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#ifndef QSSG_RENDER_PREFILTER_TEXTURE_H
#define QSSG_RENDER_PREFILTER_TEXTURE_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRender/private/qssgrendertexture2d_p.h>
#include <QtQuick3DRender/private/qssgrendercontext_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderloadedtexture_p.h>
QT_BEGIN_NAMESPACE
class QSSGRenderPrefilterTexture
{
public:
QAtomicInt ref;
QSSGRenderPrefilterTexture(const QSSGRef<QSSGRenderContext> &inQSSGRenderContext,
qint32 inWidth,
qint32 inHeight,
const QSSGRef<QSSGRenderTexture2D> &inTexture,
QSSGRenderTextureFormat inDestFormat);
virtual ~QSSGRenderPrefilterTexture();
virtual void build(void *inTextureData, qint32 inTextureDataSize, QSSGRenderTextureFormat inFormat) = 0;
static QSSGRef<QSSGRenderPrefilterTexture> create(const QSSGRef<QSSGRenderContext> &inQSSGRenderContext,
qint32 inWidth,
qint32 inHeight,
const QSSGRef<QSSGRenderTexture2D> &inTexture,
QSSGRenderTextureFormat inDestFormat);
protected:
QSSGRef<QSSGRenderTexture2D> m_texture2D;
QSSGRenderTextureFormat m_destinationFormat;
qint32 m_width;
qint32 m_height;
qint32 m_maxMipMapLevel;
qint32 m_sizeOfFormat;
qint32 m_sizeOfInternalFormat;
qint32 m_internalNoOfComponent;
qint32 m_noOfComponent;
QSSGRef<QSSGRenderContext> m_renderContext;
};
class QSSGRenderPrefilterTextureCPU : public QSSGRenderPrefilterTexture
{
public:
QSSGRenderPrefilterTextureCPU(const QSSGRef<QSSGRenderContext> &inQSSGRenderContext,
qint32 inWidth,
qint32 inHeight,
const QSSGRef<QSSGRenderTexture2D> &inTexture,
QSSGRenderTextureFormat inDestFormat);
void build(void *inTextureData, qint32 inTextureDataSize, QSSGRenderTextureFormat inFormat) override;
QSSGTextureData createBsdfMipLevel(QSSGTextureData &inCurMipLevel, QSSGTextureData &inPrevMipLevel, qint32 width, qint32 height);
int wrapMod(int a, int base);
void getWrappedCoords(int &sX, int &sY, int width, int height);
};
class QSSGRenderPrefilterTextureCompute : public QSSGRenderPrefilterTexture
{
public:
QSSGRenderPrefilterTextureCompute(const QSSGRef<QSSGRenderContext> &inQSSGRenderContext,
qint32 inWidth,
qint32 inHeight,
const QSSGRef<QSSGRenderTexture2D> &inTexture,
QSSGRenderTextureFormat inDestFormat);
~QSSGRenderPrefilterTextureCompute() override;
void build(void *inTextureData, qint32 inTextureDataSize, QSSGRenderTextureFormat inFormat) override;
private:
void createLevel0Tex(void *inTextureData, qint32 inTextureDataSize, QSSGRenderTextureFormat inFormat);
QSSGRef<QSSGRenderShaderProgram> m_bsdfProgram;
QSSGRef<QSSGRenderShaderProgram> m_bsdfRGBEProgram;
QSSGRef<QSSGRenderShaderProgram> m_uploadProgram_RGBA8;
QSSGRef<QSSGRenderShaderProgram> m_uploadProgram_RGB8;
QSSGRef<QSSGRenderTexture2D> m_level0Tex;
bool m_textureCreated = false;
QSSGRenderShaderProgram *createComputeProgram(const QSSGRef<QSSGRenderContext> &context,
QSSGRenderTextureFormat inFormat);
QSSGRef<QSSGRenderShaderProgram> getOrCreateUploadComputeProgram(const QSSGRef<QSSGRenderContext> &context,
QSSGRenderTextureFormat inFormat);
};
QT_END_NAMESPACE
#endif