mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-28 22:31:07 +00:00
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.
174 lines
5.5 KiB
C++
174 lines
5.5 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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#include "../osd/glPtexTexture.h"
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#include "../osd/ptexTextureLoader.h"
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#include "../osd/opengl.h"
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#include <Ptexture.h>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Osd {
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GLPtexTexture::GLPtexTexture()
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: _width(0), _height(0), _depth(0), _pages(0), _layout(0), _texels(0) {
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}
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GLPtexTexture::~GLPtexTexture() {
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// delete pages lookup ---------------------------------
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if (glIsTexture(_pages))
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glDeleteTextures(1, &_pages);
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// delete layout lookup --------------------------------
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if (glIsTexture(_layout))
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glDeleteTextures(1, &_layout);
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// delete textures lookup ------------------------------
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if (glIsTexture(_texels))
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glDeleteTextures(1, &_texels);
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}
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static GLuint
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genTextureBuffer(GLenum format, GLsizeiptr size, GLvoid const * data) {
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GLuint buffer, result;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glBufferData(GL_TEXTURE_BUFFER, size, data, GL_STATIC_DRAW);
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glGenTextures(1, & result);
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glBindTexture(GL_TEXTURE_BUFFER, result);
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glTexBuffer(GL_TEXTURE_BUFFER, format, buffer);
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// need to reset texture binding before deleting the source buffer.
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glDeleteBuffers(1, &buffer);
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return result;
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}
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GLPtexTexture *
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GLPtexTexture::Create(PtexTexture * reader,
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unsigned long int targetMemory,
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int gutterWidth,
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int pageMargin) {
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GLPtexTexture * result = NULL;
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// Read the ptexture data and pack the texels
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PtexTextureLoader ldr(reader, gutterWidth, pageMargin);
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unsigned long int nativeSize = ldr.GetNativeUncompressedSize(),
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targetSize = targetMemory;
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if (targetSize != 0 && targetSize != nativeSize)
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ldr.OptimizeResolution(targetSize);
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GLint maxnumpages = 0;
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glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxnumpages);
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ldr.OptimizePacking(maxnumpages);
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if (!ldr.GenerateBuffers())
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return result;
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// Setup GPU memory
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unsigned long int nfaces = ldr.GetNumBlocks();
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GLuint pages = genTextureBuffer(GL_R32I,
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nfaces * sizeof(GLint),
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ldr.GetIndexBuffer());
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GLuint layout = genTextureBuffer(GL_RGBA32F,
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nfaces * 4 * sizeof(GLfloat),
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ldr.GetLayoutBuffer());
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GLenum format, type;
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switch (reader->dataType()) {
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case Ptex::dt_uint16 : type = GL_UNSIGNED_SHORT; break;
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case Ptex::dt_float : type = GL_FLOAT; break;
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case Ptex::dt_half : type = GL_HALF_FLOAT; break;
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default : type = GL_UNSIGNED_BYTE; break;
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}
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switch (reader->numChannels()) {
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case 1 : format = GL_RED; break;
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case 2 : format = GL_RG; break;
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case 3 : format = GL_RGB; break;
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case 4 : format = GL_RGBA; break;
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default: format = GL_RED; break;
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}
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// actual texels texture array
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GLuint texels;
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glGenTextures(1, &texels);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texels);
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// XXXX for the time being, filtering is off - once cross-patch filtering
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// is in place, we will use glGenSamplers to dynamically access these settings.
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if (gutterWidth > 0) {
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else {
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0,
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(type == GL_FLOAT) ? GL_RGBA32F : GL_RGBA,
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ldr.GetPageSize(),
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ldr.GetPageSize(),
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ldr.GetNumPages(),
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0, format, type,
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ldr.GetTexelBuffer());
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ldr.ClearBuffers();
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// Return the Osd Ptexture object
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result = new GLPtexTexture;
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result->_width = ldr.GetPageSize();
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result->_height = ldr.GetPageSize();
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result->_depth = ldr.GetNumPages();
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result->_format = format;
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result->_pages = pages;
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result->_layout = layout;
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result->_texels = texels;
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return result;
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}
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} // end namespace Osd
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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