2012-08-22 23:22:08 +00:00
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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2012-12-11 01:15:13 +00:00
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#ifndef OSD_D3D11_PTEX_TEXTURE_H
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#define OSD_D3D11_PTEX_TEXTURE_H
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2012-08-22 23:22:08 +00:00
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#include "../version.h"
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2012-12-11 01:15:13 +00:00
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#include "../osd/nonCopyable.h"
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2012-08-22 23:22:08 +00:00
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2012-12-11 01:15:13 +00:00
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class PtexTexture;
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struct ID3D11Buffer;
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struct ID3D11Texture2D;
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struct ID3D11DeviceContext;
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2012-08-22 23:22:08 +00:00
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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2012-12-11 01:15:13 +00:00
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/// OsdD3D11PtexTexture : implements simple support for ptex textures
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///
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/// The current implementation declares _texels as a TEXTURE2D_ARRAY of
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/// n pages of a resolution that matches that of the largest face in the PTex file.
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///
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/// Two TEXTURE_BUFFER constructs are used
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/// as lookup tables :
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/// * _pages stores the array index in which a given face is located
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/// * _layout stores 4 float coordinates : top-left corner and width/height for each face
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///
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/// GLSL fragments use SV_PrimitiveID and SV_DomainLocation to access the _pages and _layout
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/// indirection tables, which provide then texture coordinates for the texels stored in
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/// the _texels texture array.
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///
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/// Hbr provides per-face support for a ptex face indexing scheme. OsdD3D11DrawContext
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/// class provides ptex face index lookup table as a texture buffer object that
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/// can be accessed by HLSL shaders.
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///
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class OsdD3D11PtexTexture : OsdNonCopyable<OsdD3D11PtexTexture> {
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public:
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static OsdD3D11PtexTexture * Create(ID3D11DeviceContext *deviceContext,
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PtexTexture * reader,
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unsigned long int targetMemory = 0,
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int gutterWidth = 0,
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int pageMargin = 0);
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/// Returns the texture buffer containing the lookup table associate each ptex
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/// face index with its 3D texture page in the texels texture array.
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ID3D11Buffer *GetPagesTextureBuffer() const { return _pages; }
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/// Returns the texture buffer containing the layout of the ptex faces in the
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/// texels texture array.
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ID3D11Buffer *GetLayoutTextureBuffer() const { return _layout; }
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2012-08-22 23:22:08 +00:00
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2012-12-11 01:15:13 +00:00
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/// Returns the texels texture array.
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ID3D11Texture2D *GetTexelsTexture() const { return _texels; }
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2012-08-22 23:22:08 +00:00
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2012-12-11 01:15:13 +00:00
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~OsdD3D11PtexTexture();
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2012-08-22 23:22:08 +00:00
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private:
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OsdD3D11PtexTexture();
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2012-12-11 01:15:13 +00:00
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int _width, // widht / height / depth of the 3D texel buffer
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_height,
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_depth;
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int _format; // texel color format
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2012-12-11 01:15:13 +00:00
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ID3D11Buffer *_pages, // per-face page indices into the texel array
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*_layout; // per-face lookup table
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// (vec4 : top-left corner & width / height)
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ID3D11Texture2D *_texels; // texel data
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};
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2012-08-22 23:22:08 +00:00
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2012-12-11 01:15:13 +00:00
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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2012-08-22 23:22:08 +00:00
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2012-12-11 01:15:13 +00:00
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} // end namespace OpenSubdiv
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2012-08-22 23:22:08 +00:00
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2012-12-11 01:15:13 +00:00
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#endif // OSD_D3D11_PTEX_TEXTURE_H
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