OpenSubdiv/opensubdiv/osd/glPtexTexture.h
manuelk 10c687ecd5 Release Candidate 1.0 :
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf).

- New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code.

- DirectX 11 support

- and much more...
2012-12-10 17:15:13 -08:00

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5.5 KiB
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//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
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// the license, do not use the software.
//
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// any additions or changes to the software.
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// "Licensed patents" are a contributor's patent claims that read
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// of the contribution in the software.
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// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
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// (C) If you distribute any portion of the software, you must
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// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// 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_GL_PTEX_TEXTURE_H
#define OSD_GL_PTEX_TEXTURE_H
#if not defined(__APPLE__)
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/gl.h>
#else
#include <OpenGL/gl3.h>
#endif
#include "../version.h"
#include "../osd/nonCopyable.h"
class PtexTexture;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// OsdGLPTexture : implements simple support for ptex textures
///
/// The current implementation declares _texels as a GL_TEXTURE_2D_ARRAY of
/// n pages of a resolution that matches that of the largest face in the PTex file.
///
/// Two GL_TEXTURE_BUFFER constructs are used
/// as lookup tables :
/// * _pages stores the array index in which a given face is located
/// * _layout stores 4 float coordinates : top-left corner and width/height for each face
///
/// GLSL fragments use gl_PrimitiveID and gl_TessCoords to access the _pages and _layout
/// indirection tables, which provide then texture coordinates for the texels stored in
/// the _texels texture array.
///
/// Hbr provides per-face support for a ptex face indexing scheme. OsdGLDrawContext
/// class provides ptex face index lookup table as a texture buffer object that
/// can be accessed by GLSL shaders.
///
class OsdGLPtexTexture : OsdNonCopyable<OsdGLPtexTexture> {
public:
static OsdGLPtexTexture * Create(PtexTexture * reader,
unsigned long int targetMemory = 0,
int gutterWidth = 0,
int pageMargin = 0);
/// Returns the texture buffer containing the lookup table associate each ptex
/// face index with its 3D texture page in the texels texture array.
GLuint GetPagesTextureBuffer() const { return _pages; }
/// Returns the texture buffer containing the layout of the ptex faces in the
/// texels texture array.
GLuint GetLayoutTextureBuffer() const { return _layout; }
/// Returns the texels texture array.
GLuint GetTexelsTexture() const { return _texels; }
~OsdGLPtexTexture();
private:
OsdGLPtexTexture();
GLsizei _width, // widht / height / depth of the 3D texel buffer
_height,
_depth;
GLint _format; // texel color format
GLuint _pages, // per-face page indices into the texel array
_layout, // per-face lookup table (vec4 : top-left corner & width / height)
_texels; // texel data
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_GL_PTEX_TEXTURE_H