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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@@ -30,33 +30,33 @@
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#include "path_texture.h"
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void PathTexture::set_begin_texture(const Ref<Texture> &p_texture) {
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void PathTexture::set_begin_texture(const Ref<Texture2D> &p_texture) {
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begin = p_texture;
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update();
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}
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Ref<Texture> PathTexture::get_begin_texture() const {
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Ref<Texture2D> PathTexture::get_begin_texture() const {
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return begin;
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}
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void PathTexture::set_repeat_texture(const Ref<Texture> &p_texture) {
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void PathTexture::set_repeat_texture(const Ref<Texture2D> &p_texture) {
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repeat = p_texture;
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update();
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}
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Ref<Texture> PathTexture::get_repeat_texture() const {
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Ref<Texture2D> PathTexture::get_repeat_texture() const {
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return repeat;
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}
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void PathTexture::set_end_texture(const Ref<Texture> &p_texture) {
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void PathTexture::set_end_texture(const Ref<Texture2D> &p_texture) {
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end = p_texture;
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update();
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}
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Ref<Texture> PathTexture::get_end_texture() const {
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Ref<Texture2D> PathTexture::get_end_texture() const {
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return end;
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}
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