mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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100 lines
3.6 KiB
C++
100 lines
3.6 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 "License");
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// you may not use this file except in compliance with the License
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// and the following modification to it: Section 6 Trademarks.
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// deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the
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// trade names, trademarks, service marks, or product names of the
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// Licensor and its affiliates, except as required for reproducing
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// the content of the NOTICE file.
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//
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// You may obtain a copy of the 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,
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// software distributed under the License is distributed on an
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// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
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// either express or implied. See the License for the specific
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// language governing permissions and limitations under the
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// License.
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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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