Changes to material required to add custom shaders in RD renderer

This commit is contained in:
Juan Linietsky 2019-07-12 10:12:48 -03:00
parent ef083a583b
commit 50e9befb88
14 changed files with 45 additions and 45 deletions

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@ -549,7 +549,6 @@ Polygon3DEditor::Polygon3DEditor(EditorNode *p_editor) {
line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial)); line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true); line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true); line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);

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@ -1585,7 +1585,7 @@ Position3DSpatialGizmoPlugin::Position3DSpatialGizmoPlugin() {
mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true); mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
mat->set_line_width(3);
Array d; Array d;
d.resize(VS::ARRAY_MAX); d.resize(VS::ARRAY_MAX);
d[Mesh::ARRAY_VERTEX] = cursor_points; d[Mesh::ARRAY_VERTEX] = cursor_points;

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@ -1458,14 +1458,12 @@ GridMapEditor::GridMapEditor(EditorNode *p_editor) {
outer_mat->set_albedo(Color(0.7, 0.7, 1.0, 0.8)); outer_mat->set_albedo(Color(0.7, 0.7, 1.0, 0.8));
outer_mat->set_on_top_of_alpha(); outer_mat->set_on_top_of_alpha();
outer_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true); outer_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
outer_mat->set_line_width(3.0);
outer_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); outer_mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
selection_floor_mat.instance(); selection_floor_mat.instance();
selection_floor_mat->set_albedo(Color(0.80, 0.80, 1.0, 1)); selection_floor_mat->set_albedo(Color(0.80, 0.80, 1.0, 1));
selection_floor_mat->set_on_top_of_alpha(); selection_floor_mat->set_on_top_of_alpha();
selection_floor_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true); selection_floor_mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
selection_floor_mat->set_line_width(3.0);
d[VS::ARRAY_VERTEX] = lines; d[VS::ARRAY_VERTEX] = lines;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(selection_mesh, VS::PRIMITIVE_LINES, d); VisualServer::get_singleton()->mesh_add_surface_from_arrays(selection_mesh, VS::PRIMITIVE_LINES, d);

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@ -337,7 +337,6 @@ void RayCast::_create_debug_shape() {
Ref<SpatialMaterial> line_material = static_cast<Ref<SpatialMaterial> >(debug_material); Ref<SpatialMaterial> line_material = static_cast<Ref<SpatialMaterial> >(debug_material);
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true); line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_line_width(3.0);
line_material->set_albedo(Color(1.0, 0.8, 0.6)); line_material->set_albedo(Color(1.0, 0.8, 0.6));
} }

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@ -171,7 +171,7 @@ bool ShaderMaterial::property_can_revert(const String &p_name) {
StringName pr = shader->remap_param(p_name); StringName pr = shader->remap_param(p_name);
if (pr) { if (pr) {
Variant default_value = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr); Variant default_value = VisualServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
Variant current_value; Variant current_value;
_get(p_name, current_value); _get(p_name, current_value);
return default_value.get_type() != Variant::NIL && default_value != current_value; return default_value.get_type() != Variant::NIL && default_value != current_value;
@ -185,7 +185,7 @@ Variant ShaderMaterial::property_get_revert(const String &p_name) {
if (shader.is_valid()) { if (shader.is_valid()) {
StringName pr = shader->remap_param(p_name); StringName pr = shader->remap_param(p_name);
if (pr) { if (pr) {
r_ret = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr); r_ret = VisualServer::get_singleton()->shader_get_param_default(shader->get_rid(), pr);
} }
} }
return r_ret; return r_ret;
@ -1530,17 +1530,6 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
} }
} }
void SpatialMaterial::set_line_width(float p_line_width) {
line_width = p_line_width;
VS::get_singleton()->material_set_line_width(_get_material(), line_width);
}
float SpatialMaterial::get_line_width() const {
return line_width;
}
void SpatialMaterial::set_point_size(float p_point_size) { void SpatialMaterial::set_point_size(float p_point_size) {
point_size = p_point_size; point_size = p_point_size;
@ -1976,9 +1965,6 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction); ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction);
ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction); ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction);
ClassDB::bind_method(D_METHOD("set_line_width", "line_width"), &SpatialMaterial::set_line_width);
ClassDB::bind_method(D_METHOD("get_line_width"), &SpatialMaterial::get_line_width);
ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &SpatialMaterial::set_point_size); ClassDB::bind_method(D_METHOD("set_point_size", "point_size"), &SpatialMaterial::set_point_size);
ClassDB::bind_method(D_METHOD("get_point_size"), &SpatialMaterial::get_point_size); ClassDB::bind_method(D_METHOD("get_point_size"), &SpatialMaterial::get_point_size);
@ -2122,7 +2108,6 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul"), "set_blend_mode", "get_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_cull_mode", PROPERTY_HINT_ENUM, "Back,Front,Disabled"), "set_cull_mode", "get_cull_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_depth_draw_mode", PROPERTY_HINT_ENUM, "Opaque Only,Always,Never,Opaque Pre-Pass"), "set_depth_draw_mode", "get_depth_draw_mode");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_line_width", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_line_width", "get_line_width");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "params_point_size", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_point_size", "get_point_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "params_billboard_mode", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particle Billboard"), "set_billboard_mode", "get_billboard_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "params_billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "params_billboard_keep_scale"), "set_flag", "get_flag", FLAG_BILLBOARD_KEEP_SCALE);
@ -2363,7 +2348,6 @@ SpatialMaterial::SpatialMaterial() :
set_subsurface_scattering_strength(0); set_subsurface_scattering_strength(0);
set_transmission(Color(0, 0, 0)); set_transmission(Color(0, 0, 0));
set_refraction(0.05); set_refraction(0.05);
set_line_width(1);
set_point_size(1); set_point_size(1);
set_uv1_offset(Vector3(0, 0, 0)); set_uv1_offset(Vector3(0, 0, 0));
set_uv1_scale(Vector3(1, 1, 1)); set_uv1_scale(Vector3(1, 1, 1));

