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https://github.com/TorqueGameEngines/Torque3D.git
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Implement Singlepass Terrain Render
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commit
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35 changed files with 1658 additions and 951 deletions
51
Engine/source/gfx/D3D11/gfxD3D11TextureArray.h
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51
Engine/source/gfx/D3D11/gfxD3D11TextureArray.h
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#ifndef _GFXD3D11TEXTUREARRAY_H_
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#define _GFXD3D11TEXTUREARRAY_H_
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#include <dxgiformat.h>
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#include "gfx/gfxTextureArray.h"
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#include "gfx/gfxTextureManager.h"
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#include "core/util/safeRelease.h"
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#include "gfxD3D11TextureManager.h"
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class GFXD3D11TextureArray : public GFXTextureArray
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{
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public:
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GFXD3D11TextureArray()
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: mSRView( NULL ),
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mRTView( NULL ),
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mDSView( NULL ),
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mTextureArray( NULL )
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{
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}
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bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override;
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void setToTexUnit(U32 tuNum) override;
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void createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags);
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// GFXResource interface
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void zombify() override;
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void resurrect() override;
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void Release() override;
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ID3D11ShaderResourceView* getSRView();
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ID3D11RenderTargetView* getRTView();
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ID3D11DepthStencilView* getDSView();
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ID3D11ShaderResourceView** getSRViewPtr();
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ID3D11RenderTargetView** getRTViewPtr();
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ID3D11DepthStencilView** getDSViewPtr();
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private:
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ID3D11ShaderResourceView* mSRView; // for shader resource input
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ID3D11RenderTargetView* mRTView; // for render targets
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ID3D11DepthStencilView* mDSView; //render target view for depth stencil
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ID3D11Texture2D* mTextureArray;
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};
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#endif
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