// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #include "glPtexMipmapTexture.h" #include "ptexMipmapTextureLoader.h" #include GLPtexMipmapTexture::GLPtexMipmapTexture() : _width(0), _height(0), _depth(0), _layout(0), _texels(0), _memoryUsage(0) { } GLPtexMipmapTexture::~GLPtexMipmapTexture() { if (glIsTexture(_layout)) glDeleteTextures(1, &_layout); if (glIsTexture(_texels)) glDeleteTextures(1, &_texels); } /*static*/ const char * GLPtexMipmapTexture::GetShaderSource() { static const char *ptexShaderSource = #include "glslPtexCommon.gen.h" ; return ptexShaderSource; } static GLuint genTextureBuffer(GLenum format, GLsizeiptr size, GLvoid const * data) { GLuint buffer, result; glGenBuffers(1, &buffer); glGenTextures(1, & result); #if defined(GL_EXT_direct_state_access) if (glNamedBufferDataEXT) { glNamedBufferDataEXT(buffer, size, data, GL_STATIC_DRAW); glTextureBufferEXT(result, GL_TEXTURE_BUFFER, format, buffer); } else { #else { #endif glBindBuffer(GL_TEXTURE_BUFFER, buffer); glBufferData(GL_TEXTURE_BUFFER, size, data, GL_STATIC_DRAW); glBindTexture(GL_TEXTURE_BUFFER, result); glTexBuffer(GL_TEXTURE_BUFFER, format, buffer); // need to reset texture binding before deleting the source buffer. glBindTexture(GL_TEXTURE_BUFFER, 0); glBindBuffer(GL_TEXTURE_BUFFER, 0); } glDeleteBuffers(1, &buffer); return result; } GLPtexMipmapTexture * GLPtexMipmapTexture::Create(PtexTexture * reader, int maxLevels, size_t targetMemory) { GLPtexMipmapTexture * result = NULL; GLint maxNumPages = 0; glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxNumPages); // Read the ptexture data and pack the texels PtexMipmapTextureLoader loader(reader, maxNumPages, maxLevels, targetMemory); // Setup GPU memory int numFaces = loader.GetNumFaces(); GLuint layout = genTextureBuffer(GL_R16I, numFaces * 6 * sizeof(GLshort), loader.GetLayoutBuffer()); GLenum format, type; switch (reader->dataType()) { case Ptex::dt_uint16 : type = GL_UNSIGNED_SHORT; break; case Ptex::dt_float : type = GL_FLOAT; break; case Ptex::dt_half : type = GL_HALF_FLOAT; break; default : type = GL_UNSIGNED_BYTE; break; } switch (reader->numChannels()) { case 1 : format = GL_RED; break; case 2 : format = GL_RG; break; case 3 : format = GL_RGB; break; case 4 : format = GL_RGBA; break; default: format = GL_RED; break; } // actual texels texture array GLuint texels; glGenTextures(1, &texels); glBindTexture(GL_TEXTURE_2D_ARRAY, texels); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, (type == GL_FLOAT) ? GL_RGBA32F : GL_RGBA, loader.GetPageWidth(), loader.GetPageHeight(), loader.GetNumPages(), 0, format, type, loader.GetTexelBuffer()); // loader.ClearBuffers(); // Return the Osd Ptexture object result = new GLPtexMipmapTexture; result->_width = loader.GetPageWidth(); result->_height = loader.GetPageHeight(); result->_depth = loader.GetNumPages(); result->_format = format; result->_layout = layout; result->_texels = texels; result->_memoryUsage = loader.GetMemoryUsage(); return result; }