Graphics: Add 2D & cubemap white textures

This commit is contained in:
Lynix
2018-04-13 00:00:36 +02:00
parent 2da086b7df
commit 19f17fa059
8 changed files with 32 additions and 23 deletions

View File

@@ -52,9 +52,8 @@ namespace Nz
{
ErrorFlags flags(ErrorFlag_ThrowException, true);
std::array<UInt8, 4> whitePixel = { {255, 255, 255, 255} };
m_whiteTexture.Create(ImageType_2D, PixelFormatType_RGBA8, 1, 1);
m_whiteTexture.Update(whitePixel.data());
m_whiteCubemap = Nz::TextureLibrary::Get("WhiteCubemap");
m_whiteTexture = Nz::TextureLibrary::Get("White2D");
m_vertexBuffer.Create(s_vertexBufferSize, DataStorage_Hardware, BufferUsage_Dynamic);
@@ -219,10 +218,6 @@ namespace Nz
s_shadowSampler.SetFilterMode(SamplerFilter_Bilinear);
s_shadowSampler.SetWrapMode(SamplerWrap_Clamp);
std::array<UInt8, 6> whitePixels = { { 255, 255, 255, 255, 255, 255 } };
s_dummyReflection.Create(ImageType_Cubemap, PixelFormatType_L8, 1, 1);
s_dummyReflection.Update(whitePixels.data());
}
catch (const std::exception& e)
{
@@ -239,7 +234,6 @@ namespace Nz
void ForwardRenderTechnique::Uninitialize()
{
s_dummyReflection.Destroy();
s_quadIndexBuffer.Reset();
s_quadVertexBuffer.Reset();
}
@@ -247,7 +241,7 @@ namespace Nz
/*!
* \brief Chooses the nearest lights for one object
*
* \param object Sphere symbolising the object
* \param object Sphere symbolizing the object
* \param includeDirectionalLights Should directional lights be included in the computation
*/
@@ -726,7 +720,7 @@ namespace Nz
lastMaterial = basicSprites.material;
}
const Nz::Texture* overlayTexture = (basicSprites.overlay) ? basicSprites.overlay.Get() : &m_whiteTexture;
const Nz::Texture* overlayTexture = (basicSprites.overlay) ? basicSprites.overlay.Get() : m_whiteTexture.Get();
if (overlayTexture != lastOverlay)
{
Renderer::SetTexture(overlayTextureUnit, overlayTexture);
@@ -897,7 +891,6 @@ namespace Nz
}
IndexBuffer ForwardRenderTechnique::s_quadIndexBuffer;
Texture ForwardRenderTechnique::s_dummyReflection;
TextureSampler ForwardRenderTechnique::s_reflectionSampler;
TextureSampler ForwardRenderTechnique::s_shadowSampler;
VertexBuffer ForwardRenderTechnique::s_quadVertexBuffer;