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/****************************************************************************
**
** 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<NVRenderShaderProgram> m_BSDFProgram;
NVScopedRefCounted<NVRenderShaderProgram> m_UploadProgram_RGBA8;
NVScopedRefCounted<NVRenderShaderProgram> m_UploadProgram_RGB8;
NVScopedRefCounted<NVRenderTexture2D> m_Level0Tex;
bool m_TextureCreated;
void createComputeProgram(NVRenderContext *context);
NVRenderShaderProgram *
getOrCreateUploadComputeProgram(NVRenderContext *context,
NVRenderTextureFormats::Enum inFormat);
};
}
}
#endif
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