OpenSubdiv/opensubdiv/osd/d3d11PtexTexture.h
Takahito Tejima 51a45b598d Updating EULA
2013-07-18 14:19:50 -07:00

100 lines
3.6 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License
// and the following modification to it: Section 6 Trademarks.
// deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the
// trade names, trademarks, service marks, or product names of the
// Licensor and its affiliates, except as required for reproducing
// the content of the NOTICE file.
//
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing,
// software distributed under the License is distributed on an
// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
// either express or implied. See the License for the specific
// language governing permissions and limitations under the
// License.
//
#ifndef OSD_D3D11_PTEX_TEXTURE_H
#define OSD_D3D11_PTEX_TEXTURE_H
#include "../version.h"
#include "../osd/nonCopyable.h"
class PtexTexture;
struct ID3D11Buffer;
struct ID3D11Texture2D;
struct ID3D11DeviceContext;
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// OsdD3D11PtexTexture : implements simple support for ptex textures
///
/// The current implementation declares _texels as a TEXTURE2D_ARRAY of
/// n pages of a resolution that matches that of the largest face in the PTex file.
///
/// Two 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 SV_PrimitiveID and SV_DomainLocation 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. OsdD3D11DrawContext
/// class provides ptex face index lookup table as a texture buffer object that
/// can be accessed by HLSL shaders.
///
class OsdD3D11PtexTexture : OsdNonCopyable<OsdD3D11PtexTexture> {
public:
static OsdD3D11PtexTexture * Create(ID3D11DeviceContext *deviceContext,
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.
ID3D11Buffer *GetPagesTextureBuffer() const { return _pages; }
/// Returns the texture buffer containing the layout of the ptex faces in the
/// texels texture array.
ID3D11Buffer *GetLayoutTextureBuffer() const { return _layout; }
/// Returns the texels texture array.
ID3D11Texture2D *GetTexelsTexture() const { return _texels; }
~OsdD3D11PtexTexture();
private:
OsdD3D11PtexTexture();
int _width, // widht / height / depth of the 3D texel buffer
_height,
_depth;
int _format; // texel color format
ID3D11Buffer *_pages, // per-face page indices into the texel array
*_layout; // per-face lookup table
// (vec4 : top-left corner & width / height)
ID3D11Texture2D *_texels; // texel data
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_D3D11_PTEX_TEXTURE_H