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
This commit is contained in:
Juan Linietsky
2019-06-11 15:43:37 -03:00
parent 9ffe57a10e
commit 3f335ce3d4
287 changed files with 2829 additions and 2540 deletions

View File

@@ -32,19 +32,19 @@
#include "core/engine.h"
void TextureProgress::set_under_texture(const Ref<Texture> &p_texture) {
void TextureProgress::set_under_texture(const Ref<Texture2D> &p_texture) {
under = p_texture;
update();
minimum_size_changed();
}
Ref<Texture> TextureProgress::get_under_texture() const {
Ref<Texture2D> TextureProgress::get_under_texture() const {
return under;
}
void TextureProgress::set_over_texture(const Ref<Texture> &p_texture) {
void TextureProgress::set_over_texture(const Ref<Texture2D> &p_texture) {
over = p_texture;
update();
@@ -53,7 +53,7 @@ void TextureProgress::set_over_texture(const Ref<Texture> &p_texture) {
}
}
Ref<Texture> TextureProgress::get_over_texture() const {
Ref<Texture2D> TextureProgress::get_over_texture() const {
return over;
}
@@ -94,14 +94,14 @@ Size2 TextureProgress::get_minimum_size() const {
return Size2(1, 1);
}
void TextureProgress::set_progress_texture(const Ref<Texture> &p_texture) {
void TextureProgress::set_progress_texture(const Ref<Texture2D> &p_texture) {
progress = p_texture;
update();
minimum_size_changed();
}
Ref<Texture> TextureProgress::get_progress_texture() const {
Ref<Texture2D> TextureProgress::get_progress_texture() const {
return progress;
}
@@ -201,7 +201,7 @@ Point2 TextureProgress::get_relative_center() {
return p;
}
void TextureProgress::draw_nine_patch_stretched(const Ref<Texture> &p_texture, FillMode p_mode, double p_ratio, const Color &p_modulate) {
void TextureProgress::draw_nine_patch_stretched(const Ref<Texture2D> &p_texture, FillMode p_mode, double p_ratio, const Color &p_modulate) {
Vector2 texture_size = p_texture->get_size();
Vector2 topleft = Vector2(stretch_margin[MARGIN_LEFT], stretch_margin[MARGIN_TOP]);
Vector2 bottomright = Vector2(stretch_margin[MARGIN_RIGHT], stretch_margin[MARGIN_BOTTOM]);
@@ -501,9 +501,9 @@ void TextureProgress::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_nine_patch_stretch"), &TextureProgress::get_nine_patch_stretch);
ADD_GROUP("Textures", "texture_");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_under", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_under_texture", "get_under_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_over", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_over_texture", "get_over_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_progress", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_progress_texture", "get_progress_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_under", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_under_texture", "get_under_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_over", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_over_texture", "get_over_texture");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_progress", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_progress_texture", "get_progress_texture");
ADD_PROPERTY(PropertyInfo(Variant::INT, "fill_mode", PROPERTY_HINT_ENUM, "Left to Right,Right to Left,Top to Bottom,Bottom to Top,Clockwise,Counter Clockwise,Bilinear (Left and Right),Bilinear (Top and Bottom), Clockwise and Counter Clockwise"), "set_fill_mode", "get_fill_mode");
ADD_GROUP("Tint", "tint_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "tint_under"), "set_tint_under", "get_tint_under");