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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@ -59,7 +59,7 @@ private:
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// conversion fast and save memory.
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mutable bool params_cache_dirty;
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mutable Map<StringName, StringName> params_cache; //map a shader param to a material param..
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Map<StringName, Ref<Texture> > default_textures;
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Map<StringName, Ref<Texture2D> > default_textures;
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virtual void _update_shader() const; //used for visual shader
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protected:
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@ -75,8 +75,8 @@ public:
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void get_param_list(List<PropertyInfo> *p_params) const;
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bool has_param(const StringName &p_param) const;
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void set_default_texture_param(const StringName &p_param, const Ref<Texture> &p_texture);
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Ref<Texture> get_default_texture_param(const StringName &p_param) const;
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void set_default_texture_param(const StringName &p_param, const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_default_texture_param(const StringName &p_param) const;
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void get_default_texture_param_list(List<StringName> *r_textures) const;
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virtual bool is_text_shader() const;
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