Commit Graph

67 Commits

Author SHA1 Message Date
David G. Yu
dcc4b61bf7 Re-enabled fractional tessellation in viewers 2015-10-23 15:26:46 -07:00
David G Yu
282c462097 Disabled Fractional Spacing toggles from viewers
Fractional tessellation is not currently supported by the core
tessellation shaders. This will be fixed in a future release.
2015-08-03 12:51:59 -07:00
Takahito Tejima
5c01e709f9 example fix: remove unnecessary debugging feature. 2015-06-03 17:40:36 -07:00
Takahito Tejima
36465ed96c Merge pull request #586 from davidgyu/fvarRename
Renamed per-patch face-varying access methods
2015-06-02 14:26:25 -07:00
David G Yu
0243f54b29 Updated patch table face-varying interface
Now the channel specifier is the last parameter in a method's
parameter list with a default of 0.  This is consistent with the
topological face-varying queries and also simplifies the common
case of just a single face-varying channel.
2015-06-02 13:51:32 -07:00
David G Yu
385df434ec Renamed per-patch face-varying access methods
This matches more closely the pattern used elsewhere in Far:
    GetFVarPatchValues() --> GetPatchFVarValues()
    GetFVarPatchesValues() --> GetFVarValues()
2015-06-02 09:13:17 -07:00
David G Yu
89468a40b6 Fixed face varying shading for examples.
Renamed the shader define used by the glViewer and glFVarViewer to
make the intended use more clear and robust.
2015-06-02 08:49:11 -07:00
Takahito Tejima
b250fdcfc3 glViewer: fix invalid drawing on the first frame
uniform blocks were not set correctly.
2015-06-01 11:22:32 -07:00
Takahito Tejima
a09539c0a7 glViewer: separate displayStyle(wire) and shading.
- split displayStyle and shadingMode control into two different settings.
- add more shadingModes:
   normal, curvature(screen space), curvature (from patch)
- minor cleanup
2015-06-01 11:13:54 -07:00
Takahito Tejima
85bb0a156e examples cleanup: remove framebuffer class
- 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)
2015-05-31 20:52:20 -07:00
Takahito Tejima
7394bf5f51 Examples cleanup: factor out control mesh drawing.
- add GLControlMeshDisplay and D3D11ControlMeshDisplay into
  examples/common
- delete all drawCageEdges/drawCageVertices from viewers and
  use ControlMeshDisplay class
2015-05-31 15:08:37 -07:00
George ElKoura
f3eae18197 Command line options for GL context.
Adding command line options to glViewer to make it easy
to control the requested GL version and profile.  While
it is only enabled for glViewer in this change, it will
be easy to extend to all our example viewers.  The new
command line options are:

    -glCoreProfile on|off
    -glForwardCompat on|off
    -glVersion M.n
2015-05-31 01:22:35 -07:00
George ElKoura
5a51f31104 Remove mention of vtr from tests and examples.
- Renamed common/vtr_utils to common/far_utils.
- Renamed all mentions of Vtr in the sources of tests and examples.
2015-05-30 22:10:07 -07:00
Jeremy Cowles
261dc17f1b OpenGL init without errors, example cleanup
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.
2015-05-29 22:37:12 -07:00
jcowles
214f86a7c0 Fix GLEW for Core profile, minor cleanup
We will need to find a solution for Ignacio's older setup, but this at least
fixes the other fallout.

