Updates GLSL reference to contain GDScript types

The typing information was ultimately determined in this file where
Varients are converted and packed:
a51ca2beaf/servers/rendering/renderer_rd/storage_rd/material_storage.cpp (L42)

The documentation doesn't contain a reference to dealing with how
Packed[Float|Int]Arrays are interpreted, but should be a much better
starting point for new users.
This commit is contained in:
Kenneth Lee
2023-02-02 16:42:22 -08:00
parent 0a7cbf350f
commit ad1d3072c4

View File

@@ -788,26 +788,88 @@ GDScript uses different variable types than GLSL does, so when passing variables
from GDScript to shaders, Godot converts the type automatically. Below is a
table of the corresponding types:
+-----------------+-----------+
| GDScript type | GLSL type |
+=================+===========+
| **bool** | **bool** |
+-----------------+-----------+
| **int** | **int** |
+-----------------+-----------+
| **float** | **float** |
+-----------------+-----------+
| **Vector2** | **vec2** |
+-----------------+-----------+
| **Vector3** | **vec3** |
+-----------------+-----------+
| **Color** | **vec4** |
+-----------------+-----------+
| **Transform3D** | **mat4** |
+-----------------+-----------+
| **Transform2D** | **mat4** |
+-----------------+-----------+
+----------------------+-------------------------+------------------------------------------------------------+
| GLSL type | GDScript type | Notes |
+======================+=========================+============================================================+
| **bool** | **bool** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **bvec2** | **int** | Bitwise packed int where bit 0 (LSB) corresponds to x. |
| | | |
| | | For example, a bvec2 of (bx, by) could be created in |
| | | the following way: |
| | | |
| | | .. code-block:: gdscript |
| | | |
| | | bvec2_input: int = (int(bx)) | (int(by) << 1) |
| | | |
+----------------------+-------------------------+------------------------------------------------------------+
| **bvec3** | **int** | Bitwise packed int where bit 0 (LSB) corresponds to x. |
+----------------------+-------------------------+------------------------------------------------------------+
| **bvec4** | **int** | Bitwise packed int where bit 0 (LSB) corresponds to x. |
+----------------------+-------------------------+------------------------------------------------------------+
| **int** | **int** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **ivec2** | **Vector2i** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **ivec3** | **Vector3i** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **ivec4** | **Vector4i** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **uint** | **int** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **uvec2** | **Vector2i** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **uvec3** | **Vector3i** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **uvec4** | **Vector4i** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **float** | **float** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **vec2** | **Vector2** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **vec3** | **Vector3**, **Color** | When Color is used, it will be interpreted as (r, g, b). |
+----------------------+-------------------------+------------------------------------------------------------+
| **vec4** | **Vector4**, **Color**, | When Color is used, it will be interpreted as (r, g, b, a).|
| | **Rect2**, **Plane**, | |
| | **Quaternion** | When Rect2 is used, it will be interpreted as |
| | | (position.x, position.y, size.x, size.y). |
| | | |
| | | When Plane is used it will be interpreted as |
| | | (normal.x, normal.y, normal.z, d). |
| | | |
| | | |
+----------------------+-------------------------+------------------------------------------------------------+
| **mat2** | **Transform2D** | |
| | | |
+----------------------+-------------------------+------------------------------------------------------------+
| **mat3** | **Basis** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **mat4** | **Projection**, | When a Transform3D is used, the w Vector is set to the |
| **mat4** | **Transform3D** | identity. |
+----------------------+-------------------------+------------------------------------------------------------+
| **sampler2D** | **Texture2D** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **isampler2D** | **Texture2D** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **usampler2D** | **Texture2D** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **sampler2DArray** | **Texture2DArray** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **isampler2DArray** | **Texture2DArray** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **usampler2DArray** | **Texture2DArray** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **sampler3D** | **Texture3D** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **isampler3D** | **Texture3D** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **usampler3D** | **Texture3D** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **samplerCube** | **Cubemap** | |
+----------------------+-------------------------+------------------------------------------------------------+
| **samplerCubeArray** | **CubemapArray** | |
+----------------------+-------------------------+------------------------------------------------------------+
.. note:: Be careful when setting shader uniforms from GDScript, no error will
be thrown if the type does not match. Your shader will just exhibit
undefined behavior.