Add autocomplete for filter/repeat hints on uniform arrays
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@ -10549,19 +10549,23 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
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}
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} else if ((int(completion_base) > int(TYPE_MAT4) && int(completion_base) < int(TYPE_STRUCT))) {
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Vector<String> options;
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if (current_uniform_filter == FILTER_DEFAULT) {
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options.push_back("filter_linear");
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options.push_back("filter_linear_mipmap");
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options.push_back("filter_linear_mipmap_anisotropic");
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options.push_back("filter_nearest");
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options.push_back("filter_nearest_mipmap");
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options.push_back("filter_nearest_mipmap_anisotropic");
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}
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if (current_uniform_repeat == REPEAT_DEFAULT) {
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options.push_back("repeat_enable");
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options.push_back("repeat_disable");
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}
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if (completion_base_array) {
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if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
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options.push_back("source_color");
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}
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} else {
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if (current_uniform_filter == FILTER_DEFAULT) {
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options.push_back("filter_linear");
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options.push_back("filter_linear_mipmap");
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options.push_back("filter_linear_mipmap_anisotropic");
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options.push_back("filter_nearest");
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options.push_back("filter_nearest_mipmap");
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options.push_back("filter_nearest_mipmap_anisotropic");
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}
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if (current_uniform_hint == ShaderNode::Uniform::HINT_NONE) {
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options.push_back("hint_anisotropy");
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options.push_back("hint_default_black");
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@ -10579,10 +10583,6 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
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options.push_back("hint_depth_texture");
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options.push_back("source_color");
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}
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if (current_uniform_repeat == REPEAT_DEFAULT) {
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options.push_back("repeat_enable");
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options.push_back("repeat_disable");
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}
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}
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for (int i = 0; i < options.size(); i++) {
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