- adding support for StencilTables creation from a Gregory basis
- fix a bug in the prot-stencil allocator (slow memory pool was not being cleared properly)
- adaptive mode: remove faces tagged as holes from the selection of faces to isolate
- uniform mode: faces tagged as holes are still included in the refinement process,
however they are removed from patch tables
- future improvements: add a 'selective refinement' code path separate from 'uniform refinement'
to handle this case without un-necessary subdivision work.
- re-implement the pool allocator
- use templates to remove code redundancy between regular & limit stencils
- leverage [] operator overloading to simplify stencil factorization
- add the ability to treat subdivision levels independently (see below)
- refactor Far::TopologyRefiner::Interpolate<>() methods to pass buffers by reference
(allows overloading of [] operator)
- rename some of the stencil factory options
- propagate changes to Osd / examples / tutorials...
Catmull-Clark Subdivision Surfaces", Niessner et al, Eurographics 2012.
This change includes;
-topology identification for single-crease patch during adaptive refinement.
-patch array population (similar to boundary)
-sharpness buffer generation
-glsl shader
Eval stuffs will be coming.
Make the sample locations dynamic by adding a velocity vector. Face boundary
crossing is handled using the new ptex adjacency functionality recently
added to the Far::TopologyRefiner.
- added an option to Far::StencilTablesFactory to generate stencils for
coarse control vertices
- refactored interpolation code out into Far::PatchTables
- corrected tangent interpolation
- code cleanup & comments
Sync'ing the 'dev' branch with the 'feature_3.0dev' branch at commit 68c6d11fc36761ae1a5e6cdc3457be16f2e9704a
The branch 'feature_3.0dev' is now locked and preserved for historical purposes.
- remove obsolete glPushClient functions
note: this code is still duplicated in the ptexViewer (which still needs to be upgraded to the new framebuffer)
fixes#307
If the system has CLEW installed (which is detected by recently
added FindCLEW routines) then OpenSubduv would be compiled against
this library.
It makes binaries and libraries more portable across the systems,
so it's possible to run the same binary on systems with and without
OpenCL SDK installed.
The most annoying part of the change is updating examples to load
OpenCL libraries, but ideally code around controllers and interface
creation is to be de-duplicated anyway.
Based on the pull request #303 from Martijn Berger
- Some missing includes of <algorithms> in order to have
stdd::min() and similar functions.
- Need to cast numIndices and numNVerts to int explicitly
in order to solve warning treated as an error about
precision loss.
- Can't do vector[0] for an empty vector, it'll generate
a runtime range check error.
- MSVC only works fine with make_pair(foo, bar) syntax,
without explicit template substitution here. Otherwise
weird 'can't cast int to int&&' errors are happening.
- add a framebuffer to gl_hud with programmable image shader
- add optional SSAO image shader to the new framebuffer
- add screenshot to png functionality
- implement in glViewer
note: ptexViewer and some others still need refactoring to use the new hud capabilities
Moved transient states (current vertex buffer etc) to controller.
ComputeContext becomes constant so that it's well suited for coarse-grain
parallelism on cpu.
Client-facing API has changed slightly - limitEval example has been adjusted
All kernels take offset/length/stride to apply subdivision partially in each vertex elements.
Also the offset can be used for client-based VBO aggregation, without modifying index buffers.
This is useful for topology sharing, in conjunction with glDrawElementsBaseVertex etc.
However, gregory patch shader fetches vertex buffer via texture buffer, which index should also
be offsetted too. Although gl_BaseVertexARB extension should be able to do that job, it's a
relatively new extension. So we use OsdBaseVertex() call to mitigate the compatibility
issue as clients can provide it in their way at least for the time being.
- fix default selection for pulldown widgets
- move widgets around to prevent overlap in examples
- add a little triangle indicator to the pulldown widget
- switch color from white to yellow for selected pulldown item
- switch shading radio buttons to pulldowns
- re-ordered elements on screen in most viewers
note: the ptex viewer has not been updated to the new look yet
* maintainance work on the D3D11 specialization of OsdMesh to bring it in line with the other template specializations
* updated the facePartition example to derive PartitionedMesh from OsdMesh in order to allow other vertex buffer and compute controller configurations
* added the numVertexElements argument to Osd*DrawContext::Create, which is used to initialize the patch arrays when calling OsdDrawContext::ConvertPatchArrays
* removed the unused level argument from Osd*DrawContext::_initialize
* maintenance work on CL/D3D11 bindings to get them to compile
* replace void* of all kernel applications with CONTEXT template parameter.
It eliminates many static_casts from void* for both far and osd classes.
* move the big switch-cases of far default kernel launches out of Refine so
that osd controllers can arbitrary mix default kernels and custom kernels.
* change FarKernelBatch::kernelType from enum to int, clients can add
custom kernel types.
* remove a back-pointer to farmesh from subdivision table.
* untemplate all subdivision table classes and template their compute methods
instead. Those methods take a typed vertex storage.
* remove an unused argument FarMesh from the constructor of subdivision
table factories.
The existing code in the node assumes that all the faces in the mesh have the same valence
when populating the component tables describing properties such as per-face material assignment.
This fix accounts for arbitrary topology.
fixes#269
- fix crash in the case of partial uv & color sets
- make sure that the default uv set is not dropped if its name is not 'map1'
note: the current fix carries the first uv set to the refined mesh, but custom
names are dropped and replaced by 'map1'. We appear to be running into a Maya
API bug.
fixes#267
On platforms with multiple devices (e.g. OS X Mavericks
with both Intel and Discrete GPU CL devices) we must
create the context and command queue with the correct
device in order to share resources with GL.
This follows existing patterns (more or less), but
there are certainly opportunities to move more of this
sort of logic into macros defined at the top level.
The example code now uses the new glfw*FramebufferSize methods
to determine the size of the windows's framebuffer for rendering
and glfw*WindowSize method for user interaction
Fixes#263
- renders off-screen a higher resolution version of the current view
- saves the render to image files (screenshot.x.png)
- modified the background color to have alpha set to 0 (screenshots can be composited)