Texture refactor
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
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@ -53,8 +53,8 @@ void MeshInstance2D::_bind_methods() {
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ADD_SIGNAL(MethodInfo("texture_changed"));
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_normal_map", "get_normal_map");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_map", "get_normal_map");
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}
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void MeshInstance2D::set_mesh(const Ref<Mesh> &p_mesh) {
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@ -68,7 +68,7 @@ Ref<Mesh> MeshInstance2D::get_mesh() const {
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return mesh;
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}
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void MeshInstance2D::set_texture(const Ref<Texture> &p_texture) {
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void MeshInstance2D::set_texture(const Ref<Texture2D> &p_texture) {
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if (p_texture == texture)
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return;
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@ -78,18 +78,18 @@ void MeshInstance2D::set_texture(const Ref<Texture> &p_texture) {
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_change_notify("texture");
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}
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void MeshInstance2D::set_normal_map(const Ref<Texture> &p_texture) {
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void MeshInstance2D::set_normal_map(const Ref<Texture2D> &p_texture) {
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normal_map = p_texture;
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update();
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}
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Ref<Texture> MeshInstance2D::get_normal_map() const {
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Ref<Texture2D> MeshInstance2D::get_normal_map() const {
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return normal_map;
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}
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Ref<Texture> MeshInstance2D::get_texture() const {
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Ref<Texture2D> MeshInstance2D::get_texture() const {
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return texture;
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}
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