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@ -387,7 +387,6 @@ private:
float subsurface_scattering_strength; float subsurface_scattering_strength;
Color transmission; Color transmission;
float refraction; float refraction;
float line_width;
float point_size; float point_size;
float alpha_scissor_threshold; float alpha_scissor_threshold;
bool grow_enabled; bool grow_enabled;
@ -519,9 +518,6 @@ public:
void set_refraction(float p_refraction); void set_refraction(float p_refraction);
float get_refraction() const; float get_refraction() const;
void set_line_width(float p_line_width);
float get_line_width() const;
void set_point_size(float p_point_size); void set_point_size(float p_point_size);
float get_point_size() const; float get_point_size() const;

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@ -233,6 +233,7 @@ public:
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0; virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0; virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const = 0;
/* COMMON MATERIAL API */ /* COMMON MATERIAL API */
@ -244,9 +245,6 @@ public:
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0; virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0; virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const = 0;
virtual void material_set_line_width(RID p_material, float p_width) = 0;
virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0; virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;

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@ -1974,15 +1974,12 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
RD::AttachmentFormat af_color; RD::AttachmentFormat af_color;
af_color.format = RD::DATA_FORMAT_R32_SFLOAT; af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
af_color.samples = RenderingDevice::TEXTURE_SAMPLES_64;
attachments.push_back(af_color); attachments.push_back(af_color);
RD::AttachmentFormat af_depth; RD::AttachmentFormat af_depth;
af_depth.format = RD::DATA_FORMAT_D24_UNORM_S8_UINT;
af_depth.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT; af_depth.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
af_depth.samples = RenderingDevice::TEXTURE_SAMPLES_64;
attachments.push_back(af_depth); attachments.push_back(af_depth);

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@ -189,6 +189,26 @@ public:
/* SHADER API */ /* SHADER API */
enum ShaderType {
SHADER_TYPE_2D,
SHADER_TYPE_3D,
SHADER_TYPE_3D_POST_PROCESS,
SHADER_TYPE_PARTICLES
};
class ShaderData {
public:
virtual void set_code(const String &p_Code) = 0;
virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0;
virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
virtual bool is_animated() const = 0;
virtual bool casts_shadows() const = 0;
virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
virtual ~ShaderData() {}
};
typedef ShaderData *(ShaderDataRequestFunction)();
RID shader_create() { return RID(); } RID shader_create() { return RID(); }
void shader_set_code(RID p_shader, const String &p_code) {} void shader_set_code(RID p_shader, const String &p_code) {}
@ -197,22 +217,29 @@ public:
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {} void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {}
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const { return RID(); } RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const { return RID(); }
Variant shader_get_param_default(RID p_material, const StringName &p_param) const { return Variant(); }
/* COMMON MATERIAL API */ /* COMMON MATERIAL API */
struct MaterialData {
virtual void set_render_priority(int p_priority) = 0;
virtual void set_next_pass(RID p_pass) = 0;
virtual void update_parameters(const Map<StringName, Variant> &p_parameters) = 0;
virtual ~MaterialData() {}
};
typedef MaterialData *(MaterialDataRequestFunction)(ShaderData *);
RID material_create() { return RID(); } RID material_create() { return RID(); }
void material_set_render_priority(RID p_material, int priority) {}
void material_set_shader(RID p_shader_material, RID p_shader) {} void material_set_shader(RID p_shader_material, RID p_shader) {}
RID material_get_shader(RID p_shader_material) const { return RID(); } RID material_get_shader(RID p_shader_material) const { return RID(); }
void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {} void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {}
Variant material_get_param(RID p_material, const StringName &p_param) const { return Variant(); } Variant material_get_param(RID p_material, const StringName &p_param) const { return Variant(); }
Variant material_get_param_default(RID p_material, const StringName &p_param) const { return Variant(); }
void material_set_line_width(RID p_material, float p_width) {}
void material_set_next_pass(RID p_material, RID p_next_material) {} void material_set_next_pass(RID p_material, RID p_next_material) {}
void material_set_render_priority(RID p_material, int priority) {}
bool material_is_animated(RID p_material) { return false; } bool material_is_animated(RID p_material) { return false; }
bool material_casts_shadows(RID p_material) { return false; } bool material_casts_shadows(RID p_material) { return false; }

