mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-25 09:33:50 +00:00
Merge branch 'development' of https://github.com/GarageGames/Torque3D into development
This commit is contained in:
commit
2b00231c74
10 changed files with 50 additions and 33 deletions
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@ -101,11 +101,20 @@ void GFXD3D9Cubemap::initStatic( GFXTexHandle *faces )
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mTexSize = faces[0].getWidth();
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mFaceFormat = faces[0].getFormat();
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D3D9Assert( D3D9Device->CreateCubeTexture( mTexSize, 1, 0, GFXD3D9TextureFormat[mFaceFormat],
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U32 levels = faces->getPointer()->getMipLevels();
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if (levels >1)
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{
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D3D9Assert(D3D9Device->CreateCubeTexture(mTexSize, levels, 0, GFXD3D9TextureFormat[mFaceFormat],
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pool, &mCubeTex, NULL), NULL);
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fillCubeTextures(faces, D3D9Device);
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}
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else
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{
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D3D9Assert( D3D9Device->CreateCubeTexture( mTexSize, 0, D3DUSAGE_AUTOGENMIPMAP, GFXD3D9TextureFormat[mFaceFormat],
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pool, &mCubeTex, NULL ), NULL );
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fillCubeTextures( faces, D3D9Device );
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// mCubeTex->GenerateMipSubLevels();
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fillCubeTextures( faces, D3D9Device );
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mCubeTex->GenerateMipSubLevels();
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}
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}
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}
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@ -195,24 +204,29 @@ void GFXD3D9Cubemap::initDynamic( U32 texSize, GFXFormat faceFormat )
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//-----------------------------------------------------------------------------
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// Fills in face textures of cube map from existing textures
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//-----------------------------------------------------------------------------
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void GFXD3D9Cubemap::fillCubeTextures( GFXTexHandle *faces, LPDIRECT3DDEVICE9 D3DDevice )
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void GFXD3D9Cubemap::fillCubeTextures( GFXTexHandle *faces, LPDIRECT3DDEVICE9 D3DDevice)
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{
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for( U32 i=0; i<6; i++ )
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{
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// get cube face surface
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IDirect3DSurface9 *cubeSurf = NULL;
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D3D9Assert( mCubeTex->GetCubeMapSurface( faceList[i], 0, &cubeSurf ), NULL );
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// get incoming texture surface
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GFXD3D9TextureObject *texObj = dynamic_cast<GFXD3D9TextureObject*>( (GFXTextureObject*)faces[i] );
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IDirect3DSurface9 *inSurf;
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D3D9Assert( texObj->get2DTex()->GetSurfaceLevel( 0, &inSurf ), NULL );
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// copy incoming texture into cube face
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D3D9Assert( GFXD3DX.D3DXLoadSurfaceFromSurface( cubeSurf, NULL, NULL, inSurf, NULL,
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NULL, D3DX_FILTER_NONE, 0 ), NULL );
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cubeSurf->Release();
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inSurf->Release();
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U32 levels = faces->getPointer()->getMipLevels();
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for (U32 mip = 0; mip < levels; mip++)
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{
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for (U32 i = 0; i < 6; i++)
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{
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// get cube face surface
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IDirect3DSurface9 *cubeSurf = NULL;
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D3D9Assert(mCubeTex->GetCubeMapSurface(faceList[i], mip, &cubeSurf), NULL);
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// get incoming texture surface
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GFXD3D9TextureObject *texObj = dynamic_cast<GFXD3D9TextureObject*>((GFXTextureObject*)faces[i]);
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IDirect3DSurface9 *inSurf;
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D3D9Assert(texObj->get2DTex()->GetSurfaceLevel(mip, &inSurf), NULL);
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// copy incoming texture into cube face
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D3D9Assert(GFXD3DX.D3DXLoadSurfaceFromSurface(cubeSurf, NULL, NULL, inSurf, NULL,
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NULL, D3DX_FILTER_NONE, 0), NULL);
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cubeSurf->Release();
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inSurf->Release();
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}
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}
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}
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@ -179,7 +179,7 @@ void GFXGLDevice::initGLState()
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}
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#endif
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PlatformGL::setVSync(0);
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PlatformGL::setVSync(smDisableVSync ? 0 : 1);
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//OpenGL 3 need a binded VAO for render
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GLuint vao;
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@ -297,8 +297,6 @@ void GFXGLDevice::init( const GFXVideoMode &mode, PlatformWindow *window )
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loadGLCore();
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loadGLExtensions(hdcGL);
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wglSwapIntervalEXT(0);
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// It is very important that extensions be loaded
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// before we call initGLState()
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@ -31,8 +31,8 @@ extern void mInstallLibrary_ASM();
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// If we're x86 and not Mac, then include these. There's probably a better way to do this.
