- add macro "_add_doxy_headers" in order to track all header files elligible for
doxygen documenation. This captures public header files that would otherwise be
excluded from installation because they are not supported by the OS. Private
header files remain excluded though.
- add custom targets and commands so that documentation build produces functioning
RST and Doxygen documentation both in the build and install stages
- switched to Doxygen 1.8 (because markdown will make in-lined documentation easier)
- added build switches to disable examples, regression and python-SWIG targets
- fixed doxygen link in the nav bar
- modified python html processing tool to match Cmake changes
- 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
Gregory patch shaders rely on a correct estimate of the maximum valence of the vertices in the mesh.
In the current feature adaptive analysis, we stop at level 1, the center vertex of the heptagon is
never traversed, and its high valence is therefore not recorded. The fix is to take advantage of the
first pass and use the number of vertices in the coarse faces to catch those high-sided non-quads that
would generate high valence vertices that may not be revisited in the second pass.
These functions are exclusive to uniformly subdivided topology. With the recent refactoring
of PatchTables and the generalization of topology, uniform meshes only retain the topology
of the highest level of subdivision by default. These functions are now fixed to reflect the
change.
- Replaced EvalData and EvalVertexData classes with a simpler DataStream class that only
accesses a single data stream, binds and unbinds it
- DataStream has both an input and an output version which avoids much of the const-ness
const-related ambiguity of the previous design pattern
- Vertex, varying and face-varying data now all have a dedicate struct (VertexData, VaryingData, FaceVaryingData)
as a way of gathering the various data-streams required to perform sampling
- renamd some "Buffers" into "Tables" for better naming consistency with Far
- remove PatchMap from FarPatchTables
- add a new FarPatchMap quad-tree class (constructed from FarPatchTables)
- refactor the EvalLimitController to use the quad-tree search instead of a
serial loop access
fixes#174
- defined a fallback value for ROTATE
- made GetPatchLevel() a macro to avoid
referencing gl_PrimitiveID from vertex shaders
- fixed float array initializers
- trivial return if Gregory specific patch data is set
- or iterate through the patch-arrays until an adaptive patch is found (REGULAR,...,GREGORY_BOUNDARY)
fixes#173
- minor refactoring of the LimitEvalContext to accomodate all the data buffers
- pushing some minor sub-patch functionality back to FarPatchParams
- extend example code with randomly generated varying vertex colors
adding an arbitrary break if vertex valence is > 256
- add a Warning function to Osd error reporting
- minor cleanup /refactor / document of OsdError
fixes#167
and adding the requisite accessors
Note : all our example code goes through the same boiler-plate texture
binding code - we might want to move it as a member function of the DrawContext.
- added boundary / corner kernel code
- bug fixes for Gregory patch kernel
- wired the new kernels in the controller class
Note 1 : corner / gregory kernels are not working yet
Note 2 : the vertex mirroring solution used for boundary / corner kernels could be incorrect...
Cleanup the batching classes so that DrawCollection() no longer caches
current batch and effect. Any kind of binding optimization will be
handled in client's delegate class.
Also remove InitializeVertexBuffer method and add some arguments to
constructor instead.
create patch tables arrays for when instantiating the FarPatchArrayVector.
default of -1 selects the highest level of subdivision that the factory is able to generate
note : this functionality will eventually have to be exposed to client code from the
FarMeshFactory API
some un-connected face-vertices. FarSubdivisionTablesFactory has been hardened
so as to not trip over these, but apparently Gregory patch valence tables
generation is tripping over one of those in FarPatchTablesFactory.
fixes#162
- FarKernelBatch becomes a class w/ accessors
- split the FarKernelBatchFactory to its own header file
- add doxy doc
- propagate fallout to the rest of the code base
creases and other features and determine the isolation level needed.
Minor improvements:
- we now have a custom "corner" isolation level : with edge-only boundary
interpolation rules, corner vertices are rounded and would require an
isolation level of 10. In practice however, 5 appears to be more than
enough to produce a perfectly rounded shape and is set as a default
for this value.