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@ -370,6 +370,11 @@ public:
DataFormat format; DataFormat format;
TextureSamples samples; TextureSamples samples;
uint32_t usage_flags; uint32_t usage_flags;
AttachmentFormat() {
format=DATA_FORMAT_R8G8B8A8_UNORM;
samples=TEXTURE_SAMPLES_1;
usage_flags=0;
}
}; };
typedef int64_t FramebufferFormatID; typedef int64_t FramebufferFormatID;

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@ -202,6 +202,7 @@ public:
BIND3(shader_set_default_texture_param, RID, const StringName &, RID) BIND3(shader_set_default_texture_param, RID, const StringName &, RID)
BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &) BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
BIND2RC(Variant, shader_get_param_default, RID, const StringName &)
/* COMMON MATERIAL API */ /* COMMON MATERIAL API */
@ -212,10 +213,8 @@ public:
BIND3(material_set_param, RID, const StringName &, const Variant &) BIND3(material_set_param, RID, const StringName &, const Variant &)
BIND2RC(Variant, material_get_param, RID, const StringName &) BIND2RC(Variant, material_get_param, RID, const StringName &)
BIND2RC(Variant, material_get_param_default, RID, const StringName &)
BIND2(material_set_render_priority, RID, int) BIND2(material_set_render_priority, RID, int)
BIND2(material_set_line_width, RID, float)
BIND2(material_set_next_pass, RID, RID) BIND2(material_set_next_pass, RID, RID)
/* MESH API */ /* MESH API */

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@ -133,6 +133,7 @@ public:
FUNC3(shader_set_default_texture_param, RID, const StringName &, RID) FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)
FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &) FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)
/* COMMON MATERIAL API */ /* COMMON MATERIAL API */
@ -143,10 +144,8 @@ public:
FUNC3(material_set_param, RID, const StringName &, const Variant &) FUNC3(material_set_param, RID, const StringName &, const Variant &)
FUNC2RC(Variant, material_get_param, RID, const StringName &) FUNC2RC(Variant, material_get_param, RID, const StringName &)
FUNC2RC(Variant, material_get_param_default, RID, const StringName &)
FUNC2(material_set_render_priority, RID, int) FUNC2(material_set_render_priority, RID, int)
FUNC2(material_set_line_width, RID, float)
FUNC2(material_set_next_pass, RID, RID) FUNC2(material_set_next_pass, RID, RID)
/* MESH API */ /* MESH API */

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@ -1648,15 +1648,15 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &VisualServer::_shader_get_param_list_bind); ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &VisualServer::_shader_get_param_list_bind);
ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "name", "texture"), &VisualServer::shader_set_default_texture_param); ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "name", "texture"), &VisualServer::shader_set_default_texture_param);
ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "name"), &VisualServer::shader_get_default_texture_param); ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "name"), &VisualServer::shader_get_default_texture_param);
ClassDB::bind_method(D_METHOD("shader_get_param_default", "material", "parameter"), &VisualServer::shader_get_param_default);
ClassDB::bind_method(D_METHOD("material_create"), &VisualServer::material_create); ClassDB::bind_method(D_METHOD("material_create"), &VisualServer::material_create);
ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &VisualServer::material_set_shader); ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &VisualServer::material_set_shader);
ClassDB::bind_method(D_METHOD("material_get_shader", "shader_material"), &VisualServer::material_get_shader); ClassDB::bind_method(D_METHOD("material_get_shader", "shader_material"), &VisualServer::material_get_shader);
ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &VisualServer::material_set_param); ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &VisualServer::material_set_param);
ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &VisualServer::material_get_param); ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &VisualServer::material_get_param);
ClassDB::bind_method(D_METHOD("material_get_param_default", "material", "parameter"), &VisualServer::material_get_param_default);
ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &VisualServer::material_set_render_priority); ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &VisualServer::material_set_render_priority);
ClassDB::bind_method(D_METHOD("material_set_line_width", "material", "width"), &VisualServer::material_set_line_width);
ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &VisualServer::material_set_next_pass); ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &VisualServer::material_set_next_pass);
ClassDB::bind_method(D_METHOD("mesh_create"), &VisualServer::mesh_create); ClassDB::bind_method(D_METHOD("mesh_create"), &VisualServer::mesh_create);

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@ -177,6 +177,7 @@ public:
virtual String shader_get_code(RID p_shader) const = 0; virtual String shader_get_code(RID p_shader) const = 0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0; virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
Array _shader_get_param_list_bind(RID p_shader) const; Array _shader_get_param_list_bind(RID p_shader) const;
virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0; virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0; virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
@ -195,11 +196,9 @@ public:
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0; virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0; virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const = 0;
virtual void material_set_render_priority(RID p_material, int priority) = 0; virtual void material_set_render_priority(RID p_material, int priority) = 0;
virtual void material_set_line_width(RID p_material, float p_width) = 0;
virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0; virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
/* MESH API */ /* MESH API */