/**************************************************************************** ** ** Copyright (C) 2008-2016 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #ifndef QT3DS_RENDER_PREFILTER_TEXTURE_H #define QT3DS_RENDER_PREFILTER_TEXTURE_H #include "foundation/Qt3DSAtomic.h" #include "render/Qt3DSRenderTexture2D.h" #include "Qt3DSRender.h" #include "Qt3DSTypes.h" #include "Qt3DSRenderLoadedTexture.h" namespace qt3ds { namespace render { class Qt3DSRenderPrefilterTexture : public NVRefCounted { public: Qt3DSRenderPrefilterTexture(NVRenderContext *inNVRenderContext, QT3DSI32 inWidth, QT3DSI32 inHeight, NVRenderTexture2D &inTexture, NVRenderTextureFormats::Enum inDestFormat, qt3ds::NVFoundationBase &inFnd); virtual ~Qt3DSRenderPrefilterTexture(); virtual void Build(void *inTextureData, QT3DSI32 inTextureDataSize, NVRenderTextureFormats::Enum inFormat) = 0; static Qt3DSRenderPrefilterTexture *Create(NVRenderContext *inNVRenderContext, QT3DSI32 inWidth, QT3DSI32 inHeight, NVRenderTexture2D &inTexture, NVRenderTextureFormats::Enum inDestFormat, qt3ds::NVFoundationBase &inFnd); protected: NVFoundationBase &m_Foundation; ///< Foundation class for allocations and other base things volatile QT3DSI32 mRefCount; ///< reference count NVRenderTexture2D &m_Texture2D; NVRenderTextureFormats::Enum m_InternalFormat; NVRenderTextureFormats::Enum m_DestinationFormat; QT3DSI32 m_Width; QT3DSI32 m_Height; QT3DSI32 m_MaxMipMapLevel; QT3DSI32 m_SizeOfFormat; QT3DSI32 m_SizeOfInternalFormat; QT3DSI32 m_InternalNoOfComponent; QT3DSI32 m_NoOfComponent; NVRenderContext *m_NVRenderContext; }; class Qt3DSRenderPrefilterTextureCPU : public Qt3DSRenderPrefilterTexture { public: Qt3DSRenderPrefilterTextureCPU(NVRenderContext *inNVRenderContext, QT3DSI32 inWidth, QT3DSI32 inHeight, NVRenderTexture2D &inTexture, NVRenderTextureFormats::Enum inDestFormat, qt3ds::NVFoundationBase &inFnd); void Build(void *inTextureData, QT3DSI32 inTextureDataSize, NVRenderTextureFormats::Enum inFormat) override; STextureData CreateBsdfMipLevel(STextureData &inCurMipLevel, STextureData &inPrevMipLevel, QT3DSI32 width, QT3DSI32 height); QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE_OVERRIDE(m_Foundation) int wrapMod(int a, int base); void getWrappedCoords(int &sX, int &sY, int width, int height); }; class Qt3DSRenderPrefilterTextureCompute : public Qt3DSRenderPrefilterTexture { public: Qt3DSRenderPrefilterTextureCompute(NVRenderContext *inNVRenderContext, QT3DSI32 inWidth, QT3DSI32 inHeight, NVRenderTexture2D &inTexture, NVRenderTextureFormats::Enum inDestFormat, qt3ds::NVFoundationBase &inFnd); ~Qt3DSRenderPrefilterTextureCompute(); void Build(void *inTextureData, QT3DSI32 inTextureDataSize, NVRenderTextureFormats::Enum inFormat) override; QT3DS_IMPLEMENT_REF_COUNT_ADDREF_RELEASE_OVERRIDE(m_Foundation) private: void CreateLevel0Tex(void *inTextureData, QT3DSI32 inTextureDataSize, NVRenderTextureFormats::Enum inFormat); NVScopedRefCounted m_BSDFProgram; NVScopedRefCounted m_UploadProgram_RGBA8; NVScopedRefCounted m_UploadProgram_RGB8; NVScopedRefCounted m_Level0Tex; bool m_TextureCreated; void createComputeProgram(NVRenderContext *context); NVRenderShaderProgram * getOrCreateUploadComputeProgram(NVRenderContext *context, NVRenderTextureFormats::Enum inFormat); }; } } #endif