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GL work
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21 changed files with 4102 additions and 108 deletions
389
gl/gfxGLCubemap.cpp
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389
gl/gfxGLCubemap.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/gl/gfxGLDevice.h"
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#include "gfx/gl/gfxGLTextureObject.h"
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#include "gfx/gl/gfxGLEnumTranslate.h"
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#include "gfx/gl/gfxGLUtils.h"
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#include "gfx/gl/gfxGLCubemap.h"
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#include "gfx/gfxTextureManager.h"
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#include "gfx/gfxCardProfile.h"
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#include "gfx/bitmap/ddsFile.h"
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#include "gfx/bitmap/imageUtils.h"
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static GLenum faceList[6] =
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{
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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};
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GFXGLCubemap::GFXGLCubemap() :
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mCubemap(0),
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mDynamicTexSize(0),
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mFaceFormat( GFXFormatR8G8B8A8 )
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{
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for(U32 i = 0; i < 6; i++)
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mTextures[i] = NULL;
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GFXTextureManager::addEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
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}
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GFXGLCubemap::~GFXGLCubemap()
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{
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glDeleteTextures(1, &mCubemap);
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GFXTextureManager::removeEventDelegate( this, &GFXGLCubemap::_onTextureEvent );
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}
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GLenum GFXGLCubemap::getEnumForFaceNumber(U32 face)
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{
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return faceList[face];
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}
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void GFXGLCubemap::fillCubeTextures(GFXTexHandle* faces)
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{
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AssertFatal( faces, "");
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AssertFatal( faces[0]->mMipLevels > 0, "");
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PRESERVE_CUBEMAP_TEXTURE();
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, faces[0]->mMipLevels - 1 );
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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U32 reqWidth = faces[0]->getWidth();
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U32 reqHeight = faces[0]->getHeight();
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GFXFormat regFaceFormat = faces[0]->getFormat();
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const bool isCompressed = ImageUtil::isCompressedFormat(regFaceFormat);
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mWidth = reqWidth;
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mHeight = reqHeight;
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mFaceFormat = regFaceFormat;
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mMipMapLevels = getMax( (U32)1, faces[0]->mMipLevels);
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AssertFatal(reqWidth == reqHeight, "GFXGLCubemap::fillCubeTextures - Width and height must be equal!");
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for(U32 i = 0; i < 6; i++)
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{
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AssertFatal(faces[i], avar("GFXGLCubemap::fillCubeFaces - texture %i is NULL!", i));
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AssertFatal((faces[i]->getWidth() == reqWidth) && (faces[i]->getHeight() == reqHeight), "GFXGLCubemap::fillCubeFaces - All textures must have identical dimensions!");
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AssertFatal(faces[i]->getFormat() == regFaceFormat, "GFXGLCubemap::fillCubeFaces - All textures must have identical formats!");
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mTextures[i] = faces[i];
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GFXFormat faceFormat = faces[i]->getFormat();
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GFXGLTextureObject* glTex = static_cast<GFXGLTextureObject*>(faces[i].getPointer());
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if( isCompressed )
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{
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for( U32 mip = 0; mip < mMipMapLevels; ++mip )
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{
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const U32 mipWidth = getMax( U32(1), faces[i]->getWidth() >> mip );
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const U32 mipHeight = getMax( U32(1), faces[i]->getHeight() >> mip );
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const U32 mipDataSize = getCompressedSurfaceSize( mFaceFormat, mWidth, mHeight, mip );
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U8* buf = glTex->getTextureData( mip );
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glCompressedTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0, mipDataSize, buf);
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delete[] buf;
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}
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}
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else
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{
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U8* buf = glTex->getTextureData();
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glTexImage2D(faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], mWidth, mHeight,
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0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], buf);
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delete[] buf;
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}
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}
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if( !isCompressed )
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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}
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void GFXGLCubemap::initStatic(GFXTexHandle* faces)
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{
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if(mCubemap)
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return;
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if(faces)
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{
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AssertFatal(faces[0], "GFXGLCubemap::initStatic - empty texture passed");
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glGenTextures(1, &mCubemap);
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fillCubeTextures(faces);
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}
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}
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void GFXGLCubemap::initStatic( DDSFile *dds )
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{
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if(mCubemap)
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return;
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AssertFatal( dds, "GFXGLCubemap::initStatic - Got null DDS file!" );
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AssertFatal( dds->isCubemap(), "GFXGLCubemap::initStatic - Got non-cubemap DDS file!" );
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AssertFatal( dds->mSurfaces.size() == 6, "GFXGLCubemap::initStatic - DDS has less than 6 surfaces!" );
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mWidth = dds->getWidth();
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mHeight = dds->getHeight();
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mFaceFormat = dds->getFormat();
