OpenSubdiv/opensubdiv/osd/ptexTextureLoader.h

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//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
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// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
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// including the license conditions and limitations in section 3,
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// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
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#ifndef OSD_PTEX_TEXTURE_LOADER_H
#define OSD_PTEX_TEXTURE_LOADER_H
#include "../version.h"
#include <vector>
class PtexTexture;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
// Ptex reader helper - manages up/down sizing and texel packing of blocks into
// texel pages and generate the GL texture buffers for rendering :
//
// Pages table : maps the face (quad) to a page based on gl_PrimitiveID
//
// face idx = 1
// V
// 0 1 2 ...
// |----------|----------|----------|--------
// | page idx | page idx | page idx | ...
// |----------|----------|----------|--------
//
// Layout table : coordinates of the gprim in the page
//
// - layout coords = vec4 normalized(top left (u,v), ures, vres))
//
// face idx = 1
// V
// 0 1 2 ...
// |--------|--------|--------|--------
// | layout | layout | layout | ...
// |--------|--------|--------|--------
//
// Texels buffer : the packed texels
//
// page 0 page 1
// |------------|-------------||------------|-------------||------
// |............|.............||............|.............||
// |............|.............||............|.............||
// |............|.............||............|..... ( X ) .||
// |.... B 0 ...|.... B 1 ....||.... B 3 ...|.............||
// |............|.............||............|.............||
// |............|.............||............|.............||
// |............|.............||............|.............||
// |------------|-------------||------------|.... B 5 ....||
// |..........................||............|.............||
// |..........................||............|.............||
// |..........................||............|.............||
// |.......... B 2 ...........||.... B 4 ...|.............||
// |..........................||............|.............||
// |..........................||............|.............||
// |..........................||............|.............||
// |--------------------------||--------------------------||-------
//
// GLSL shader computes texel coordinates with :
// * vec3 ( X ) = ( layout.u + X, layout.v + Y, page idx )
//
class OsdPtexTextureLoader {
public:
struct block;
struct page;
OsdPtexTextureLoader( PtexTexture *ptex, int gutterWidth, int pageMargin );
~OsdPtexTextureLoader();
const unsigned short GetPageSize( ) const {
return _pagesize;
}
const unsigned long int GetNumBlocks( ) const;
const unsigned long int GetNumPages( ) const;
const unsigned int * GetIndexBuffer( ) const {
return _indexBuffer;
}
const float * GetLayoutBuffer( ) const {
return _layoutBuffer;
}
const unsigned char * GetTexelBuffer( ) const {
return _texelBuffer;
}
unsigned long int GetUncompressedSize() const {
return _txc * _bpp;
}
unsigned long int GetNativeUncompressedSize() const {
return _txn * _bpp;
}
void OptimizeResolution( unsigned long int memrec );
void OptimizePacking( int maxnumpages );
bool GenerateBuffers( );
float EvaluateWaste( ) const;
void ClearPages( );
void ClearBuffers();
void PrintBlocks() const;
void PrintPages() const;
protected:
friend struct block;
PtexTexture * _ptex;
private:
int _bpp; // bits per pixel
unsigned long int _txc, // texel count for current resolution
_txn; // texel count for native resolution
std::vector<block> _blocks;
std::vector<page *> _pages;
unsigned short _pagesize;
unsigned int * _indexBuffer;
float * _layoutBuffer;
unsigned char * _texelBuffer;
int _gutterWidth, _pageMargin;
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_PTEX_TEXTURE_LOADER_H