- added a _stringify function to top CMakeLists
- switched all stringification tasks to use the macro
- all suffixes are now .gen.h instead of .inc (to help cmake track dependencies)
Important notice: all client shader code must have following functions and compose them to osd intrinsic shaders (vertex/tessEval/tessControl)
mat4 OsdModelViewMatrix()
mat4 OsdProjectionMatrix()
mat4 OsdModelViewProjectionMatrix()
float OsdTessLevel()
int OsdGreogryQuadOffsetBase()
int OsdPrimitiveIdBase()
We probably should write a utility class for basic binding of them, to make client code simpler.
New text:
Copyright 2013 Pixar
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- replace ptex indexing with the FarPtexCoord structure as a way to pass per-patch
ptex data to the shaders.
We are replacing a vector<int> arranged as :
int[0] : ptex face index
int[1] : (u,v) as 16 bits encoding the log2 coordinate of the top left corner
Instead we are now using a struct arranged as :
int[0] : ptex face index
int[1] : is a bit-field containing u,v, rotation, depth and non-quad
The u,v coordinates have been reduced to 10 bits instead of 16, which still
gives us a lot of margin.
- Replace OsdVertexBufferDescriptor with something more adequate for general
primvar representation (this name will probably eventually change...)
- Improve OsdPatchDescriptor
- add a "loop" boolean (true if the patch is of loop type)
- add a GetPatchSize() accessor
- OsdPatchArray :
- remove some redundant elements (still more to do there)
- Fix all shader / examples / regressions & stuff to make this all work.
fixes#143
2 client APIs are changed.
- VertexBuffer::UpdateData() takes start vertex offset
- ComputeController::Refine() takes FarKernelBatchVector
Also, ComputeContext no longer holds farmesh.
Client can free farmesh after OsdComputeContext is created.
(but still need FarKernelBatchVector to apply subdivision kernels)
Now a ComputeController is passed as an
argument to OsdMesh::Create(). This is
a better match to the underlying object
model and can be much more efficient for
compute controllers that have expensive
resources, e.g. compiled shader kernels.
Fixes#103
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf).
- New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code.
- DirectX 11 support
- and much more...