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Merge pull request #40715 from Chaosus/vs_fix_texture_uniform_node
Removes redundant code generation in VisualShaderNodeTextureUniform
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commit
44c90e66d0
@ -63,6 +63,21 @@ bool VisualShaderNode::is_port_separator(int p_index) const {
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return false;
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}
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bool VisualShaderNode::is_output_port_connected(int p_port) const {
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if (connected_output_ports.has(p_port)) {
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return connected_output_ports[p_port];
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}
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return false;
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}
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void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
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connected_output_ports[p_port] = p_connected;
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}
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bool VisualShaderNode::is_code_generated() const {
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return true;
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}
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Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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return Vector<VisualShader::DefaultTextureParam>();
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}
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@ -526,6 +541,7 @@ void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from
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c.to_port = p_to_port;
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g->connections.push_back(c);
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g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
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g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
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_queue_update();
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}
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@ -557,6 +573,7 @@ Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port,
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c.to_port = p_to_port;
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g->connections.push_back(c);
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g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
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g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
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_queue_update();
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return OK;
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@ -570,6 +587,7 @@ void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_por
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if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
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g->connections.erase(E);
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g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
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g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
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_queue_update();
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return;
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}
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@ -1105,6 +1123,35 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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// then this node
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Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
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for (int i = 0; i < params.size(); i++) {
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def_tex_params.push_back(params[i]);
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}
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Ref<VisualShaderNodeInput> input = vsnode;
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bool skip_global = input.is_valid() && for_preview;
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if (!skip_global) {
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global_code += vsnode->generate_global(get_mode(), type, node);
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String class_name = vsnode->get_class_name();
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if (class_name == "VisualShaderNodeCustom") {
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class_name = vsnode->get_script_instance()->get_script()->get_path();
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}
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if (!r_classes.has(class_name)) {
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global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
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for (int i = 0; i < TYPE_MAX; i++) {
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global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
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}
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r_classes.insert(class_name);
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}
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}
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if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
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processed.insert(node);
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return OK;
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}
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code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
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Vector<String> input_vars;
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@ -1255,30 +1302,6 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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}
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}
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Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
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for (int i = 0; i < params.size(); i++) {
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def_tex_params.push_back(params[i]);
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}
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Ref<VisualShaderNodeInput> input = vsnode;
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bool skip_global = input.is_valid() && for_preview;
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if (!skip_global) {
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global_code += vsnode->generate_global(get_mode(), type, node);
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String class_name = vsnode->get_class_name();
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if (class_name == "VisualShaderNodeCustom") {
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class_name = vsnode->get_script_instance()->get_script()->get_path();
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}
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if (!r_classes.has(class_name)) {
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global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
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for (int i = 0; i < TYPE_MAX; i++) {
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global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
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}
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r_classes.insert(class_name);
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}
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}
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code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
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code += "\n"; //
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@ -182,6 +182,7 @@ class VisualShaderNode : public Resource {
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int port_preview;
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Map<int, Variant> default_input_values;
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Map<int, bool> connected_output_ports;
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protected:
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bool simple_decl;
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@ -222,6 +223,11 @@ public:
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virtual bool is_port_separator(int p_index) const;
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bool is_output_port_connected(int p_port) const;
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void set_output_port_connected(int p_port, bool p_connected);
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virtual bool is_code_generated() const;
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virtual Vector<StringName> get_editable_properties() const;
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virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
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@ -3915,6 +3915,10 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
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return code;
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}
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bool VisualShaderNodeTextureUniform::is_code_generated() const {
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return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
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}
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String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String id = get_uniform_name();
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String code = "\t{\n";
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@ -1715,6 +1715,8 @@ public:
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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virtual bool is_code_generated() const override;
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Vector<StringName> get_editable_properties() const override;
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void set_texture_type(TextureType p_type);
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