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mMipMapLevels = dds->getMipLevels();
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const bool isCompressed = ImageUtil::isCompressedFormat(mFaceFormat);
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glGenTextures(1, &mCubemap);
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PRESERVE_CUBEMAP_TEXTURE();
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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AssertFatal(mWidth == mHeight, "GFXGLCubemap::initStatic - Width and height must be equal!");
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for(U32 i = 0; i < 6; i++)
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{
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if ( !dds->mSurfaces[i] )
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{
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// TODO: The DDS can skip surfaces, but i'm unsure what i should
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// do here when creating the cubemap. Ignore it for now.
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continue;
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}
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// convert to Z up
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const U32 faceIndex = _zUpFaceIndex(i);
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// Now loop thru the mip levels!
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for (U32 mip = 0; mip < mMipMapLevels; ++mip)
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{
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const U32 mipWidth = getMax( U32(1), mWidth >> mip );
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const U32 mipHeight = getMax( U32(1), mHeight >> mip );
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if (isCompressed)
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glCompressedTexImage2D(faceList[faceIndex], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0, dds->getSurfaceSize(mip), dds->mSurfaces[i]->mMips[mip]);
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else
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glTexImage2D(faceList[faceIndex], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0,
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GFXGLTextureFormat[mFaceFormat], GFXGLTextureType[mFaceFormat], dds->mSurfaces[i]->mMips[mip]);
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}
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}
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}
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void GFXGLCubemap::initDynamic(U32 texSize, GFXFormat faceFormat, U32 mipLevels)
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{
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mDynamicTexSize = texSize;
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mFaceFormat = faceFormat;
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const bool isCompressed = ImageUtil::isCompressedFormat(faceFormat);
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mMipMapLevels = getMax( (U32)1, getMaxMipmaps( texSize, texSize, 1 ) );
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glGenTextures(1, &mCubemap);
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PRESERVE_CUBEMAP_TEXTURE();
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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mWidth = texSize;
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mHeight = texSize;
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for(U32 i = 0; i < 6; i++)
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{
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if( ImageUtil::isCompressedFormat(faceFormat) )
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{
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for( U32 mip = 0; mip < mMipMapLevels; ++mip )
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{
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const U32 mipSize = getMax( U32(1), texSize >> mip );
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const U32 mipDataSize = getCompressedSurfaceSize( mFaceFormat, texSize, texSize, mip );
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glCompressedTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[mFaceFormat], mipSize, mipSize, 0, mipDataSize, NULL);
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}
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}
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else
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{
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glTexImage2D( faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], texSize, texSize,
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0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], NULL);
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}
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}
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if( !isCompressed )
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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}
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void GFXGLCubemap::zombify()
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{
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glDeleteTextures(1, &mCubemap);
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mCubemap = 0;
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}
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void GFXGLCubemap::resurrect()
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{
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// Handled in tmResurrect
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}
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void GFXGLCubemap::tmResurrect()
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{
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if(mDynamicTexSize)
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initDynamic(mDynamicTexSize,mFaceFormat);
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else
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{
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if ( mDDSFile )
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initStatic( mDDSFile );
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else
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initStatic( mTextures );
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}
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}
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void GFXGLCubemap::setToTexUnit(U32 tuNum)
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{
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static_cast<GFXGLDevice*>(getOwningDevice())->setCubemapInternal(tuNum, this);
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}
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void GFXGLCubemap::bind(U32 textureUnit) const
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{
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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static_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_CUBE_MAP, mCubemap);
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GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
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AssertFatal(sb, "GFXGLCubemap::bind - No active stateblock!");
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if (!sb)
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return;
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const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
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}
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void GFXGLCubemap::_onTextureEvent( GFXTexCallbackCode code )
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{
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if ( code == GFXZombify )
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zombify();
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else
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tmResurrect();
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}
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U8* GFXGLCubemap::getTextureData(U32 face, U32 mip)
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{
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AssertFatal(mMipMapLevels, "");
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mip = (mip < mMipMapLevels) ? mip : 0;
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const U32 bytesPerTexel = 4; //TODO make work with more formats!!!!!