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#if defined(WIN32) && defined(TORQUE_CPU_X86)
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extern "C" void Athlon_MatrixF_x_MatrixF(const F32 *matA, const F32 *matB, F32 *result);
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extern "C" void SSE_MatrixF_x_MatrixF(const F32 *matA, const F32 *matB, F32 *result);
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void Athlon_MatrixF_x_MatrixF(const F32 *matA, const F32 *matB, F32 *result);
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void SSE_MatrixF_x_MatrixF(const F32 *matA, const F32 *matB, F32 *result);
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#endif
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#if defined( __VEC__ )
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@ -5,7 +5,10 @@
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void PlatformGL::setVSync(const int i)
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{
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wglSwapIntervalEXT( i );
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if (WGLEW_EXT_swap_control)
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{
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wglSwapIntervalEXT(i);
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}
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}
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#endif
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#endif
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@ -28,6 +28,8 @@
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#include <windows.h>
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#include <dbghelp.h>
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#include "platform/types.h"
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class StackWalker
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{
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public:
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@ -99,4 +101,4 @@ private:
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void dGetStackTrace(char * traceBuffer, CONTEXT const & ContextRecord);
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#endif
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#endif
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#endif
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@ -40,7 +40,7 @@ void main()
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gl_Position = modelview * vec4(vPosition.xyz, 1.0);
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color = vColor;
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texCoord = vTexCoord1.st;
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texCoord = vTexCoord0.st;
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float fromCasterDist = length(vPosition.xyz - shadowCasterPosition) - shadowLength;
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fade = 1.0 - clamp( fromCasterDist / shadowLength , 0.0, 1.0 );
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@ -40,7 +40,7 @@ void main()
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gl_Position = modelview * vec4(vPosition.xyz, 1.0);
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color = vColor;
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texCoord = vTexCoord1.st;
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texCoord = vTexCoord0.st;
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float fromCasterDist = length(vPosition.xyz - shadowCasterPosition) - shadowLength;
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fade = 1.0 - clamp( fromCasterDist / shadowLength , 0.0, 1.0 );
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@ -135,7 +135,7 @@
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<Optimization>Full</Optimization>
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<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
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<AdditionalIncludeDirectories>{foreach item=def from=$projIncludes}{$def};{/foreach}%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>{foreach item=def from=$projDefines}{$def};{/foreach}UNICODE;_CRT_SECURE_NO_DEPRECATE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>{foreach item=def from=$projDefines}{$def};{/foreach}UNICODE;_CRT_SECURE_NO_DEPRECATE;_CRT_SECURE_NO_WARNINGS;TORQUE_RELEASE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ExceptionHandling>
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</ExceptionHandling>
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<BasicRuntimeChecks>Default</BasicRuntimeChecks>
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@ -206,7 +206,7 @@
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Optimization="3"
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InlineFunctionExpansion="2"
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AdditionalIncludeDirectories="{foreach item=def from=$projIncludes}{$def};{/foreach}"
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PreprocessorDefinitions="{foreach item=def from=$projDefines}{$def};{/foreach}UNICODE;_CRT_SECURE_NO_DEPRECATE;_CRT_SECURE_NO_WARNINGS"
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PreprocessorDefinitions="{foreach item=def from=$projDefines}{$def};{/foreach}UNICODE;_CRT_SECURE_NO_DEPRECATE;_CRT_SECURE_NO_WARNINGS;TORQUE_RELEASE"
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ExceptionHandling="0"
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BasicRuntimeChecks="0"
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StringPooling="true"
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@ -269,4 +269,4 @@
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</Files>
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<Globals>
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</Globals>
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</VisualStudioProject>
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</VisualStudioProject>
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