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:
parent
80193260ff
commit
db22b7ded0
47 changed files with 211 additions and 211 deletions
|
|
@ -1076,7 +1076,7 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
|
|||
instance_data.flags = inst->flags_cache;
|
||||
instance_data.gi_offset = inst->gi_offset_cache;
|
||||
instance_data.layer_mask = inst->layer_mask;
|
||||
instance_data.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
|
||||
instance_data.instance_uniforms_ofs = uint32_t(inst->shader_uniforms_offset);
|
||||
instance_data.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x;
|
||||
instance_data.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y;
|
||||
instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
|
||||
|
|
|
|||
|
|
@ -392,7 +392,7 @@ void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const St
|
|||
}
|
||||
}
|
||||
|
||||
void SceneShaderForwardClustered::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
|
||||
void SceneShaderForwardClustered::ShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
|
||||
HashMap<int, StringName> order;
|
||||
|
||||
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
|
||||
|
|
|
|||
|
|
@ -182,7 +182,7 @@ public:
|
|||
virtual void set_code(const String &p_Code);
|
||||
virtual void set_path_hint(const String &p_path);
|
||||
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
|
||||
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
|
||||
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
|
||||
void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
|
||||
|
||||
virtual bool is_param_texture(const StringName &p_param) const;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue