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[Rendering] Add hints to some uniform `PropertyInfo`s

* Enforce range on `int/uint`
* Use flags for `bvec2/3/4` arrays
A Thousand Ships 1 year ago
parent
commit
6ff6a11424
1 changed files with 17 additions and 1 deletions
  1. 17 1
      servers/rendering/shader_language.cpp

+ 17 - 1
servers/rendering/shader_language.cpp

@@ -4076,6 +4076,8 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
 		case ShaderLanguage::TYPE_BOOL:
 		case ShaderLanguage::TYPE_BOOL:
 			if (p_uniform.array_size > 0) {
 			if (p_uniform.array_size > 0) {
 				pi.type = Variant::PACKED_INT32_ARRAY;
 				pi.type = Variant::PACKED_INT32_ARRAY;
+				pi.hint = PROPERTY_HINT_TYPE_STRING;
+				pi.hint_string = itos(Variant::INT) + "/" + itos(PROPERTY_HINT_FLAGS) + ":" + RTR("On");
 			} else {
 			} else {
 				pi.type = Variant::BOOL;
 				pi.type = Variant::BOOL;
 			}
 			}
@@ -4083,6 +4085,8 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
 		case ShaderLanguage::TYPE_BVEC2:
 		case ShaderLanguage::TYPE_BVEC2:
 			if (p_uniform.array_size > 0) {
 			if (p_uniform.array_size > 0) {
 				pi.type = Variant::PACKED_INT32_ARRAY;
 				pi.type = Variant::PACKED_INT32_ARRAY;
+				pi.hint = PROPERTY_HINT_TYPE_STRING;
+				pi.hint_string = itos(Variant::INT) + "/" + itos(PROPERTY_HINT_FLAGS) + ":x,y";
 			} else {
 			} else {
 				pi.type = Variant::INT;
 				pi.type = Variant::INT;
 				pi.hint = PROPERTY_HINT_FLAGS;
 				pi.hint = PROPERTY_HINT_FLAGS;
@@ -4092,6 +4096,8 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
 		case ShaderLanguage::TYPE_BVEC3:
 		case ShaderLanguage::TYPE_BVEC3:
 			if (p_uniform.array_size > 0) {
 			if (p_uniform.array_size > 0) {
 				pi.type = Variant::PACKED_INT32_ARRAY;
 				pi.type = Variant::PACKED_INT32_ARRAY;
+				pi.hint = PROPERTY_HINT_TYPE_STRING;
+				pi.hint_string = itos(Variant::INT) + "/" + itos(PROPERTY_HINT_FLAGS) + ":x,y,z";
 			} else {
 			} else {
 				pi.type = Variant::INT;
 				pi.type = Variant::INT;
 				pi.hint = PROPERTY_HINT_FLAGS;
 				pi.hint = PROPERTY_HINT_FLAGS;
@@ -4101,6 +4107,8 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
 		case ShaderLanguage::TYPE_BVEC4:
 		case ShaderLanguage::TYPE_BVEC4:
 			if (p_uniform.array_size > 0) {
 			if (p_uniform.array_size > 0) {
 				pi.type = Variant::PACKED_INT32_ARRAY;
 				pi.type = Variant::PACKED_INT32_ARRAY;
+				pi.hint = PROPERTY_HINT_TYPE_STRING;
+				pi.hint_string = itos(Variant::INT) + "/" + itos(PROPERTY_HINT_FLAGS) + ":x,y,z,w";
 			} else {
 			} else {
 				pi.type = Variant::INT;
 				pi.type = Variant::INT;
 				pi.hint = PROPERTY_HINT_FLAGS;
 				pi.hint = PROPERTY_HINT_FLAGS;
@@ -4111,11 +4119,16 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
 		case ShaderLanguage::TYPE_INT: {
 		case ShaderLanguage::TYPE_INT: {
 			if (p_uniform.array_size > 0) {
 			if (p_uniform.array_size > 0) {
 				pi.type = Variant::PACKED_INT32_ARRAY;
 				pi.type = Variant::PACKED_INT32_ARRAY;
+				// TODO: Handle range and encoding for for unsigned values.
 			} else {
 			} else {
 				pi.type = Variant::INT;
 				pi.type = Variant::INT;
+				pi.hint = PROPERTY_HINT_RANGE;
 				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
 				if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
-					pi.hint = PROPERTY_HINT_RANGE;
 					pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);
 					pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);
+				} else if (p_uniform.type == ShaderLanguage::TYPE_UINT) {
+					pi.hint_string = "0," + itos(UINT32_MAX);
+				} else {
+					pi.hint_string = itos(INT32_MIN) + "," + itos(INT32_MAX);
 				}
 				}
 			}
 			}
 		} break;
 		} break;
@@ -4123,6 +4136,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
 		case ShaderLanguage::TYPE_IVEC2: {
 		case ShaderLanguage::TYPE_IVEC2: {
 			if (p_uniform.array_size > 0) {
 			if (p_uniform.array_size > 0) {
 				pi.type = Variant::PACKED_INT32_ARRAY;
 				pi.type = Variant::PACKED_INT32_ARRAY;
+				// TODO: Handle vector pairs?
 			} else {
 			} else {
 				pi.type = Variant::VECTOR2I;
 				pi.type = Variant::VECTOR2I;
 			}
 			}
@@ -4131,6 +4145,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
 		case ShaderLanguage::TYPE_IVEC3: {
 		case ShaderLanguage::TYPE_IVEC3: {
 			if (p_uniform.array_size > 0) {
 			if (p_uniform.array_size > 0) {
 				pi.type = Variant::PACKED_INT32_ARRAY;
 				pi.type = Variant::PACKED_INT32_ARRAY;
+				// TODO: Handle vector pairs?
 			} else {
 			} else {
 				pi.type = Variant::VECTOR3I;
 				pi.type = Variant::VECTOR3I;
 			}
 			}
@@ -4139,6 +4154,7 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
 		case ShaderLanguage::TYPE_IVEC4: {
 		case ShaderLanguage::TYPE_IVEC4: {
 			if (p_uniform.array_size > 0) {
 			if (p_uniform.array_size > 0) {
 				pi.type = Variant::PACKED_INT32_ARRAY;
 				pi.type = Variant::PACKED_INT32_ARRAY;
+				// TODO: Handle vector pairs?
 			} else {
 			} else {
 				pi.type = Variant::VECTOR4I;
 				pi.type = Variant::VECTOR4I;
 			}
 			}