OpenSubdiv/examples/common/d3d11PtexMipmapTexture.h
Takahito Tejima 8fc0e5db93 Move Ptex code from osd to examples.
we're teasing out ptex specific data from core osd entities,
so there's no reason to keep ptex texturing utilities in core osd.
move them into example libs and let clients assemble shader snippets
as needed.

Also removing older ptex texturing code (without mipmap)
2015-05-07 13:56:48 -07:00

74 lines
2.6 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is 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 to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#ifndef OPENSUBDIV_EXAMPLES_D3D11_PTEX_MIPMAP_TEXTURE_H
#define OPENSUBDIV_EXAMPLES_D3D11_PTEX_MIPMAP_TEXTURE_H
#include <osd/nonCopyable.h>
class PtexTexture;
struct ID3D11Buffer;
struct ID3D11Texture2D;
struct ID3D11DeviceContext;
struct ID3D11ShaderResourceView;
class D3D11PtexMipmapTexture : OpenSubdiv::Osd::NonCopyable<D3D11PtexMipmapTexture> {
public:
static D3D11PtexMipmapTexture * Create(ID3D11DeviceContext *deviceContext,
PtexTexture * reader,
int maxLevels=10);
/// Returns GLSL shader snippet to fetch ptex
static const char *GetShaderSource();
/// Returns the texture buffer containing the layout of the ptex faces
/// in the texels texture array.
ID3D11Buffer *GetLayoutTextureBuffer() const { return _layout; }
ID3D11ShaderResourceView **GetLayoutSRV() { return &_layoutSRV; }
/// Returns the texels texture array.
ID3D11Texture2D *GetTexelsTexture() const { return _texels; }
ID3D11ShaderResourceView **GetTexelsSRV() { return &_texelsSRV; }
~D3D11PtexMipmapTexture();
private:
D3D11PtexMipmapTexture();
int _width, // widht / height / depth of the 3D texel buffer
_height,
_depth;
int _format; // texel color format
ID3D11Buffer *_layout; // per-face lookup table
ID3D11Texture2D *_texels; // texel data
ID3D11ShaderResourceView *_layoutSRV;
ID3D11ShaderResourceView *_texelsSRV;
};
#endif // OPENSUBDIV_EXAMPLES_D3D11_PTEX_TEXTURE_H