Minor stuff
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@@ -115,7 +115,7 @@ namespace Nz
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std::vector<MaterialTexture> m_textures;
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std::vector<UniformBufferRef> m_uniformBuffers;
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mutable std::shared_ptr<MaterialPipeline> m_pipeline;
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UInt32 m_enabledConditions;
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UInt64 m_enabledConditions;
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mutable MaterialPipelineInfo m_pipelineInfo;
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mutable bool m_pipelineUpdated;
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bool m_shadowCastingEnabled;
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@@ -12,10 +12,13 @@ namespace Nz
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{
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inline std::optional<GLTextureFormat> DescribeTextureFormat(PixelFormat pixelFormat)
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{
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// TODO: Fill this switch
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switch (pixelFormat)
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{
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case PixelFormat_A8: return GLTextureFormat { GL_R8, GL_RED, GL_UNSIGNED_BYTE, GL_ZERO, GL_ZERO, GL_ZERO, GL_RED };
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case PixelFormat_RGB8: return GLTextureFormat { GL_SRGB8, GL_RGB, GL_UNSIGNED_BYTE, GL_RED, GL_GREEN, GL_BLUE, GL_ZERO };
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case PixelFormat_BGR8: return GLTextureFormat { GL_SRGB8, GL_RGB, GL_UNSIGNED_BYTE, GL_BLUE, GL_GREEN, GL_RED, GL_ONE };
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case PixelFormat_BGRA8: return GLTextureFormat { GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
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case PixelFormat_RGB8: return GLTextureFormat { GL_SRGB8, GL_RGB, GL_UNSIGNED_BYTE, GL_RED, GL_GREEN, GL_BLUE, GL_ONE };
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case PixelFormat_RGBA8: return GLTextureFormat { GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
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default: break;
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}
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@@ -56,7 +56,6 @@ namespace Nz::GL
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexImage2D(ToOpenGL(m_target), level, internalFormat, width, height, border, format, type, data);
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//< TODO: Handle errors
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}
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inline void Texture::TexSubImage2D(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data)
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@@ -19,9 +19,9 @@ namespace Nz
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{
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PixelFormat pixelFormat;
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ImageType type;
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UInt8 mipmapLevel = 1;
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unsigned int depth = 1;
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unsigned int height;
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unsigned int mipmapLevel = 1;
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unsigned int width;
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};
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@@ -146,6 +146,8 @@ namespace Nz
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ImageType_Max = ImageType_Cubemap
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};
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constexpr std::size_t ImageTypeCount = static_cast<std::size_t>(ImageType_Max) + 1;
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enum NodeType
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{
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NodeType_Default, // Node
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