Add cubemap arrays, as well as control for generation of MIPs on texture targets.

This commit is contained in:
Areloch 2018-09-16 18:19:04 -05:00
parent 0c3fc59ccc
commit 1f7cf55204
25 changed files with 412 additions and 60 deletions

View file

@ -71,7 +71,7 @@ private:
virtual void enumerateVideoModes();
virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
virtual GFXTextureTarget *allocRenderToTextureTarget();
virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true);
virtual void enterDebugEvent(ColorI color, const char *name);
virtual void leaveDebugEvent();
@ -237,6 +237,7 @@ public:
U32 getAdaterIndex() const { return mAdapterIndex; }
virtual GFXCubemap *createCubemap();
virtual GFXCubemapArray *createCubemapArray();
virtual F32 getPixelShaderVersion() const { return mPixVersion; }
virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
@ -249,6 +250,8 @@ public:
// Misc rendering control
// {
virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
virtual bool beginSceneInternal();
virtual void endSceneInternal();
@ -325,7 +328,7 @@ public:
// grab the sampler map
const SamplerMap &getSamplersMap() const { return mSamplersMap; }
SamplerMap &getSamplersMap() { return mSamplersMap; }
SamplerMap &getSamplersMap(){ return mSamplersMap; }
};
#endif