Rename shader parameter uniform setter/getter methods for consistency

`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
This commit is contained in:
Hugo Locurcio 2022-04-03 19:09:09 +02:00
parent 80193260ff
commit db22b7ded0
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
47 changed files with 211 additions and 211 deletions

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@ -340,17 +340,17 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
// Texture parameter has to be treated specially since StandardMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
smat->set_shader_param(E.name, texture);
smat->set_shader_uniform(E.name, texture);
} else {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
}
@ -386,17 +386,17 @@ Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_reso
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
// Texture parameter has to be treated specially since ORMMaterial3D saved it
// as RID but ShaderMaterial needs Texture itself
Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
if (texture.is_valid()) {
smat->set_shader_param(E.name, texture);
smat->set_shader_uniform(E.name, texture);
} else {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
}
@ -432,11 +432,11 @@ Ref<Resource> ParticlesMaterialConversionPlugin::convert(const Ref<Resource> &p_
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@ -471,11 +471,11 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@ -510,11 +510,11 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@ -549,11 +549,11 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@ -588,11 +588,11 @@ Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());
@ -627,11 +627,11 @@ Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resour
smat->set_shader(shader);
List<PropertyInfo> params;
RS::get_singleton()->shader_get_param_list(mat->get_shader_rid(), &params);
RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), &params);
for (const PropertyInfo &E : params) {
Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
smat->set_shader_param(E.name, value);
smat->set_shader_uniform(E.name, value);
}
smat->set_render_priority(mat->get_render_priority());