Rename uniform to parameter across the engine
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1c037c89d4
commit
8191b3c110
80 changed files with 1523 additions and 1494 deletions
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@ -339,17 +339,17 @@ Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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// Texture parameter has to be treated specially since StandardMaterial3D saved it
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// as RID but ShaderMaterial needs Texture itself
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Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
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if (texture.is_valid()) {
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smat->set_shader_uniform(E.name, texture);
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smat->set_shader_parameter(E.name, texture);
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} else {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_uniform(E.name, value);
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smat->set_shader_parameter(E.name, value);
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}
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}
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@ -385,17 +385,17 @@ Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_reso
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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// Texture parameter has to be treated specially since ORMMaterial3D saved it
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// as RID but ShaderMaterial needs Texture itself
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Ref<Texture2D> texture = mat->get_texture_by_name(E.name);
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if (texture.is_valid()) {
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smat->set_shader_uniform(E.name, texture);
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smat->set_shader_parameter(E.name, texture);
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} else {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_uniform(E.name, value);
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smat->set_shader_parameter(E.name, value);
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}
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}
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@ -431,11 +431,11 @@ Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resourc
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_uniform(E.name, value);
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smat->set_shader_parameter(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@ -470,11 +470,11 @@ Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_uniform(E.name, value);
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smat->set_shader_parameter(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@ -509,11 +509,11 @@ Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource>
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_uniform(E.name, value);
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smat->set_shader_parameter(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@ -548,11 +548,11 @@ Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_uniform(E.name, value);
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smat->set_shader_parameter(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@ -587,11 +587,11 @@ Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_uniform(E.name, value);
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smat->set_shader_parameter(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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@ -626,11 +626,11 @@ Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resour
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smat->set_shader(shader);
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List<PropertyInfo> params;
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RS::get_singleton()->shader_get_shader_uniform_list(mat->get_shader_rid(), ¶ms);
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RS::get_singleton()->get_shader_parameter_list(mat->get_shader_rid(), ¶ms);
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for (const PropertyInfo &E : params) {
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Variant value = RS::get_singleton()->material_get_param(mat->get_rid(), E.name);
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smat->set_shader_uniform(E.name, value);
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smat->set_shader_parameter(E.name, value);
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}
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smat->set_render_priority(mat->get_render_priority());
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