New lightmapper

-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
This commit is contained in:
Juan Linietsky 2020-05-01 09:34:23 -03:00
parent 6a0473bcc2
commit 1bea8e1eac
434 changed files with 126122 additions and 3384 deletions

View file

@ -147,7 +147,7 @@ Ref<RDShaderBytecode> RenderingDevice::_shader_compile_from_source(const Ref<RDS
return bytecode;
}
RID RenderingDevice::_shader_create(const Ref<RDShaderBytecode> &p_bytecode) {
RID RenderingDevice::shader_create_from_bytecode(const Ref<RDShaderBytecode> &p_bytecode) {
ERR_FAIL_COND_V(p_bytecode.is_null(), RID());
Vector<ShaderStageData> stage_data;
@ -276,7 +276,7 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("index_array_create", "index_buffer", "index_offset", "index_count"), &RenderingDevice::index_array_create);
ClassDB::bind_method(D_METHOD("shader_compile_from_source", "shader_source", "allow_cache"), &RenderingDevice::_shader_compile_from_source, DEFVAL(true));
ClassDB::bind_method(D_METHOD("shader_create", "shader_data"), &RenderingDevice::_shader_create);
ClassDB::bind_method(D_METHOD("shader_create", "shader_data"), &RenderingDevice::shader_create_from_bytecode);
ClassDB::bind_method(D_METHOD("shader_get_vertex_input_attribute_mask", "shader"), &RenderingDevice::shader_get_vertex_input_attribute_mask);
ClassDB::bind_method(D_METHOD("uniform_buffer_create", "size_bytes", "data"), &RenderingDevice::uniform_buffer_create, DEFVAL(Vector<uint8_t>()));