Implement Singlepass Terrain Render

This commit is contained in:
Lukas Aldershaab 2021-01-01 21:05:21 +01:00
parent 49a8c0ad36
commit 87dd7ffc4a
35 changed files with 1658 additions and 951 deletions

View file

@ -40,6 +40,8 @@
#include "shaderGen/shaderGen.h"
#include <d3d9.h> //d3dperf
#include "gfxD3D11TextureArray.h"
#ifdef TORQUE_DEBUG
#include "d3d11sdklayers.h"
#endif
@ -48,6 +50,8 @@
#pragma comment(lib, "d3d9.lib") //d3dperf
#pragma comment(lib, "d3d11.lib")
class GFXD3D11TextureArray;
class GFXPCD3D11RegisterDevice
{
public:
@ -1736,6 +1740,13 @@ GFXCubemapArray * GFXD3D11Device::createCubemapArray()
return cubeArray;
}
GFXTextureArray * GFXD3D11Device::createTextureArray()
{
GFXD3D11TextureArray* textureArray = new GFXD3D11TextureArray();
textureArray->registerResourceWithDevice(this);
return textureArray;
}
// Debug events
//------------------------------------------------------------------------------
void GFXD3D11Device::enterDebugEvent(ColorI color, const char *name)