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| author | Rémi Verschelde <rverschelde@gmail.com> | 2024-06-28 14:42:57 +0200 |
|---|---|---|
| committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-06-28 14:42:57 +0200 |
| commit | a365cf59c8687689805a71748e0b7cef9df9b636 (patch) | |
| tree | 4e3ff3e5ebe6826ca132c81c68ff740534857ffe | |
| parent | 3cefe898b15375226b0b3c2e64140614bb3af97d (diff) | |
| parent | 72c7e51905a97d6d8cec5995009905bf25583d5f (diff) | |
| download | redot-engine-a365cf59c8687689805a71748e0b7cef9df9b636.tar.gz | |
Merge pull request #93635 from Chaosus/shader_fix_vec4_uniform
Use `PackedVector4Array` instead of float array for vec4 array uniform
| -rw-r--r-- | scene/resources/material.cpp | 15 | ||||
| -rw-r--r-- | servers/rendering/shader_language.cpp | 9 |
2 files changed, 18 insertions, 6 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index b2567e431b..7d121c9d87 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -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. diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 1e9690a8ae..5b4931edec 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -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) { |
