Commit 580e11d6 authored by Genial-O's avatar Genial-O
Browse files

merge(dev): release 18.1.0

parents f65903ec 8a6a79a9
......@@ -42,7 +42,7 @@ doxygen:
image: python:3
stage: build
script:
- pip install sphinx sphinx_rtd_theme
- pip install sphinx sphinx_rtd_theme sphinx-tabs
- apt-get update && apt-get install -yqq make
- make html
artifacts:
......
......@@ -33,4 +33,4 @@ logs, and code as it's very hard to read otherwise.)
(If you can, link to the line of code that might be responsible for the problem)
/label ~Type:bugfix
/label ~"Type:bugfix"
......@@ -16,4 +16,4 @@
During implementation, this can then be copied and used as a starter for the documentation.)
/label ~Type:feature
/label ~"Type:feature"
# Goal and general information
_Brief description of the goal of this algorithm research task._
# Specification
_Specifications include functional, performance, language and data. The algorithms should focus on solving a specific problem with well-defined interfaces._
# Background
_Background check to see what algorithms exist for solving the problem. Do they meet our needs? Have better new algorithms been published?_
# Data
_Collection of data required for testing (or training in the case of learning-based algorithms). Formatting of data so that it can be inputted to the algorithm._
# Evaluation
_Evaluation framework is used to test the algorithm for correctness and meeting performance specification._
# Baseline
_Existing algorithm selection, implementation and evaluation._
# Prototyping
_The main algorithm research cycle: evaluate performance, make improvements, repeat._
# Integration
_Integration of algorithm code into production system._
# Communication
_Communicate how the algorithm works (internal and/or article publication)._
/label ~"Type:research"
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......@@ -11,4 +11,5 @@ Coding style
src/04-documentation
src/05-xml-style
src/06-cmake-style
src/07-license
src/07-glsl-style
src/08-license
Glsl coding
============
Source and files
-----------------
.. rule :: Files extensions
Implementation files use the extension ``.glsl``.
.. rule :: version
Always specify the GL target version, we only allow versions up to 410 for maximum portability.
.. rule:: Document the code
The code must be documented, especially the mathematical parts of the code.
Naming conventions
------------------
.. rule :: File
The file's name should end with the shader's type, ``_VP`` for vertex programs, ``_TC`` for tessellation control programs, ``_FE`` for tessellation evalutaion programs, ``_GP`` for geometry programs and ``_FP`` for fragment programs, ``_VP`` for vertex programs and ``_GP`` for geometry programs.
.. rule :: Function and method names
Functions and methods names must be written in camel case.
.. recommendation :: Correct naming of functions
Try as much as possible to help the users of your code by using comprehensive names.
.. rule :: Variable naming
#. Variable names must start with their storage qualifier :
- Uniform variables must begin with ``u_``.
- Function parameters must begin with ``_``.
- Vertex shader inputs must begin with ``v_in_``.
- Vertex shader outputs must begin with ``v_out_``.
- Tessellation control shader outputs must begin with ``tc_out_``.
- Tessellation evaluation shader outputs must begin with ``te_out_``.
- Geometry shader outputs must begin with ``g_out_``.
- Fragment shader outputs must begin with ``f_out_``.
#. The following characters must specify the type of the variable :
- int : i
- bool : b
- uint : ui
- double : d
- float : f
- sampler2D : s2
- sampler3D : s3
- vec2 : f2
- vec3 : f3
- vec4 : f4
- mat2 : m2
- mat3 : m3
- mat4 : m4
- ...
#. Vectors can end by some information to specify their type if it's possible ;
- Position : Pos
- Origin : Ori
- Direction : Dir
- Color : Col
- Length : Len
- Size : Size
#. Vectors representing geometrical and matrices transform. You should specify, if possible, their coordinate system. We define the following notation for the most commonly used spaces: (You may read this `documentation <https://www.khronos.org/opengl/wiki/Vertex_Post-Processing#Perspective_divide>`_ if you don't know them) :
- Texture space : Ts
- Model space : Ms
- World space : Ws
- View space : Vs
- Clip space : Cs
- Normalized device space : Ns
- Window space : Ss
For vectors, the coordinate system should be appended to the name. In the case of transform matrices, we need to define both, the destination and source spaces, these should be separated by an underscore with the source being last.
e.g. m4Ss_Ms defines a matrix transforming model vertices to window space points (often known as the model-view-projection matrix)
#. If the variable is normalized, the last character must be ``N``.
.. code-block :: glsl
uniform float u_fClippingNearLen;
uniform float u_fClippingFarLen;
/// Converts a position in OpenGL's normalized device coordinates (NDC) to the model space.
vec3 ndcToModelSpacePosition(in vec3 _f3FragPos_Ns, in mat4 _m4Ms_Cs)
{
vec4 f4ClipPos_Cs;
f4ClipPos_Cs.w = (2 * u_fClippingNearLen * u_fClippingFarLen) / (u_fClippingNearLen + u_fClippingFarLen + _f3FragPos_Ns.z * (u_fClippingNearLen - u_fClippingFarLen));
f4ClipPos_Cs.xyz = _f3FragPos_Ns * f4ClipPos_Cs.w;
return _m4Ms_Cs * f4ClipPos_Cs;
}
......@@ -4,10 +4,29 @@
Installation
******************************************
Installation from source
------------------------
.. toctree::
:maxdepth: 2
:maxdepth: 1
src/WindowsInstall
src/LinuxInstall
src/MacOSXInstall
Installation With Conan (pre-built dependencies)
------------------------------------------------
.. toctree::
:maxdepth: 1
src/InstallationWithConan
Miscellaneous installations
---------------------------
.. toctree::
:maxdepth: 1
src/QtCreatorSetup
......@@ -6,7 +6,8 @@ If you get compilation errors at this step, please ensure you installed all the
Source
--------
* `Clone <http://git-scm.com/book/en/v2/Git-Basics-Getting-a-Git-Repository#Cloning-an-Existing-Repository>`_ the following repositories in the (Dev/Src) source folder:
* `Clone <http://git-scm.com/book/en/v2/Git-Basics-Getting-a-Git-Repository#Cloning-an-Existing-Repository>`_ the following repository in the (Dev/Src) source folder:
* `sight <https://git.ircad.fr/Sight/sight.git>`_
......
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