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Rename `hint_aniso` to `hint_anisotropy` in the shader language

The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
Hugo Locurcio 3 years ago
parent
commit
92e9cca5be

+ 2 - 2
doc/classes/VisualShaderNodeTextureUniform.xml

@@ -26,8 +26,8 @@
 		<constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType">
 		<constant name="TYPE_NORMAL_MAP" value="2" enum="TextureType">
 			Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
 			Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.
 		</constant>
 		</constant>
-		<constant name="TYPE_ANISO" value="3" enum="TextureType">
-			Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a flowmap.
+		<constant name="TYPE_ANISOTROPY" value="3" enum="TextureType">
+			Adds [code]hint_anisotropy[/code] as hint to the uniform declaration to use for a flowmap.
 		</constant>
 		</constant>
 		<constant name="TYPE_MAX" value="4" enum="TextureType">
 		<constant name="TYPE_MAX" value="4" enum="TextureType">
 			Represents the size of the [enum TextureType] enum.
 			Represents the size of the [enum TextureType] enum.

+ 1 - 1
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -1415,7 +1415,7 @@ void RasterizerCanvasGLES3::_legacy_canvas_render_item(Item *p_ci, RenderItemSta
 						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
 						case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
 							glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
 							glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
 						} break;
 						} break;
-						case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
+						case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
 							glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
 							glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
 						} break;
 						} break;
 						case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
 						case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {

+ 1 - 1
scene/resources/material.cpp

@@ -695,7 +695,7 @@ void BaseMaterial3D::_update_shader() {
 	}
 	}
 	if (features[FEATURE_ANISOTROPY]) {
 	if (features[FEATURE_ANISOTROPY]) {
 		code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
 		code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
-		code += "uniform sampler2D texture_flowmap : hint_aniso," + texfilter_str + ";\n";
+		code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n";
 	}
 	}
 	if (features[FEATURE_AMBIENT_OCCLUSION]) {
 	if (features[FEATURE_AMBIENT_OCCLUSION]) {
 		code += "uniform sampler2D texture_ambient_occlusion : hint_white, " + texfilter_str + ";\n";
 		code += "uniform sampler2D texture_ambient_occlusion : hint_white, " + texfilter_str + ";\n";

+ 9 - 9
scene/resources/visual_shader_nodes.cpp

@@ -4877,8 +4877,8 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
 		case TYPE_NORMAL_MAP:
 		case TYPE_NORMAL_MAP:
 			code += " : hint_normal;\n";
 			code += " : hint_normal;\n";
 			break;
 			break;
-		case TYPE_ANISO:
-			code += " : hint_aniso;\n";
+		case TYPE_ANISOTROPY:
+			code += " : hint_anisotropy;\n";
 			break;
 			break;
 		default:
 		default:
 			code += ";\n";
 			code += ";\n";
@@ -4967,7 +4967,7 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
 	BIND_ENUM_CONSTANT(TYPE_DATA);
 	BIND_ENUM_CONSTANT(TYPE_DATA);
 	BIND_ENUM_CONSTANT(TYPE_COLOR);
 	BIND_ENUM_CONSTANT(TYPE_COLOR);
 	BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
 	BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
-	BIND_ENUM_CONSTANT(TYPE_ANISO);
+	BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
 	BIND_ENUM_CONSTANT(TYPE_MAX);
 	BIND_ENUM_CONSTANT(TYPE_MAX);
 
 
 	BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
 	BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
@@ -5154,8 +5154,8 @@ String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mod
 		case TYPE_NORMAL_MAP:
 		case TYPE_NORMAL_MAP:
 			code += " : hint_normal;\n";
 			code += " : hint_normal;\n";
 			break;
 			break;
-		case TYPE_ANISO:
-			code += " : hint_aniso;\n";
+		case TYPE_ANISOTROPY:
+			code += " : hint_anisotropy;\n";
 			break;
 			break;
 		default:
 		default:
 			code += ";\n";
 			code += ";\n";
@@ -5227,8 +5227,8 @@ String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, Vi
 		case TYPE_NORMAL_MAP:
 		case TYPE_NORMAL_MAP:
 			code += " : hint_normal;\n";
 			code += " : hint_normal;\n";
 			break;
 			break;
-		case TYPE_ANISO:
-			code += " : hint_aniso;\n";
+		case TYPE_ANISOTROPY:
+			code += " : hint_anisotropy;\n";
 			break;
 			break;
 		default:
 		default:
 			code += ";\n";
 			code += ";\n";
@@ -5300,8 +5300,8 @@ String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, Visu
 		case TYPE_NORMAL_MAP:
 		case TYPE_NORMAL_MAP:
 			code += " : hint_normal;\n";
 			code += " : hint_normal;\n";
 			break;
 			break;
-		case TYPE_ANISO:
-			code += " : hint_aniso;\n";
+		case TYPE_ANISOTROPY:
+			code += " : hint_anisotropy;\n";
 			break;
 			break;
 		default:
 		default:
 			code += ";\n";
 			code += ";\n";

+ 1 - 1
scene/resources/visual_shader_nodes.h

@@ -1943,7 +1943,7 @@ public:
 		TYPE_DATA,
 		TYPE_DATA,
 		TYPE_COLOR,
 		TYPE_COLOR,
 		TYPE_NORMAL_MAP,
 		TYPE_NORMAL_MAP,
-		TYPE_ANISO,
+		TYPE_ANISOTROPY,
 		TYPE_MAX,
 		TYPE_MAX,
 	};
 	};
 
 

+ 1 - 1
servers/rendering/renderer_rd/renderer_storage_rd.cpp

@@ -2821,7 +2821,7 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari
 						case ShaderLanguage::ShaderNode::Uniform::HINT_NONE: {
 						case ShaderLanguage::ShaderNode::Uniform::HINT_NONE: {
 							rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
 							rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL);
 						} break;
 						} break;
-						case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
+						case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
 							rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO);
 							rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO);
 						} break;
 						} break;
 						default: {
 						default: {

+ 5 - 5
servers/rendering/shader_language.cpp

@@ -204,7 +204,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
 	"HINT_WHITE_TEXTURE",
 	"HINT_WHITE_TEXTURE",
 	"HINT_BLACK_TEXTURE",
 	"HINT_BLACK_TEXTURE",
 	"HINT_NORMAL_TEXTURE",
 	"HINT_NORMAL_TEXTURE",
-	"HINT_ANISO_TEXTURE",
+	"HINT_ANISOTROPY_TEXTURE",
 	"HINT_ALBEDO_TEXTURE",
 	"HINT_ALBEDO_TEXTURE",
 	"HINT_BLACK_ALBEDO_TEXTURE",
 	"HINT_BLACK_ALBEDO_TEXTURE",
 	"HINT_COLOR",
 	"HINT_COLOR",
@@ -318,7 +318,7 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = {
 	{ TK_HINT_ROUGHNESS_B, "hint_roughness_b" },
 	{ TK_HINT_ROUGHNESS_B, "hint_roughness_b" },
 	{ TK_HINT_ROUGHNESS_A, "hint_roughness_a" },
 	{ TK_HINT_ROUGHNESS_A, "hint_roughness_a" },
 	{ TK_HINT_ROUGHNESS_GRAY, "hint_roughness_gray" },
 	{ TK_HINT_ROUGHNESS_GRAY, "hint_roughness_gray" },
-	{ TK_HINT_ANISO_TEXTURE, "hint_aniso" },
+	{ TK_HINT_ANISOTROPY_TEXTURE, "hint_anisotropy" },
 	{ TK_HINT_ALBEDO_TEXTURE, "hint_albedo" },
 	{ TK_HINT_ALBEDO_TEXTURE, "hint_albedo" },
 	{ TK_HINT_BLACK_ALBEDO_TEXTURE, "hint_black_albedo" },
 	{ TK_HINT_BLACK_ALBEDO_TEXTURE, "hint_black_albedo" },
 	{ TK_HINT_COLOR, "hint_color" },
 	{ TK_HINT_COLOR, "hint_color" },
@@ -7946,8 +7946,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
 								uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_A;
 								uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_A;
 							} else if (tk.type == TK_HINT_ROUGHNESS_GRAY) {
 							} else if (tk.type == TK_HINT_ROUGHNESS_GRAY) {
 								uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_GRAY;
 								uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_GRAY;
-							} else if (tk.type == TK_HINT_ANISO_TEXTURE) {
-								uniform2.hint = ShaderNode::Uniform::HINT_ANISO;
+							} else if (tk.type == TK_HINT_ANISOTROPY_TEXTURE) {
+								uniform2.hint = ShaderNode::Uniform::HINT_ANISOTROPY;
 							} else if (tk.type == TK_HINT_ALBEDO_TEXTURE) {
 							} else if (tk.type == TK_HINT_ALBEDO_TEXTURE) {
 								uniform2.hint = ShaderNode::Uniform::HINT_ALBEDO;
 								uniform2.hint = ShaderNode::Uniform::HINT_ALBEDO;
 							} else if (tk.type == TK_HINT_BLACK_ALBEDO_TEXTURE) {
 							} else if (tk.type == TK_HINT_BLACK_ALBEDO_TEXTURE) {
@@ -9539,7 +9539,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
 					options.push_back("filter_nearest_mipmap");
 					options.push_back("filter_nearest_mipmap");
 					options.push_back("filter_nearest_mipmap_aniso");
 					options.push_back("filter_nearest_mipmap_aniso");
 					options.push_back("hint_albedo");
 					options.push_back("hint_albedo");
-					options.push_back("hint_aniso");
+					options.push_back("hint_anisotropy");
 					options.push_back("hint_black");
 					options.push_back("hint_black");
 					options.push_back("hint_black_albedo");
 					options.push_back("hint_black_albedo");
 					options.push_back("hint_normal");
 					options.push_back("hint_normal");

+ 2 - 2
servers/rendering/shader_language.h

@@ -169,7 +169,7 @@ public:
 		TK_HINT_ROUGHNESS_B,
 		TK_HINT_ROUGHNESS_B,
 		TK_HINT_ROUGHNESS_A,
 		TK_HINT_ROUGHNESS_A,
 		TK_HINT_ROUGHNESS_GRAY,
 		TK_HINT_ROUGHNESS_GRAY,
-		TK_HINT_ANISO_TEXTURE,
+		TK_HINT_ANISOTROPY_TEXTURE,
 		TK_HINT_ALBEDO_TEXTURE,
 		TK_HINT_ALBEDO_TEXTURE,
 		TK_HINT_BLACK_ALBEDO_TEXTURE,
 		TK_HINT_BLACK_ALBEDO_TEXTURE,
 		TK_HINT_COLOR,
 		TK_HINT_COLOR,
@@ -682,7 +682,7 @@ public:
 				HINT_ROUGHNESS_GRAY,
 				HINT_ROUGHNESS_GRAY,
 				HINT_BLACK,
 				HINT_BLACK,
 				HINT_WHITE,
 				HINT_WHITE,
-				HINT_ANISO,
+				HINT_ANISOTROPY,
 				HINT_MAX
 				HINT_MAX
 			};
 			};