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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:
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6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor
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the License and to reproduce the content of the NOTICE file.
You may obtain a copy of the Apache License at
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- Adding FarStencilTables and FarStencilTablesFactory classes
- Adding Osd EvalStencil context & controllers for CPU, OMP and TBB backends
- Adding the code example glStencilViewer
- Adding reST documentation
- Changing version to 2.2.0_dev
- Fix HbrMesh::Unrefine function
- Fix "CanEval" function in OsdVertexBufferDescriptor
Note 0: there is no stencil support for hierarchical edits
Note 1: there is no support for face-varying data stencils yet
Note 2: the current stencil factory is lazy but the caching system is not re-entrant
- new RST pages for our excample code
- fix doxygen documentation link from the nav tab
- fix cmake build rules (still not quite working as intended)
- adding API RST documentation all around
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)
- 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
that do not have that type of data
- fix some regression shapes that had "empty" uv values
(including some minor topo surgery that luckily appears to not break
regression baselines)
set all the point colors (if face-varying data is missing on the test shape for instance)
and we don't want random values creeping from unset memory allocations.
- 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
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.
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.
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
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
Python Bindings for Grandma
This is probably not the final word on python bindings... but it gives us a place to start.
Note : tested only in linux environments so far
- 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
- remove ptexViewer from the build on OSX (doesnt work)
- remove maya plugins from the build on OSX (until we have a compatible version available)
glViewer fixes :
- fix incorrect GLFW version check in #ifdefs (now done in cmake)
- fix default program GL version (downgraded to 1.5 where necessary)
- remove non core-profile GL calls (triggering errors)
this should allow OSX 10.7 builds to produce a functional, if restricted, glViewer.
fixes#111
- add #ifdefs to work around the different versions of glfw
- add cmake logic to parse other packages versions and set minimum requirements
- fix X11 dependencies for static builds of glfw
- general Find.cmake cleanup
fixes#101
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
- consolidate cmake compile flags
- turn on -Wall
- suppress hidden overloaded function warning when using Clang
(part of it is bug, part of it will require code refactoring
on our end)
- add support for Maya 2013.5 for windows in cmake module
- clean up some glew includes which break builds with MSVC Express
& Windows SDK
- move the bitmap for font_image into a compiled object
- remove some unused variables and other minor warnings
Note : this is a checkpoint, there are still a few more warnings to clean up...
fixes#96
- cmake should now be better at finding Maya installations on OSX automatically
- various dependency fixes for Maya plugins
- first pass at some code fixes to build Maya plugins on OSX
this not the final word on this : just like glutViewer, we will need a "_compat" version of these plugins
fixes#95
- [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...
- 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
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.