Initial work on texture arrays

This commit is contained in:
FakeShemp
2016-02-26 17:40:35 +01:00
parent f220d8088c
commit 22c391df54
9 changed files with 101 additions and 86 deletions
+14
View File
@@ -8,10 +8,12 @@ class BufferResource
{
public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint layers);
GLuint* m_ResourceHandle;
GLenum m_ResourceType;
GLenum m_Attachment;
GLuint m_Layers;
private:
};
@@ -22,6 +24,9 @@ class ResourceType : public BufferResource
public:
ResourceType(GLuint* resourceHandle, GLenum attachment)
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint layers)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, layers) { }
};
class Texture2D : public ResourceType<GL_TEXTURE_2D>
@@ -43,6 +48,15 @@ public:
~RenderBuffer();
};
class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment, GLuint layers)
: ResourceType(resourceHandle, attachment, layers) { };
~Texture2DArray();
};
class FrameBuffer
{
public:
+6 -3
View File
@@ -39,7 +39,8 @@ public:
void ClearBuffer();
void Draw(RenderScene& scene);
GLuint DepthMap(int level) const { return m_DepthMap[level]; }
//GLuint DepthMap(int level) const { return m_DepthMap[level]; }
GLuint DepthMap() const { return m_DepthMap; }
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
std::array<float, MAX_SPLITS> FarDistance() const { return { m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; }
@@ -55,8 +56,10 @@ private:
EventBroker* m_EventBroker;
const IRenderer* m_Renderer;
std::array<GLuint, MAX_SPLITS> m_DepthMap;
std::array<FrameBuffer, MAX_SPLITS> m_DepthBuffer;
//std::array<GLuint, MAX_SPLITS> m_DepthMap;
//std::array<FrameBuffer, MAX_SPLITS> m_DepthBuffer;
GLuint m_DepthMap;
FrameBuffer m_DepthBuffer;
std::array<glm::mat4, MAX_SPLITS> m_LightProjection;
std::array<glm::mat4, MAX_SPLITS> m_LightView;