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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-14 14:29:06 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-05-14 16:54:55 +0200 |
commit | 07bc4e2f96f8f47991339654ff4ab16acc19d44f (patch) | |
tree | 43cdc7cfe8239c23065616a931de3769d2db1e86 /scene/resources/material.cpp | |
parent | 0be6d925dc3c6413bce7a3ccb49631b8e4a6e67a (diff) | |
download | redot-engine-07bc4e2f96f8f47991339654ff4ab16acc19d44f.tar.gz |
Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
Diffstat (limited to 'scene/resources/material.cpp')
-rw-r--r-- | scene/resources/material.cpp | 26 |
1 files changed, 26 insertions, 0 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index aa5f7677c7..3a3fb77f02 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -71,6 +71,7 @@ int Material::get_render_priority() const { RID Material::get_rid() const { return material; } + void Material::_validate_property(PropertyInfo &property) const { if (!_can_do_next_pass() && property.name == "next_pass") { property.usage = 0; @@ -1179,6 +1180,7 @@ bool BaseMaterial3D::_is_shader_dirty() const { return element.in_list(); } + void BaseMaterial3D::set_albedo(const Color &p_albedo) { albedo = p_albedo; @@ -1220,6 +1222,7 @@ void BaseMaterial3D::set_emission(const Color &p_emission) { emission = p_emission; RS::get_singleton()->material_set_param(_get_material(), shader_names->emission, p_emission); } + Color BaseMaterial3D::get_emission() const { return emission; } @@ -1228,6 +1231,7 @@ void BaseMaterial3D::set_emission_energy(float p_emission_energy) { emission_energy = p_emission_energy; RS::get_singleton()->material_set_param(_get_material(), shader_names->emission_energy, p_emission_energy); } + float BaseMaterial3D::get_emission_energy() const { return emission_energy; } @@ -1236,6 +1240,7 @@ void BaseMaterial3D::set_normal_scale(float p_normal_scale) { normal_scale = p_normal_scale; RS::get_singleton()->material_set_param(_get_material(), shader_names->normal_scale, p_normal_scale); } + float BaseMaterial3D::get_normal_scale() const { return normal_scale; } @@ -1244,6 +1249,7 @@ void BaseMaterial3D::set_rim(float p_rim) { rim = p_rim; RS::get_singleton()->material_set_param(_get_material(), shader_names->rim, p_rim); } + float BaseMaterial3D::get_rim() const { return rim; } @@ -1252,6 +1258,7 @@ void BaseMaterial3D::set_rim_tint(float p_rim_tint) { rim_tint = p_rim_tint; RS::get_singleton()->material_set_param(_get_material(), shader_names->rim_tint, p_rim_tint); } + float BaseMaterial3D::get_rim_tint() const { return rim_tint; } @@ -1260,6 +1267,7 @@ void BaseMaterial3D::set_ao_light_affect(float p_ao_light_affect) { ao_light_affect = p_ao_light_affect; RS::get_singleton()->material_set_param(_get_material(), shader_names->ao_light_affect, p_ao_light_affect); } + float BaseMaterial3D::get_ao_light_affect() const { return ao_light_affect; } @@ -1286,6 +1294,7 @@ void BaseMaterial3D::set_anisotropy(float p_anisotropy) { anisotropy = p_anisotropy; RS::get_singleton()->material_set_param(_get_material(), shader_names->anisotropy, p_anisotropy); } + float BaseMaterial3D::get_anisotropy() const { return anisotropy; } @@ -1321,6 +1330,7 @@ void BaseMaterial3D::set_transmittance_depth(float p_depth) { transmittance_depth = p_depth; RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_depth, p_depth); } + float BaseMaterial3D::get_transmittance_depth() const { return transmittance_depth; } @@ -1329,6 +1339,7 @@ void BaseMaterial3D::set_transmittance_curve(float p_curve) { transmittance_curve = p_curve; RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_curve, p_curve); } + float BaseMaterial3D::get_transmittance_curve() const { return transmittance_curve; } @@ -1337,6 +1348,7 @@ void BaseMaterial3D::set_transmittance_boost(float p_boost) { transmittance_boost = p_boost; RS::get_singleton()->material_set_param(_get_material(), shader_names->transmittance_boost, p_boost); } + float BaseMaterial3D::get_transmittance_boost() const { return transmittance_boost; } @@ -1366,6 +1378,7 @@ void BaseMaterial3D::set_detail_uv(DetailUV p_detail_uv) { detail_uv = p_detail_uv; _queue_shader_change(); } + BaseMaterial3D::DetailUV BaseMaterial3D::get_detail_uv() const { return detail_uv; } @@ -1377,6 +1390,7 @@ void BaseMaterial3D::set_blend_mode(BlendMode p_mode) { blend_mode = p_mode; _queue_shader_change(); } + BaseMaterial3D::BlendMode BaseMaterial3D::get_blend_mode() const { return blend_mode; } @@ -1385,6 +1399,7 @@ void BaseMaterial3D::set_detail_blend_mode(BlendMode p_mode) { detail_blend_mode = p_mode; _queue_shader_change(); } + BaseMaterial3D::BlendMode BaseMaterial3D::get_detail_blend_mode() const { return detail_blend_mode; } @@ -1424,6 +1439,7 @@ void BaseMaterial3D::set_depth_draw_mode(DepthDrawMode p_mode) { depth_draw_mode = p_mode; _queue_shader_change(); } + BaseMaterial3D::DepthDrawMode BaseMaterial3D::get_depth_draw_mode() const { return depth_draw_mode; } @@ -1435,6 +1451,7 @@ void BaseMaterial3D::set_cull_mode(CullMode p_mode) { cull_mode = p_mode; _queue_shader_change(); } + BaseMaterial3D::CullMode BaseMaterial3D::get_cull_mode() const { return cull_mode; } @@ -1446,6 +1463,7 @@ void BaseMaterial3D::set_diffuse_mode(DiffuseMode p_mode) { diffuse_mode = p_mode; _queue_shader_change(); } + BaseMaterial3D::DiffuseMode BaseMaterial3D::get_diffuse_mode() const { return diffuse_mode; } @@ -1457,6 +1475,7 @@ void BaseMaterial3D::set_specular_mode(SpecularMode p_mode) { specular_mode = p_mode; _queue_shader_change(); } + BaseMaterial3D::SpecularMode BaseMaterial3D::get_specular_mode() const { return specular_mode; } @@ -1670,6 +1689,7 @@ void BaseMaterial3D::set_uv1_offset(const Vector3 &p_offset) { uv1_offset = p_offset; RS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_offset, p_offset); } + Vector3 BaseMaterial3D::get_uv1_offset() const { return uv1_offset; } @@ -1728,6 +1748,7 @@ void BaseMaterial3D::set_particles_anim_h_frames(int p_frames) { int BaseMaterial3D::get_particles_anim_h_frames() const { return particles_anim_h_frames; } + void BaseMaterial3D::set_particles_anim_v_frames(int p_frames) { particles_anim_v_frames = p_frames; RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames); @@ -1760,6 +1781,7 @@ void BaseMaterial3D::set_heightmap_deep_parallax_min_layers(int p_layer) { deep_parallax_min_layers = p_layer; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_min_layers, p_layer); } + int BaseMaterial3D::get_heightmap_deep_parallax_min_layers() const { return deep_parallax_min_layers; } @@ -1768,6 +1790,7 @@ void BaseMaterial3D::set_heightmap_deep_parallax_max_layers(int p_layer) { deep_parallax_max_layers = p_layer; RS::get_singleton()->material_set_param(_get_material(), shader_names->heightmap_max_layers, p_layer); } + int BaseMaterial3D::get_heightmap_deep_parallax_max_layers() const { return deep_parallax_max_layers; } @@ -1929,6 +1952,7 @@ void BaseMaterial3D::set_proximity_fade_distance(float p_distance) { proximity_fade_distance = p_distance; RS::get_singleton()->material_set_param(_get_material(), shader_names->proximity_fade_distance, p_distance); } + float BaseMaterial3D::get_proximity_fade_distance() const { return proximity_fade_distance; } @@ -1938,6 +1962,7 @@ void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) { _queue_shader_change(); _change_notify(); } + BaseMaterial3D::DistanceFadeMode BaseMaterial3D::get_distance_fade() const { return distance_fade; } @@ -1946,6 +1971,7 @@ void BaseMaterial3D::set_distance_fade_max_distance(float p_distance) { distance_fade_max_distance = p_distance; RS::get_singleton()->material_set_param(_get_material(), shader_names->distance_fade_max, distance_fade_max_distance); } + float BaseMaterial3D::get_distance_fade_max_distance() const { return distance_fade_max_distance; } |