Fix ShaderMaterial uniform type changes

This commit is contained in:
bitsawer 2023-04-25 15:01:56 +03:00
parent 53191928e5
commit e55c6bfb7b

View file

@ -279,10 +279,28 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const {
groups["<None>"]["<None>"].push_back(info);
}
const bool is_uniform_cached = param_cache.has(E->get().name);
bool is_uniform_type_changing = false;
if (is_uniform_cached) {
// Check if the uniform Variant type changed, for example vec3 to vec4.
const Variant &cached = param_cache.get(E->get().name);
is_uniform_type_changing = E->get().type != cached.get_type();
if (!is_uniform_type_changing && E->get().type == Variant::OBJECT && cached.get_type() == Variant::OBJECT) {
// Check if the Object class (hint string) changed, for example Texture2D sampler to Texture3D.
// Allow inheritance, for example Texture2D type sampler should also accept CompressedTexture2D.
Object *cached_obj = cached;
if (!cached_obj->is_class(E->get().hint_string)) {
is_uniform_type_changing = true;
}
}
}
PropertyInfo info = E->get();
info.name = "shader_parameter/" + info.name;
if (!param_cache.has(E->get().name)) {
// Property has never been edited, retrieve with default value.
if (!is_uniform_cached || is_uniform_type_changing) {
// Property has never been edited or its type changed, retrieve with default value.
Variant default_value = RenderingServer::get_singleton()->shader_get_parameter_default(shader->get_rid(), E->get().name);
param_cache.insert(E->get().name, default_value);
remap_cache.insert(info.name, E->get().name);