Changed several default options in the example viewers to the
preferred settings for improved shape fidelity and to improve
consistency between the different viewers:
- enabled smooth corner, and inf sharp patch options by default
- disabled screenspace tess and fractional tess by default
- changed the default approximation to Gregory in the mtlViewer
- updated all examples/gl* to make use of common/argOptions.h
- implemented -yup where user-supplied geometry is imported
- updated glPtexViewer to use ObjAnim class for animated geometry
- added definition to regression/common/shape_utils.h
- removed examples/common/shapeDesc.h and all references to it
- removed local definitions of ShapeDesc from examples, regressions, etc.
- overloaded Shape::parseObj() with ShapeDesc
- updated examples to use Shape::parseObj(ShapeDesc const&);
- removed axis argument to Shape::ParseObj() and ObjAnim::Create()
- addition of new shapes -- mainly Loop and Bilinear
- removal of redundant shapes and those not suited to a particular example
- enforced consistent "Patch Type" coloring where provided
- enforced consistent command line usage for common options and Obj input
- enforced consistent default settings on initialization
- added errors and/or assertions where legitimate limitations remain
- improved error handling (OSD errors not being flushed before termination)
- Removed restriction on adaptive refinement for Loop meshes
- Updated internal class used to manage eval locations for triangle patches
- Added command line options to specifiy the Scheme for .obj input files
Previously, the glEvalLimitViewer was hard coded to
use only adaptive refinement, but this change demostrates
how to evaluate patch locations on the linear patches
resulting from a uniform refinement.
By default, in a patch table created from a uniform refinement,
the patch indices for vertex patches account for base level indices,
while the patch indices for face-varying patches do not account for base
level indices.
This change also updates the example to set the patch table factory options
so that both kinds of patch indices account for base level indices.
- changed the main OPENSUBDIV_INCLUDE_DIR to exclude ./opensubdiv
- updated CMakeLists.txt files in non-examples to use only this path
- updated CMakeLists.txt files in examples to append ./opensubdiv to path
- updated source in regression/common to use #include <opensubdiv/...>
- updated source in examples/common to use #include <opensubdiv/...>
- deferred source in examples to be updated on a case-by-case basis
Read all comments and made corrections to files that aren't part of
OpenSubdiv itself but are packaged with it.
Commandline output of glPtexViewer is affected. Otherwise no functional
changes.
- Fix crashes on glEvalLimit and glStencilViewer with CLEW
- Currently GPU patch evaluation only supports BSpline patches.
raise an error message in glEvalLimit for the unsupported combinations
until GregoryBasis evaluation will be added to them.
- the framebuffer class in examples/common is unstable in certain drivers.
removing offscreen rendering for now.
- move screenshot function to GLUtils.
- fix vertex attrib binding bug (not showing control mesh on osx)
- add GLControlMeshDisplay and D3D11ControlMeshDisplay into
examples/common
- delete all drawCageEdges/drawCageVertices from viewers and
use ControlMeshDisplay class
The GLFW context version hint is a minimum version, not maximum version so
requesting 4.4 and then falling back to lower versions doesn't make sense.
This change sets the minimum version to 3.2 and attempts to standardize this
across all example apps.
Also print the maximum supported GL version along with the context version
at startup.
To encapsulate endcap functions from public API, add methods to
tell the number of patch points needed (GetNumLocalPoints()) and
to compute those patch points as a result of change of basis from
the refined vertices (ComputeLocalPointValues()).
ComputeLocalPointValues takes contiguous source data of all levels
including level0 control vertices.
All examples, regression tests and tutorials directly looked into
opensubdiv source directory to grab the header files. This is somewhat
convenient during development but they can mistakenly access private
header files.
With this change, when OPENSUBDIV_INCLUDE_DIR is given to cmake,
it will be used as an include search path to build examples etc.
Otherwise it follows the same behavior as before.
Also replaces include references to the files in regression dir
to be relative, and cleanups some copy-paste patterns.
Add EvalStencils and EvalPatches API for most of CPU and GPU evaluators.
with this change, Eval API in the osd layer consists of following parts:
- Evaluators (Cpu, Omp, Tbb, Cuda, CL, GLXFB, GLCompute, D3D11Compute)
implements EvalStencils and EvalPatches(*). Both supports derivatives
(not fully implemented though)
- Interop vertex buffer classes (optional, same as before)
Note that these classes are not necessary to use Evaluators.
All evaluators have EvalStencils/Patches which take device-specific
buffer objects. For example, GLXFBEvaluator can take GLuint directly
for both stencil tables and input primvars. Although using these
interop classes makes it easy to integrate osd into relatively
simple applications.
- device-dependent StencilTable and PatchTable (optional)
These are also optional, but can be used simply a substitute of
Far::StencilTable and Far::PatchTable for osd evaluators.
- PatchArray, PatchCoord, PatchParam
They are tiny structs used for GPU based patch evaluation.
(*) TODO and known issues:
- CLEvaluator and D3D11Evaluator's EvalPatches() have not been implemented.
