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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-24 05:45:40 +00:00
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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parent
e32a431a6c
commit
83dd55e851
25 changed files with 412 additions and 60 deletions
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@ -151,7 +151,7 @@ private:
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public:
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virtual void initStatic( GFXTexHandle *faces ) { };
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virtual void initStatic( DDSFile *dds ) { };
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virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8 ) { };
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virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0) { };
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virtual U32 getSize() const { return 0; }
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virtual GFXFormat getFormat() const { return GFXFormatR8G8B8A8; }
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@ -161,6 +161,21 @@ public:
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virtual void resurrect() {}
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};
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class GFXNullCubemapArray : public GFXCubemapArray
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{
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friend class GFXDevice;
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private:
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// should only be called by GFXDevice
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virtual void setToTexUnit(U32 tuNum) { };
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public:
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virtual void initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount) { };
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virtual ~GFXNullCubemapArray() {};
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virtual void zombify() {}
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virtual void resurrect() {}
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};
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class GFXNullVertexBuffer : public GFXVertexBuffer
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{
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unsigned char* tempBuf;
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@ -295,6 +310,11 @@ GFXCubemap* GFXNullDevice::createCubemap()
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return new GFXNullCubemap();
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};
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GFXCubemapArray* GFXNullDevice::createCubemapArray()
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{
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return new GFXNullCubemapArray();
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};
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void GFXNullDevice::enumerateAdapters( Vector<GFXAdapter*> &adapterList )
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{
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// Add the NULL renderer
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@ -129,12 +129,13 @@ protected:
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public:
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virtual GFXCubemap * createCubemap();
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virtual GFXCubemapArray *createCubemapArray();
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virtual F32 getFillConventionOffset() const { return 0.0f; };
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///@}
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virtual GFXTextureTarget *allocRenderToTextureTarget(){return NULL;};
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virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips=true){return NULL;};
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virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window)
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{
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return new GFXNullWindowTarget();
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@ -151,6 +152,7 @@ public:
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virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) { };
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virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color) { };
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virtual bool beginSceneInternal() { return true; };
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virtual void endSceneInternal() { };
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