_mutex; RID ProceduralSkyMaterial::shader; @@ -204,7 +206,10 @@ void ProceduralSkyMaterial::_update_shader() { if (shader.is_null()) { shader = RS::get_singleton()->shader_create(); + // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). RS::get_singleton()->shader_set_code(shader, R"( +// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s ProceduralSkyMaterial. + shader_type sky; uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0); @@ -350,7 +355,10 @@ void PanoramaSkyMaterial::_update_shader() { if (shader.is_null()) { shader = RS::get_singleton()->shader_create(); + // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). RS::get_singleton()->shader_set_code(shader, R"( +// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PanoramaSkyMaterial. + shader_type sky; uniform sampler2D source_panorama : filter_linear; @@ -561,7 +569,10 @@ void PhysicalSkyMaterial::_update_shader() { if (shader.is_null()) { shader = RS::get_singleton()->shader_create(); + // Add a comment to describe the shader origin (useful when converting to ShaderMaterial). RS::get_singleton()->shader_set_code(shader, R"( +// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PhysicalSkyMaterial. + shader_type sky; uniform float rayleigh : hint_range(0, 64) = 2.0;