mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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c399655dcc
Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
151 lines
5.0 KiB
C++
151 lines
5.0 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef OSD_D3D11L_DRAW_CONTEXT_H
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#define OSD_D3D11L_DRAW_CONTEXT_H
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#include "../version.h"
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#include "../far/patchTables.h"
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#include "../osd/drawContext.h"
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#include "../osd/vertex.h"
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#include <map>
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struct ID3D11VertexShader;
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struct ID3D11HullShader;
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struct ID3D11DomainShader;
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struct ID3D11GeometryShader;
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struct ID3D11PixelShader;
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struct ID3D11Buffer;
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struct ID3D11ShaderResourceView;
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struct ID3D11Device;
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struct ID3D11DeviceContext;
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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/// \brief D3D11 specialized DrawContext class
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///
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/// D3D11DrawContext implements the OSD drawing interface with Microsoft(c)
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/// DirectX D3D11 API.
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/// Some functionality may be disabled depending on compile and run-time driver
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/// support.
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///
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/// Contexts interface the serialized topological data pertaining to the
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/// geometric primitives with the capabilities of the selected discrete
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/// compute device.
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///
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class D3D11DrawContext : public DrawContext {
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public:
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typedef ID3D11Buffer * VertexBufferBinding;
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virtual ~D3D11DrawContext();
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/// \brief Create an D3D11DrawContext from Far::PatchTables
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///
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/// @param patchTables A valid set of Far::PatchTables
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///
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/// @param pd3d11DeviceContext A device context
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///
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/// @param numVertexElements The number of vertex elements
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///
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static D3D11DrawContext *Create(Far::PatchTables const *patchTables,
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ID3D11DeviceContext *pd3d11DeviceContext,
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int numVertexElements);
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/// Set vbo as a vertex texture (for gregory patch drawing)
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///
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/// @param vbo The vertex buffer object to update
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///
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/// @param pd3d11DeviceContext A device context
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///
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template<class VERTEX_BUFFER>
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void UpdateVertexTexture(VERTEX_BUFFER *vbo, ID3D11DeviceContext *pd3d11DeviceContext) {
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if (vbo)
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updateVertexTexture(vbo->BindD3D11Buffer(pd3d11DeviceContext),
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pd3d11DeviceContext,
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vbo->GetNumVertices(),
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vbo->GetNumElements());
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}
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ID3D11Buffer *patchIndexBuffer;
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ID3D11Buffer *ptexCoordinateBuffer;
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ID3D11ShaderResourceView *ptexCoordinateBufferSRV;
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ID3D11Buffer *fvarDataBuffer;
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ID3D11ShaderResourceView *fvarDataBufferSRV;
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ID3D11ShaderResourceView *vertexBufferSRV;
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ID3D11Buffer *vertexValenceBuffer;
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ID3D11ShaderResourceView *vertexValenceBufferSRV;
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ID3D11Buffer *quadOffsetBuffer;
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ID3D11ShaderResourceView *quadOffsetBufferSRV;
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/// Sets face-varying data buffer
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///
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/// @param patchTables A valid set of Far::PatchTables
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///
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/// @param pd3d11DeviceContext A device context
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///
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/// @param fvarWidth Total face-varying primvar data width in fvarData
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///
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/// @param fvarData Vector containing the face-varying data
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///
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/// @return True if the operation was successful
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///
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bool SetFVarDataTexture(Far::PatchTables const & patchTables,
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ID3D11DeviceContext *pd3d11DeviceContext,
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int fvarWidth, FVarData const & fvarData);
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private:
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D3D11DrawContext();
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// allocate buffers from patchTables
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bool create(Far::PatchTables const &patchTables,
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ID3D11DeviceContext *pd3d11DeviceContext,
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int numVertexElements);
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void updateVertexTexture(ID3D11Buffer *vbo,
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ID3D11DeviceContext *pd3d11DeviceContext,
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int numVertices,
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int numVertexElements);
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int _numVertices;
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};
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif /* OSD_D3D11L_DRAW_CONTEXT_H */
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