// // Copyright 2019 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 PXR_IMAGING_HD_ST_DOME_LIGHT_COMPUTATIONS_H #define PXR_IMAGING_HD_ST_DOME_LIGHT_COMPUTATIONS_H #include "pxr/pxr.h" #include "pxr/imaging/hdSt/api.h" #include "pxr/imaging/hd/computation.h" PXR_NAMESPACE_OPEN_SCOPE /// Dome Light texture computations GPU /// /// using HdSt_DomeLightComputationGPUSharedPtr = std::shared_ptr; using HdStSimpleLightingShaderPtr = std::weak_ptr; //// //// \class HdSt_DomeLightComputationGPU /// /// Given an OpenGL texture at construction time, create a new OpenGL /// texture (computed from the contents of the given texture) and sets /// the GL name on the given lighting shader during Execute (also /// freeing previous texture). /// /// If the texture to be created has several mip levels, the texture /// will only be created by the computation with level = 0 and the /// computations with level > 0 will use the same texture. /// class HdSt_DomeLightComputationGPU : public HdComputation { public: /// Constructor HDST_API HdSt_DomeLightComputationGPU( // Name of computation shader to use, also used as // key when setting the GL name on the lighting shader const TfToken & shaderToken, // Lighting shader that remembers the GL texture names HdStSimpleLightingShaderPtr const &lightingShader, // Number of mip levels. unsigned int numLevels = 1, // Level to be filled (0 means also to allocate texture) unsigned int level = 0, float roughness = -1.0); HDST_API void GetBufferSpecs(HdBufferSpecVector *specs) const override {} HDST_API void Execute(HdBufferArrayRangeSharedPtr const &range, HdResourceRegistry *resourceRegistry) override; /// This computation doesn't generate buffer source (i.e. 2nd phase) /// This is a gpu computation, but no need to resize the destination /// since it belongs the same range as src buffer. int GetNumOutputElements() const override { return 0; } private: const TfToken _shaderToken; HdStSimpleLightingShaderPtr const _lightingShader; const unsigned int _numLevels; const unsigned int _level; const float _roughness; }; PXR_NAMESPACE_CLOSE_SCOPE #endif // PXR_IMAGING_HD_ST_DOME_LIGHT_COMPUTATIONS_H