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https://github.com/TorqueGameEngines/Torque3D.git
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Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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parent
0c3fc59ccc
commit
1f7cf55204
25 changed files with 412 additions and 60 deletions
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@ -497,13 +497,16 @@ protected:
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enum TexDirtyType
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{
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GFXTDT_Normal,
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GFXTDT_Cube
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GFXTDT_Cube,
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GFXTDT_CubeArray
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};
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GFXTexHandle mCurrentTexture[TEXTURE_STAGE_COUNT];
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GFXTexHandle mNewTexture[TEXTURE_STAGE_COUNT];
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GFXCubemapHandle mCurrentCubemap[TEXTURE_STAGE_COUNT];
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GFXCubemapHandle mNewCubemap[TEXTURE_STAGE_COUNT];
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GFXCubemapArrayHandle mCurrentCubemapArray[TEXTURE_STAGE_COUNT];
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GFXCubemapArrayHandle mNewCubemapArray[TEXTURE_STAGE_COUNT];
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TexDirtyType mTexType[TEXTURE_STAGE_COUNT];
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bool mTextureDirty[TEXTURE_STAGE_COUNT];
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@ -753,6 +756,7 @@ protected:
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public:
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virtual GFXCubemap * createCubemap() = 0;
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virtual GFXCubemapArray *createCubemapArray() = 0;
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inline GFXTextureManager *getTextureManager()
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{
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@ -778,7 +782,7 @@ public:
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/// Allocate a target for doing render to texture operations, with no
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/// depth/stencil buffer.
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virtual GFXTextureTarget *allocRenderToTextureTarget()=0;
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virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true) = 0;
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/// Allocate a target for a given window.
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virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window)=0;
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@ -827,6 +831,7 @@ public:
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///
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virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) = 0;
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virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color) = 0;
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virtual bool beginScene();
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virtual void endScene();
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virtual void beginField();
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@ -937,8 +942,9 @@ public:
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/// @{
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///
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void setTexture(U32 stage, GFXTextureObject*texture);
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void setTexture(U32 stage, GFXTextureObject *texture);
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void setCubeTexture( U32 stage, GFXCubemap *cubemap );
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void setCubeArrayTexture( U32 stage, GFXCubemapArray *cubemapArray);
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inline GFXTextureObject* getCurrentTexture( U32 stage ) { return mCurrentTexture[stage]; }
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/// @}
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