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Merge pull request #23742 from JFonS/fix_23698

Use hint_color when getting shader default params
Rémi Verschelde 6 years ago
parent
commit
60ee61c7ff

+ 3 - 2
drivers/gles2/rasterizer_storage_gles2.cpp

@@ -1497,8 +1497,9 @@ Variant RasterizerStorageGLES2::material_get_param_default(RID p_material, const
 
 	if (material->shader) {
 		if (material->shader->uniforms.has(p_param)) {
-			Vector<ShaderLanguage::ConstantNode::Value> default_value = material->shader->uniforms[p_param].default_value;
-			return ShaderLanguage::constant_value_to_variant(default_value, material->shader->uniforms[p_param].type);
+			ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
+			Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+			return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
 		}
 	}
 	return Variant();

+ 3 - 2
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -2253,8 +2253,9 @@ Variant RasterizerStorageGLES3::material_get_param_default(RID p_material, const
 
 	if (material->shader) {
 		if (material->shader->uniforms.has(p_param)) {
-			Vector<ShaderLanguage::ConstantNode::Value> default_value = material->shader->uniforms[p_param].default_value;
-			return ShaderLanguage::constant_value_to_variant(default_value, material->shader->uniforms[p_param].type);
+			ShaderLanguage::ShaderNode::Uniform uniform = material->shader->uniforms[p_param];
+			Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+			return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
 		}
 	}
 	return Variant();

+ 6 - 2
servers/visual/shader_language.cpp

@@ -2353,7 +2353,7 @@ bool ShaderLanguage::is_sampler_type(DataType p_type) {
 		   p_type == TYPE_SAMPLERCUBE;
 }
 
-Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type) {
+Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) {
 	if (p_value.size() > 0) {
 		Variant value;
 		switch (p_type) {
@@ -2397,7 +2397,11 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
 				value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
 				break;
 			case ShaderLanguage::TYPE_VEC4:
-				value = Variant(Plane(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
+				if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+					value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
+				} else {
+					value = Variant(Plane(p_value[0].real, p_value[1].real, p_value[2].real, p_value[3].real));
+				}
 				break;
 			case ShaderLanguage::TYPE_MAT2:
 				value = Variant(Transform2D(p_value[0].real, p_value[2].real, p_value[1].real, p_value[3].real, 0.0, 0.0));

+ 1 - 1
servers/visual/shader_language.h

@@ -550,7 +550,7 @@ public:
 	static int get_cardinality(DataType p_type);
 	static bool is_scalar_type(DataType p_type);
 	static bool is_sampler_type(DataType p_type);
-	static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type);
+	static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE);
 
 	static void get_keyword_list(List<String> *r_keywords);
 	static void get_builtin_funcs(List<String> *r_keywords);