Moved Shader helpers to their own file
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@ -10,6 +10,7 @@
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#include "../../storage/voxel_buffer_gd.h"
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#include "../../util/container_funcs.h"
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#include "../../util/godot/funcs.h"
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#include "../../util/godot/shader.h"
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#include "../../util/log.h"
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#include "../../util/math/color.h"
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#include "../../util/math/conv.h"
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@ -2268,60 +2269,6 @@ bool VoxelLodTerrain::get_octahedral_normal_encoding() const {
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#ifdef TOOLS_ENABLED
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// TODO Cannot use `Shader.has_uniform()` because it is unreliable.
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// See https://github.com/godotengine/godot/issues/64467
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static bool shader_has_uniform(const Shader &shader, StringName uniform_name) {
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List<PropertyInfo> params;
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RenderingServer::get_singleton()->shader_get_shader_uniform_list(shader.get_rid(), ¶ms);
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for (const PropertyInfo &pi : params) {
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if (pi.name == uniform_name) {
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return true;
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}
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}
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return false;
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}
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static String get_missing_uniform_names(Span<const StringName> expected_uniforms, const Shader &shader) {
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String missing_uniforms;
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// TODO Cannot use `Shader.has_uniform()` because it is unreliable.
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// See https://github.com/godotengine/godot/issues/64467
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// for (unsigned int i = 0; i < expected_uniforms.size(); ++i) {
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// StringName uniform_name = expected_uniforms[i];
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// ZN_ASSERT_CONTINUE(uniform_name != StringName());
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// if (!shader.has_uniform(uniform_name)) {
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// if (missing_uniforms.size() > 0) {
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// missing_uniforms += ", ";
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// }
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// missing_uniforms += uniform_name;
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// }
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// }
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List<PropertyInfo> params;
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RenderingServer::get_singleton()->shader_get_shader_uniform_list(shader.get_rid(), ¶ms);
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for (unsigned int i = 0; i < expected_uniforms.size(); ++i) {
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const String name = expected_uniforms[i];
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bool found = false;
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for (const PropertyInfo &pi : params) {
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if (pi.name == name) {
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found = true;
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break;
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}
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}
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if (!found) {
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if (missing_uniforms.size() > 0) {
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missing_uniforms += ", ";
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}
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missing_uniforms += name;
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}
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}
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return missing_uniforms;
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}
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TypedArray<String> VoxelLodTerrain::get_configuration_warnings() const {
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TypedArray<String> warnings = VoxelNode::get_configuration_warnings();
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if (!warnings.is_empty()) {
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64
util/godot/shader.cpp
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64
util/godot/shader.cpp
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@ -0,0 +1,64 @@
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#include "shader.h"
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#include <scene/resources/shader.h>
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namespace zylann {
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#ifdef TOOLS_ENABLED
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// TODO Cannot use `Shader.has_uniform()` because it is unreliable.
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// See https://github.com/godotengine/godot/issues/64467
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bool shader_has_uniform(const Shader &shader, StringName uniform_name) {
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List<PropertyInfo> params;
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RenderingServer::get_singleton()->shader_get_shader_uniform_list(shader.get_rid(), ¶ms);
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for (const PropertyInfo &pi : params) {
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if (pi.name == uniform_name) {
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return true;
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}
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}
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return false;
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}
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String get_missing_uniform_names(Span<const StringName> expected_uniforms, const Shader &shader) {
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String missing_uniforms;
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// TODO Cannot use `Shader.has_uniform()` because it is unreliable.
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// See https://github.com/godotengine/godot/issues/64467
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// for (unsigned int i = 0; i < expected_uniforms.size(); ++i) {
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// StringName uniform_name = expected_uniforms[i];
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// ZN_ASSERT_CONTINUE(uniform_name != StringName());
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// if (!shader.has_uniform(uniform_name)) {
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// if (missing_uniforms.size() > 0) {
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// missing_uniforms += ", ";
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// }
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// missing_uniforms += uniform_name;
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// }
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// }
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List<PropertyInfo> params;
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RenderingServer::get_singleton()->shader_get_shader_uniform_list(shader.get_rid(), ¶ms);
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for (unsigned int i = 0; i < expected_uniforms.size(); ++i) {
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const String name = expected_uniforms[i];
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bool found = false;
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for (const PropertyInfo &pi : params) {
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if (pi.name == name) {
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found = true;
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break;
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}
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}
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if (!found) {
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if (missing_uniforms.size() > 0) {
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missing_uniforms += ", ";
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}
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missing_uniforms += name;
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}
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}
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return missing_uniforms;
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}
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#endif
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} // namespace zylann
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23
util/godot/shader.h
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23
util/godot/shader.h
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@ -0,0 +1,23 @@
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#ifndef ZN_GODOT_SHADER_H
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#define ZN_GODOT_SHADER_H
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#include "../span.h"
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#include <core/string/string_name.h>
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class Shader;
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namespace zylann {
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#ifdef TOOLS_ENABLED
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// TODO Cannot use `Shader.has_uniform()` because it is unreliable.
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// See https://github.com/godotengine/godot/issues/64467
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bool shader_has_uniform(const Shader &shader, StringName uniform_name);
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String get_missing_uniform_names(Span<const StringName> expected_uniforms, const Shader &shader);
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#endif
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} // namespace zylann
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#endif // ZN_GODOT_SHADER_H
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