mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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10c687ecd5
- [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...
132 lines
5.5 KiB
C++
Executable File
132 lines
5.5 KiB
C++
Executable File
//
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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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#ifndef OSD_D3D11_PTEX_TEXTURE_H
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#define OSD_D3D11_PTEX_TEXTURE_H
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#include "../version.h"
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#include "../osd/nonCopyable.h"
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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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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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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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/// Returns the texels texture array.
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ID3D11Texture2D *GetTexelsTexture() const { return _texels; }
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~OsdD3D11PtexTexture();
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private:
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OsdD3D11PtexTexture();
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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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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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} // 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_D3D11_PTEX_TEXTURE_H
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