- the logic has been made a little more efficient by moving the vertex
sharpness tags tests to a separate loop so as not to repeat the check
multiple times for a given vertex
Also added some doxy comments
fixes#161
of this quad to be tagged as boundary. These vertices will cause the
feature adaptive pass to generate sub-faces where appropriate, however
the face itself will not be identified as "non-patch", which causes the
FarPatchTables factory to mis-identify it and fall-back on an assert.
This fix flags these particular quad faces in the first adaptive pass.
The particular shape that caused the crash has also been addded to our
regression suite.
fixes#159
a new function is added to avoid confusion.
-GetNumVertices() returns number of vertices
-GetNumVerticesTotal() returns total number of vertices includins number of lower levels.
#closes 156
be used as intended to specify an installation directory, which can be located anywhere on the
file system.
Also improved the doxygen target and made the doxy build "quiet".
fixes#154
note : this is not using traditional bit-fields as we cannot guarantee that the CPU-side
compiler will match the bit-packing of the compilers used on the GPU-side.
- 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)
- add tag parsing for h-hole in shape_utils
- re-create Renderman's test shape from the documentation (catmark_square_hedit.h)
- fix Hbr to correctly pass the hole tag from parent to child face
- fix FarSubdivisionTables to handle disconnected face-vertices without crashing
fixes#75
while retaining a necessary 1-ring on the inside of a hole edge
- add IsInsideHole() function to HbrHalfEdge
- add HasChild() function to HbrVertex and HbrHalfedge
- add a regression shape with adjacent holes and creases (tests dart, crease & boundaries)
Note : this does not address hierarchical edits inside holes or hole tags in hierarchical edits
fixes#78
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
- make sure HBR passes down the hole tag to children when subdividing faces
- minor API modification : allow to unset the hole flag on a face
- modify uniform / adaptive FarMeshFactory to be aware of the flag
- make the FarSubdivisionTableFactory assert when finding unconnected HBR vertices (as it should)
* Uniform subdivision :
The refinement scheme only creates faces & vertices necessary
to maintain the one-ring around the edges of a hole, so this solution
is quite efficient.
* Adaptive subdivision :
At the moment we are still performing full topological analysis on holes and
only skipping patches associated to holes. This is sub-optimal in 2 ways :
1. the topological analysis can potentially be cranking on a lot of unnecessary
geometry
2. even though we may not be drawing the patches, the compute stage is still
applying kernels on all the control vertices of these patches.
We will have to revisit feature adaptive subdivision & holes, so keep the issue active.
fixes#78
- add bool OsdGLDrawContext::SupportsAdaptiveTessellation() method
- modify glViewer to use that instead of #ifdefs
Note : this is not the final word on this as OSD really needs a more comprehensive
system to provide run-time information about available features to the client code.
fixes#111
Model the GL VB after D3D11 one, where there are no data read backs, however this means
an extra memory copy of the buffer. 4th level uniform subdiv on Car, glGetBufferSubData
was taking 50% of CPU time before (actual subdiv 22%), now that is gone. Full CPU Draw
62ms -> 54ms, looks like most of overhead now is just waiting on GL queries).
In example code, GLUT has been replaced with GLFW so that glViewer/ptexViewer can run on OSX (10.7 or later).
OSX note: still have some problem with clang, may need to explicitly specify gcc on cmake cmdline
-DCMAKE_CXX_COMPILE=/usr/bin/g++
fixes#98
- remove the GL error check in cudaGLVertexBuffer :
* unrelated GL errors left on the stack were triggering erroneous
vertexBuffer allocation errors
* we should not be checking for GL errors here anyway (as most other
buffer allocations aren't checked either)
- add some pointer checking in the GL / D3D drawContexts in case the
vertexBuffer pointers passed are NULL
- add some additional typedefs in OsdError to report some of the new
CUDA / GL related errors
- still need to change these changes with other compilers (MSVC / clang...)
- had to add a -Wno-invalid-offsetof for GCC (still need to test w/ other compilers) : apparently gcc 4.4 is somewhat incorrect in tagging our templated class as POD.
- had to change fvarData.h to initialize bitfields to 0 as gcc generates truncated int warnings when trying to initialize 31 bits to -1
- in mesh.h replaced original tbb::concurrent_vector with std::vector until a better solution can be found
Fixes#93
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...
There seems to be a bug in clang: despite the fact that FarMeshFactory is
declared to be a friend class from FarSubdivisionTables, clang protests that
VertexKernelBatch is not accessable.
This hack adds an #ifdef __clang__ block to make that structure public and keep
Far compiling under OSX.
- All data representation classes are now single-templated for a vertex class 'U'
- All constructors / instancing code has been moved into "Factory" functions that are dual-templated
for two vertex classes <class T, class U=T>. This allows hbr specialization with a placeholder
vertex flass 'T' for faster analysis without paying interpolation costs, while far can still specialize
a fully implemented vertex class 'U' with full subdivision functionality.
- Some preliminary clean-up work on FarVertexEditTables with the addition of a FarVertexEdit class
as a replacement for the former HbrVertedEdit which was introducing back dependencies on hbr. The
implementation is very lightweight. Some slight renaming / cleanup of the code, with some more to
be done.
- there are no more dependencies on hbr (not even #include) from far's data structure !
Notes :
- the FarDispatcher mechanism has become somewhat awkward and should be re-evaluated when refactoring osd.
- the "Factory" pattern survives this round of refactoring until we can find something better.
Closes#34
output iterators instead of std::vector - eases prman integration
for cases where std::list makes more sense.
Block allocate face children array in common case (<= 4 children).
Other, minor consistency edits.
mutex class with Lock / Unlock public functions.
- remove Mutex implementation from Hbr (and revert to original PRman code)
- provide a Mutex class stub in osd
- add some forward declarations in OsdMesh to limit some of the mutex spills
- #include <osd/mutex.h> where needed (little hackish until we can refactor
some of far better)
- remove ILM_BASE from some CMakeLists
Closes#48
where it can cause havoc downstream, and move vertexBuffers into the cpp
file to avoid gl.h inclusion and to fix dynamic cast issues. These were
found during Presto integration.
- modify shape_utils to return a vector of coarse vertices when creating an hbr mesh
- minor cleanup of osd mesh and the addition of a vector parameter in the creator to
save the remapping between the hbr mesh progenitor and the current serialized osd mesh.
- minor fallout modifications to the glutViewer & far regression code
Notes :
- the dual template of far is causing a lot of complications
-> suggest finding a way to isolate the T template to the factory code.
-> far needs a concept of a vector of vertex & varying data (to abstract the vertex buffer
away from osd)
-> the dispatched mechanism is awkward and needs refactoring
-> suggest moving the default CPU kernels away from the subdivision tables
-> suggest finding a way to completely untemplate the tables (we might need a templated
factory function though)
-> osd should be able to call delete on the far mesh to get rid of all the CPU-bound data
once the GPU data has been laid-out.
Closes#18.
rules are set to "none" (both in Catmark & Loop)
* Amended shape_utils to always set a default boundary interp. rule
even when no tag was read (ie. don't default to "none")
* Added a regression test for the "dart" shape to test both
"edge only" and "edge corner" boundary interp. rules.
Closes#2.
kernel, call OsdKernelDispatcher::Factory::Register() and keep the integer
result value as kernel handle.
Attempted to elimiate registering function from client code, but currently
disabled (in kernelDispatcher.cpp) because of Maya plugin doesn't work with cuda
kernel.
glutViewer creates kernel menu dynamically according to linked kernels.
Fix a bug of maya plugin crashes.
Closes#14
- use find_package(OpenMP) to test that the compiler supports OMP
(looks like the "express" versions of MSVC do not)
- if not available, make sure that osd does not register those
compute kernels (but does register the CPU standalone ones)
- similar refinements on other dependencies (Maya, CUDA) where
the build "opts in" depending on which libs are found.
some CMakeLists still need more cleanup...
Closes#9
specification (how many elements exists in the buffer).
client will create OsdVertexBuffer and provide it as an argument of
OsdMesh::Subdivide() function. It would be more flexible and hopefully matches
various use cases.
Since each dispatcher has to accept arbitrary vertex buffer, introduced a simple
shader registry into glslDispatcher. It will configure shaders for given vertex
elements on demand (for now, just works only for varying buffer).
Fixed cuda kernel's GL resource leakage. Since cuda GL interop seems one-way,
OsdCudaVertexBuffer manages vertex updating instead of just using
OsdGpuVertexBuffer.
Cleaned up some kernel codes and renamed ambiguous names.