- GPU Gregory patch evaluation has not been implemented in EvalPatches().
- CudaEvaluator::EvalPatches() is very unstable.
- All patch evaluation kernels have not been well optimized.
- Currently GLXFB kernel doesn't support derivative evaluation.
There's a technical difficulty for the multi-stream output.
- it takes number and pointer for the input PatchCoords.
- add derivative evaluations.
- enhance glEvalLimit example to see the derivative evaluation works.
In osd layer, we use GLPatchTable (D3D11PatchTable) as a
device-specific representation of FarPatchTables instead of
DrawContext. GLPatchTable may be used not only for drawing
but also for GPU eval APIs (not yet supported though.
We may add CudaPatchTable etc as needed).
The legacy gregory patch drawing buffers are carved out to
the separate class, named GLLegacyGregoryPatchTable.
Also face-varying data are split into client side for now, until
we add new and more robust face-varying drawing structure
(scheduled at 3.1 release)
Tentatively replicate PatchArray structure in GLPatchTables. It will
be revised in the upcoming change.
Shifting hard-coded SRV locations of legacy gregory buffers in HLSL shaders.
As a preparation for retiring DrawContext, move SupportsAdaptiveTessellation
method to examples/common/glUtils, which is renamed and namespaced
from gl_common.{cpp,h} to be consistent to other files.
Same renamings applied to other example files.
My earlier change which simplified the categorization of
patch types broke evaluation for boundary and corner patches.
Previously, boundary and corner patches were always rotated
into a canoncial orientation by permuting the point indices
of the patch. This was convenient in some cases, but generally
made things unecessarily complicated, since the parameterization
of the patch had to be counter-rotated to compensate.
Now patches always remain correctly oriented with respect
to the underlying surface topology and evaluation of boundary
and corner patches is accommodated by simply adjusting the
spline weights to account for the missing/invalid patch
points along boundary and corner edges.
There is more to clean up and optimize, but this restores
correct behavior.
In OpenSubdiv 2.x, we encapsulated subdivision tables into
compute context in osd layer since those tables are order-dependent
and have to be applied in a certain manner. In 3.0, we adopted stencil
table based refinement. It's more simple and such an encapsulation is
no longer needed. Also 2.0 API has several ownership issues of GPU
kernel caching, and forces unnecessary instantiation of controllers
even though the cpu kernels typically don't need instances unlike GPU ones.
This change completely revisit osd client facing APIs. All contexts and
controllers were replaced with device-specific tables and evaluators.
While we can still use consistent API across various device backends,
unnecessary complexities have been removed. For example, cpu evaluator
is just a set of static functions and also there's no need to replicate
FarStencilTables to ComputeContext.
Also the new API delegates the ownership of compiled GPU kernels
to clients, for the better management of resources especially in multiple
GPU environment.
In addition to integrating ComputeController and EvalStencilController into
a single function Evaluator::EvalStencils(), EvalLimit API is also added
into Evaluator. This is working but still in progress, and we'll make a followup
change for the complete implementation.
-some naming convention changes:
GLSLTransformFeedback to GLXFBEvaluator
GLSLCompute to GLComputeEvaluator
-move LimitLocation struct into examples/glEvalLimit.
We're still discussing patch evaluation interface. Basically we'd like
to tease all ptex-specific parametrization out of far/osd layer.
TODO:
-implments EvalPatches() in the right way
-derivative evaluation API is still interim.
-VertexBufferDescriptor needs a better API to advance its location
-synchronization mechanism is not ideal (too global).
-OsdMesh class is hacky. need to fix it.
- rename "Regular end cap" to "BSplineBasis end cap"
- revert templating and add EndCapType into PatchTablesFactory::Options.
- make EndCapFactories internal in PatchTablesFactory.
- move end cap stencils into PatchTables, keep them relative to the max level.
- add a utility StencilTablesFactory::AppendEndCapStencilTables to splice and factorize endcap stencil tables.
Remove the ptex-specific code from the Far::TopologyRefiner and instead provide it in a separate class Far::PtexIndices. Clients who need to use the Ptex API need to first build a Far::PtexIndices object by providing it with a refiner.
This has the advantage of keeping the API on the TopologyRefiner a little cleaner. The ptex methods were const but were mutating state with const_casts. The new mechanism still achieves the same lazy initialization behavior by forcing clients to instantiate them exactly when needed.
A disadvantage of this approach is that the PatchTablesFactory creates its own PtexIndices and throws it out after the patch tables are created. This is great if you're never going to need the ptex indices again, but not so great if you will need them again.
This change moves all gregory patch generation from Far::PatchTablesFactory
so that we can construct patch tables without stencil tables as well as client
can chose any end patch strategies (we have 3 options for now: legacy 2.x style
gregory patch, gregory basis patch and experimental regular patch approximation).
Also Far::EndCapGregoryBasisPatchFactory provides index mapping from patch index
to vtr face index, which can be used for single gregory patch evaluation on top
of refined points, without involving heavier stencil tables generation.