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const U32 dataSize = ImageUtil::isCompressedFormat(mFaceFormat)
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? getCompressedSurfaceSize(mFaceFormat, mWidth, mHeight, mip)
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: (mWidth >> mip) * (mHeight >> mip) * bytesPerTexel;
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U8* data = new U8[dataSize];
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PRESERVE_TEXTURE(GL_TEXTURE_CUBE_MAP);
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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if (ImageUtil::isCompressedFormat(mFaceFormat))
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glGetCompressedTexImage(faceList[face], mip, data);
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else
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glGetTexImage(faceList[face], mip, GFXGLTextureFormat[mFaceFormat], GFXGLTextureType[mFaceFormat], data);
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return data;
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}
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//-----------------------------------------------------------------------------
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// Cubemap Array
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//-----------------------------------------------------------------------------
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GFXGLCubemapArray::GFXGLCubemapArray()
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{
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}
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GFXGLCubemapArray::~GFXGLCubemapArray()
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{
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glDeleteTextures(1, &mCubemap);
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}
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void GFXGLCubemapArray::initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
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{
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AssertFatal(cubemaps, "GFXGLCubemapArray- Got null GFXCubemapHandle!");
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AssertFatal(*cubemaps, "GFXGLCubemapArray - Got empty cubemap!");
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//all cubemaps must be the same size,format and number of mipmaps. Grab the details from the first cubemap
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mSize = cubemaps[0]->getSize();
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mFormat = cubemaps[0]->getFormat();
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mMipMapLevels = cubemaps[0]->getMipMapLevels();
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mNumCubemaps = cubemapCount;
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const bool isCompressed = ImageUtil::isCompressedFormat(mFormat);
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glGenTextures(1, &mCubemap);
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PRESERVE_CUBEMAP_ARRAY_TEXTURE();
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, mMipMapLevels - 1);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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for (U32 i = 0; i < cubemapCount; i++)
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{
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GFXGLCubemap* glTex = static_cast<GFXGLCubemap*>(cubemaps[i].getPointer());
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for (U32 face = 0; face < 6; face++)
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{
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for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
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{
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U8 *pixelData = glTex->getTextureData(face, currentMip);
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const U32 mipSize = getMax(U32(1), mSize >> currentMip);
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if (isCompressed)
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{
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const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
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glCompressedTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
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}
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else
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{
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glTexImage2D(faceList[face], currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize,
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0, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
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}
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delete[] pixelData;
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}
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}
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}
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}
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void GFXGLCubemapArray::setToTexUnit(U32 tuNum)
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{
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static_cast<GFXGLDevice*>(getOwningDevice())->setCubemapArrayInternal(tuNum, this);
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}
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void GFXGLCubemapArray::bind(U32 textureUnit) const
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{
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
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static_cast<GFXGLDevice*>(getOwningDevice())->getOpenglCache()->setCacheBindedTex(textureUnit, GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
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GFXGLStateBlockRef sb = static_cast<GFXGLDevice*>(GFX)->getCurrentStateBlock();
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AssertFatal(sb, "GFXGLCubemap::bind - No active stateblock!");
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if (!sb)
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return;
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|
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const GFXSamplerStateDesc& ssd = sb->getDesc().samplers[textureUnit];
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, 0));
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter]);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU]);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV]);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_R, GFXGLTextureAddress[ssd.addressModeW]);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue