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
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
- 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)
- set OBJECT targets for osd cpu & gpu libs, and use the obj target for
static and dynamic linking
- add a new examples_common_obj OBJECT target
- replace direct source dependencies to obj target in all examples CMakeLists
This change makes it possible to not re-compile the same source files
multiple times when they are used in multiple targets. Thanks to jcowles
for uncovering the CMake functionality.
Note: it seems that multi-process build is working again (gmake -j <x>)
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.
You may obtain a copy of the Apache License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the Apache License with the above modification is
distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
KIND, either express or implied. See the Apache License for the specific
language governing permissions and limitations under the Apache License.
GLFW 3.0.1 made the reshape callback explicit. Since we are using it to setup some framebuffers,
we need to call this function ourselves before starting the main-loop.
fixes#181
- fix FindGLFW.cmake to match the new locations
- fix all viewer & examples to build with 3.0, 3.0.1 and 3.0.2
Note : ptxViewer and paintTest do not work with 3.0.1 and 3.0.2 (yet)
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.
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
- 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