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path: root/drivers/gles3/rasterizer_storage_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp12
1 files changed, 11 insertions, 1 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index f91ed35331..e28c67de7c 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1615,6 +1615,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB);
shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL);
shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA);
+ shaders.actions_canvas.render_mode_values["blend_disabled"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_DISABLED);
shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
@@ -1912,7 +1913,7 @@ void RasterizerStorageGLES3::material_set_param(RID p_material, const StringName
Variant RasterizerStorageGLES3::material_get_param(RID p_material, const StringName &p_param) const {
const Material *material = material_owner.get(p_material);
- ERR_FAIL_COND_V(!material, RID());
+ ERR_FAIL_COND_V(!material, Variant());
if (material->params.has(p_param))
return material->params[p_param];
@@ -4496,6 +4497,15 @@ Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleto
return ret;
}
+void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+ ERR_FAIL_COND(!skeleton->use_2d);
+
+ skeleton->base_transform_2d = p_base_transform;
+}
+
void RasterizerStorageGLES3::update_dirty_skeletons() {
glActiveTexture(GL_TEXTURE0);