 * Use glewIsSupported instead of glewGetExtension
 * Convert tabs to spaces
 * Remove GLEW static caching (they only get called once)
2015-05-29 15:56:36 -07:00
Takahito Tejima
89dcea57c2 Fix CMakeLists: make project-relative include path overridable
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.
2015-05-28 17:32:33 -07:00
Takahito Tejima
9cfdb6c5c1 Mac build and shader compiler error fix. 2015-05-28 10:27:23 -07:00
David G Yu
de286e07a6 Fixed allocation of texture buffers resources 2015-05-27 15:23:26 -07:00
David G Yu
cdf95e0477 Added a missing ';' for glViewer w/o GLEW 2015-05-26 17:48:14 -07:00
Takahito Tejima
62b7197389 Merge branch '358' of https://github.com/ielillo/OpenSubdiv into ielillo-358
Conflicts:
	opensubdiv/far/stencilBuilder.cpp
2015-05-26 14:22:36 -07:00
Takahito Tejima
541aeddd3a Osd API refactor: EvalStencils and EvalPatches
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.
2015-05-25 22:43:43 -07:00
Ignacio Lillo
79eb6d5aeb Merge branch 'dev' into 358 2015-05-23 00:30:03 -03:00
Ignacio Lillo
0a6a47159e Merge branch 'upstream-dev' into dev 2015-05-23 00:29:39 -03:00
Ignacio Lillo
37ccad54a3 Refs #358. Refactored functions to comply with code conventions.
Also deleted bool uses_tesselation_shaders() since it was a duplicate of
bool SupportsAdaptiveTessellation().
2015-05-23 00:28:37 -03:00
Takahito Tejima
a7c5179ef9 renaming (2/2) PatchTables and StencilTables to PatchTable and StencilTable
replace all occurrences reffering PatchTables, StencilTables, and their factories.
2015-05-22 11:50:01 -07:00
barfowl
6d5b29c2dc Replacing use of old Far::TopologyRefiner methods with Far::TopologyLevel 2015-05-21 19:52:25 -07:00
Ignacio Lillo
ed2e48f651 Merge branch 'upstream-dev' into dev
Conflicts:
	examples/common/d3d11Utils.h
	examples/common/glUtils.cpp
	examples/glViewer/glViewer.cpp
2015-05-21 22:47:36 -03:00
Takahito Tejima
109a3f5383 osd layer: Add GLPatchTable and retire DrawContext
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.
2015-05-20 15:55:06 -07:00
Takahito Tejima
c3aa00e706 remove SupportsAdaptiveTessellation from OsdDrawContext, and example cleanups
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.
2015-05-19 10:30:16 -07:00
David G Yu
8716a8eebf Fixed example code use of single crease patches
Also made a couple minor changes to true up the GLSL patch shaders.
2015-05-15 11:52:41 -07:00
Ignacio Lillo
a305f31a30 Merge branch 'upstream-dev' into dev
Conflicts:
	examples/glViewer/glViewer.cpp
2015-05-13 23:15:06 -03:00
Takahito Tejima
4a4322983f Osd drawing API refactoring.
Remove DrawRegistry from osd layer and put a simple shader caching
utility into examples/common. osd layer only provides patch shader
snippet and let client configure and compile the code. Clients also
maintain the lifetime of shader object, which is preferable for the
actual application integration.

update all examples to use the new scheme.
2015-05-13 17:35:46 -07:00
David G Yu
fb009f41b2 Removed BOUNDARY and CORNER patch types
These are now redundant since all bspline patches are encoded in
the patch tables consistently using 16 point indices with boundary
and corner edges indicated in the boundary mask of the patch params.
2015-05-13 11:31:02 -07:00
Takahito Tejima
b66380ee52 Refactor Osd::DrawContext
Since unified shading work already removed subPatch info from
Osd::PatchDescriptor, the difference between Far::PatchDescriptor and
Osd::PatchDescriptor is just maxValence and numElements. They are used
for legacy gregory patch drawing.

Both maxValence and numElements are actually constant within a topology
(drawContext). This change move maxValence to DrawContext and let client
manage numElements, then we can eliminate Osd::PatchDescriptor and simply
use Far::PatchDescritor instead.

This is still an intermediate step toward further DrawRegistry refactoring.
For the time being, adding EffectDesc struct to include maxValence and
numValence to be maintained by the clients. They will be cleaned up later.

