Added default values where missing.

This commit is contained in:
Juan Linietsky 2019-06-07 13:27:04 -03:00
parent c5e77a1b2f
commit 90e61a5632

View File

@ -417,6 +417,24 @@ public:
float max_lod;
SamplerBorderColor border_color;
bool unnormalized_uvw;
SamplerState() {
mag_filter=SAMPLER_FILTER_NEAREST;
min_filter=SAMPLER_FILTER_NEAREST;
mip_filter=SAMPLER_FILTER_NEAREST;
repeat_u=SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
repeat_v=SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
repeat_w=SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
lod_bias=0;
use_anisotropy=false;
anisotropy_max=1.0;
enable_compare=false;
compare_op=COMPARE_OP_ALWAYS;
min_lod=0;
max_lod=1e20; //something very large should do
border_color=SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
unnormalized_uvw=false;
}
};
virtual ID sampler_create(const SamplerState &p_state) = 0;
@ -479,6 +497,9 @@ public:
struct ShaderStageSource {
ShaderStage shader_stage;
String shader_source;
ShaderStageSource() {
shader_stage=SHADER_STAGE_VERTEX;
}
};
virtual ID shader_create_from_source(const Vector<ShaderStageSource> &p_stages,String *r_error=NULL,bool p_allow_cache=true) = 0;
@ -516,6 +537,11 @@ public:
//for sampler with texture, supply two IDs for each.
//accepted IDs are: Sampler, Texture, Uniform Buffer and Texture Buffer
Vector<ID> ids;
Uniform() {
type=UNIFORM_TYPE_IMAGE;
binding=0;
}
};
virtual ID uniform_set_create(const Vector<Uniform>& p_uniforms,ID p_shader,uint32_t p_shader_set) = 0;