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

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#ifndef _GFXD3D11TEXTUREARRAY_H_
#define _GFXD3D11TEXTUREARRAY_H_
#include <dxgiformat.h>
#include "gfx/gfxTextureArray.h"
#include "gfx/gfxTextureManager.h"
#include "core/util/safeRelease.h"
#include "gfxD3D11TextureManager.h"
class GFXD3D11TextureArray : public GFXTextureArray
{
public:
GFXD3D11TextureArray()
: mSRView( NULL ),
mRTView( NULL ),
mDSView( NULL ),
mTextureArray( NULL )
{
}
bool fromTextureArray(const Vector<GFXTexHandle> &textureArray) override;
void setToTexUnit(U32 tuNum) override;
void createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags);
// GFXResource interface
void zombify() override;
void resurrect() override;
void Release() override;
ID3D11ShaderResourceView* getSRView();
ID3D11RenderTargetView* getRTView();
ID3D11DepthStencilView* getDSView();
ID3D11ShaderResourceView** getSRViewPtr();
ID3D11RenderTargetView** getRTViewPtr();
ID3D11DepthStencilView** getDSViewPtr();
private:
ID3D11ShaderResourceView* mSRView; // for shader resource input
ID3D11RenderTargetView* mRTView; // for render targets
ID3D11DepthStencilView* mDSView; //render target view for depth stencil
ID3D11Texture2D* mTextureArray;
};
#endif