- add HLSL equivalents of the previous GLSL change
- rename OsdGetSingleCreaseSegmentParameter to
OsdGetPatchSingleCreaseSegmentParameter.
- add shadingMode UI for dxViewer similar to glViewer
This change refactors the GLSL and HLSL patch shader code so that
most of the work is implemented within a library of common functions
and the remaining shader snippets just manage plumbing.
There is more to do here:
- varying and face-varying data can be managed entirely by the client
- similarly, displacement can be implemented in client code
- there's still quite a bit of residual boiler-plate code needed
in each shader stage that we should be able to wrap up in a more
convenient form.
Cleaned up the Legacy Gregory shader source by accessing buffer
data through helper functions.
Switched to performing tessellation in untransformed (object) space.
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.
hlslPatchGregoryBasis.hlsl is an equivalent to glslPatchGregoryBasis.
Update dxViewer to be able to switch among bspline, gregorybasis, legacy
end capping.
also fixes a bug of GLSL legacy gregory shader which had an inconsistent
resource naming with example codes.
It looks like there's still an issue of D3D11 patchParam data fetching.
we'll come back to that bug.
Each patch has a corresponding patchParam. This is a set of three values
specifying additional information about the patch:
faceId -- topological face identifier (e.g. Ptex FaceId)
bitfield -- refinement-level, non-quad, boundary, transition, uv-offset
sharpness -- crease sharpness for a single-crease patch
These are stored in OsdPatchParamBuffer indexed by the value returned
from OsdGetPatchIndex() which is a function of the current PrimitiveID
along with an optional client provided offset.
Accessors are provided to extract values from a patchParam. These are
all named OsdGetPatch*().
While drawing patches, the patchParam is condensed into a patchCoord which
has four values (u, v, faceLevel, faceId). These patchCoords are treated
as int values during per-prim processing but are converted to float values
during per-vertex processing where the values are interpolated.
Also, cleaned up more of the shader namespace by giving an Osd prefix
to public functions, and consolidated boundary and transition handling
code into the PatchCommon shader files. The functions determining
tessellation levels are now all named OsdGetTessLevel*().
computes edge lengths using limit surface points. Made this
the default screen-space metric so that we avoid cracks when
using Gregory Basis or Regular B-spline end caps.
The alternative method which computes edge lengths using the
distance between B-spline control points is still available.
Added a diagram and comments to explain how the control
points and limit points are organized.
- changed ptex layout data types in shaders to match srv format
- changed ptex srv type to unorm format for uchar data
- fixed hlsl compiler warning: initialized edgeDistance of OutputVertex struct in domain shader even if we are not in wireframe mode
- added directx debug device and enabled automatic break points to easily spot dx errors
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
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.
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KIND, either express or implied. See the Apache License for the specific
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- Added OSD_ prefix to preprocessor symbols
- Adjusted transition sub-patch parameterization to be
consistent with non-transition patches
- Unified BSpline shader code
- Removed duplicate Boundary, Corner, and Transition shader source
- Fixed a few discrepancies in the remaining duplicate code paths
- 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
This avoids adaptive tessellation artifacts near silhouette edges
by using the projected diameter of an edge's bounding sphere
rather than the length of the projected edge itself.
There is a nice writeup of this by Bryan Dudash of NVIDIA at:
https://developer.nvidia.com/content/dynamic-hardware-tessellation-basics
- [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...