The side benefit of this change is we no longer need to recompile regular b-spline
shaders for the different max-valences.
2015-05-11 18:06:46 -07:00
Takahito Tejima
33bfbf699b Refurbish osd layer API.
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.
2015-05-08 17:31:26 -07:00
Takahito Tejima
f3aec9eb31 Remove osd/vertex.h
OsdVertex was used in 2.x FarMesh as a placeholder for Hbr template parameter.
We don't need such a class any more.
2015-05-07 12:34:09 -07:00
Ignacio Lillo
7882ea99ee Refs #358. Extracted helper functions into gl_common.cpp.
Also fixed some shader linker errors due to a bad
version definition.
2015-05-02 23:54:26 -03:00
Ignacio Lillo
2239450e08 Refs #358. Refactored setGlCoreProfile .
Now it accepts the major and minor opengl version.
Refactored the windows creation flow to try different
opengl profiles before failing.
2015-04-29 23:31:34 -04:00
Ignacio Lillo
44f965b439 Merge branch 'dev_upstream' into dev 2015-04-28 23:09:33 -04:00
Takahito Tejima
dc137283dd removing unnecessary cuda includes from examples. 2015-04-28 16:13:48 -07:00
Takahito Tejima
82a0513326 cleanup CL/CUDA example harnesses.
refactor CL/CUDA specific initialization stuffs into
examples/common/clDeviceContext and cudaDeviceContext, and
update examples to use those structs.

also
- remove CL/CUDA tests from osd_regression. The tests for those kernels will be covered by glImaging.
- update cuda initialization to use the GL-interoperable device if available.
- remove CL specialization from glShareTopology, following the same pattern as we took in the previous OsdGLMesh refactoring. (still something strange with XFB kernels though)
- fix file permissions.
2015-04-28 15:46:37 -07:00
Takahito Tejima
de0082ba95 Simplify Osd::MeshInterface.
Removed OpenCL/D3D11 specialization and add DEVICE_CONTEXT as a template
parameter. For the kernels which don't need a context object (e.g.
CPU, OpenGL, cuda) just ignore the context, and for the kernels which
use a context (e.g. OpenCL, DirectX) takes a context or a user-defined
class as which encapsulates device contexts. Note that OpenCL requires
two objects, cl_context and cl_command_queue. The user-defined
class must provide GetContext() and GetCommandQueue() for strongly typed
binding to osd VertexBuffers and ComputeContexts.

Osd::Mesh and MeshInterface have been used as a handy harness to host
multiple GPU kernels and graphics APIs. However it has CL/DirectX
specializations and duplicates large amount of plubming code. With this
change, glMesh.h and d3d11Mesh.h become just typedefs and all logic is
put into mesh.h without specializations.

Also cleaned up unused header files and code formatting.
2015-04-27 11:27:05 -07:00
Takahito Tejima
74b78b3d17 Refactor again FarPatchTableFactory.
- 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.
2015-04-23 16:58:56 -07:00
Takahito Tejima
43aa2500c4 Refactor far factories.
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.
2015-04-20 18:59:07 -07:00
Takahito Tejima
c58e63c8d5 Refactor single crease patch to be in unfined shader. 2015-04-17 16:26:57 -07:00
Takahito Tejima
aec1f61fb0 Merge pull request #422 from davidgyu/patch-drawing
Unified adaptive patch drawing
2015-04-17 15:39:37 -07:00
David G Yu
010a31efc4 Checkpoint changes to unify adaptive patch drawing. 2015-04-17 07:42:53 -07:00
asluk
df3c856b51 Changed lefthanded flag to isLeftHanded. 2015-04-15 16:15:19 -07:00
asluk
4752bcdd69 Add support for lefthanded meshes. 2015-04-15 16:13:43 -07:00
Ignacio Lillo
1831888a92 Refs #358. Extracted tesselation check into its own function.
If glew is present it will use it to query for tesselation information.
Otherwise it will use the information provided by the the header
files during compilation.
2015-04-12 19:32:43 -03:00