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Kai Westerkamp
Unterteilungsalgorithmen
Commits
03f03769
Commit
03f03769
authored
Sep 01, 2016
by
Kai Westerkamp
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fc9a48c7
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6 changed files
with
35 additions
and
10 deletions
+35
-10
logcategories.cpp
QTProject/logcategories.cpp
+1
-0
logcategories.h
QTProject/logcategories.h
+1
-0
main.cpp
QTProject/main.cpp
+2
-1
mainwidget.cpp
QTProject/mainwidget.cpp
+3
-1
mainwindow.cpp
QTProject/mainwindow.cpp
+1
-1
subdivision.cpp
QTProject/subdivision.cpp
+27
-7
No files found.
QTProject/logcategories.cpp
View file @
03f03769
...
...
@@ -4,3 +4,4 @@ Q_LOGGING_CATEGORY(log_subdiv, "subdiv")
Q_LOGGING_CATEGORY
(
log_subdiv_trace
,
"subdiv.trace"
)
Q_LOGGING_CATEGORY
(
log_mesh
,
"mesh"
)
Q_LOGGING_CATEGORY
(
log_mesh_render
,
"mesh.render"
)
Q_LOGGING_CATEGORY
(
log_timing
,
"timing"
)
QTProject/logcategories.h
View file @
03f03769
...
...
@@ -8,5 +8,6 @@ Q_DECLARE_LOGGING_CATEGORY(log_subdiv)
Q_DECLARE_LOGGING_CATEGORY
(
log_subdiv_trace
)
Q_DECLARE_LOGGING_CATEGORY
(
log_mesh
)
Q_DECLARE_LOGGING_CATEGORY
(
log_mesh_render
)
Q_DECLARE_LOGGING_CATEGORY
(
log_timing
)
#endif
QTProject/main.cpp
View file @
03f03769
...
...
@@ -5,7 +5,8 @@
int
main
(
int
argc
,
char
*
argv
[])
{
QApplication
a
(
argc
,
argv
);
QLoggingCategory
::
setFilterRules
(
"mesh.debug=false
\n
"
QLoggingCategory
::
setFilterRules
(
"timing.debug=true
\n
"
"mesh.debug=false
\n
"
"mesh.render.debug=false
\n
"
"subdiv.debug=true
\n
"
"subdiv.trace.debug=false
\n
"
);
...
...
QTProject/mainwidget.cpp
View file @
03f03769
...
...
@@ -139,16 +139,18 @@ void MainWidget::loadNewMesh(){
tr
(
"*.md5mesh *.3ds *.md2 *.obj *.dae *.dxf *.mesh.xml *.blend *.b3d"
));
loadNewMesh
(
fn
);
}
void
MainWidget
::
loadNewMesh
(
QString
path
){
QDir
dir
(
"."
);
qDebug
()
<<
dir
.
absolutePath
();
//
qDebug()<<dir.absolutePath();
if
(
path
.
isEmpty
())
return
;
qDebug
()
<<
"Opening File:"
<<
path
;
mesh
=
new
Mesh
(
this
,
path
);
qDebug
()
<<
"Mesh loading finished"
;
subdivision
->
splitRegular
(
mesh
);
}
...
...
QTProject/mainwindow.cpp
View file @
03f03769
...
...
@@ -42,7 +42,7 @@ MainWindow::MainWindow(QWidget *parent) :
subdivSlider
=
new
QSlider
(
Qt
::
Horizontal
);
subdivSlider
->
setMinimum
(
0
);
subdivSlider
->
setMaximum
(
5
);
subdivSlider
->
setMaximum
(
6
);
subdivSlider
->
setSliderPosition
(
0
);
subdivSlider
->
setSingleStep
(
1
);
...
...
QTProject/subdivision.cpp
View file @
03f03769
...
...
@@ -57,7 +57,7 @@ void Subdivision::subdivide(Mesh *mesh, int level) {
Input
input
;
int
currentMax
=
current_mesh
->
buffers
.
size
()
-
1
;
qCDebug
(
log_subdiv
)
<<
"Subdiv Level"
<<
level
<<
"Requested. Current Max:"
<<
currentMax
;
//
qCDebug(log_subdiv) << "Subdiv Level" << level << "Requested. Current Max:" << currentMax;
if
(
level
<=
currentMax
)
return
;
...
...
@@ -351,13 +351,16 @@ void Subdivision::precomputeVertexTable(Subdivision::Tables &tables, QVector<Ver
tables
.
vertex_offsets
.
push_back
(
offset
);
qCDebug
(
log_subdiv
)
<<
"Done with vertex index table. "
;
qCDebug
(
log_subdiv
)
<<
"Duplicates: "
;
qCDebug
(
log_subdiv
)
<<
"Duplicates: "
<<
duplicates
.
length
()
;
for
(
int
i
=
0
;
i
<
duplicates
.
length
();
i
++
){
qCDebug
(
log_subdiv
)
<<
duplicates
[
i
];
qCDebug
(
log_subdiv
_trace
)
<<
duplicates
[
i
];
}
}
void
Subdivision
::
splitRegular
(
Mesh
*
mesh
)
{
QTime
totalTimer
;
totalTimer
.
start
();
qCDebug
(
log_timing
)
<<
"splitRegular(mesh) started"
;
Mesh
::
Node
root
=
mesh
->
getRootNode
();
int
first_mesh_index
=
-
1
;
...
...
@@ -370,6 +373,7 @@ void Subdivision::splitRegular(Mesh *mesh) {
QVector
<
unsigned
int
>
regular
;
QVector
<
unsigned
int
>
irregular
;
findRegular
(
current_mesh
->
buffers
[
0
]
->
indices_irregular
,
current_mesh
->
buffers
[
0
]
->
vertices
,
regular
,
irregular
);
findRegular
(
current_mesh
->
buffers
[
0
]
->
indices_regular
,
current_mesh
->
buffers
[
0
]
->
vertices
,
regular
,
irregular
);
...
...
@@ -378,6 +382,8 @@ void Subdivision::splitRegular(Mesh *mesh) {
current_mesh
->
buffers
[
0
]
->
indices_irregular
=
irregular
;
current_mesh
->
buffers
[
0
]
->
updateIndices
();
qCDebug
(
log_timing
)
<<
"splitRegular(mesh): time: "
<<
totalTimer
.
elapsed
()
<<
"ms"
;
qCDebug
(
log_subdiv
)
<<
"splitRegular(mesh): regular: "
<<
regular
.
length
();
qCDebug
(
log_subdiv
)
<<
"splitRegular(mesh): irregular: "
<<
irregular
.
length
();
}
...
...
@@ -404,6 +410,9 @@ void Subdivision::splitRegular(Mesh *mesh) {
* @return patch index buffer with 4 times as many indices. ! if something goes wrong, the current buffer is returned and might be incomplete or empty.
*/
QVector
<
unsigned
int
>
Subdivision
::
getPatchIndexBuffer
(
QVector
<
unsigned
int
>
ib_regular
,
QVector
<
unsigned
int
>
ib_irregular
,
QVector
<
Vertex
>
vb
){
QTime
totalTimer
;
totalTimer
.
start
();
qCDebug
(
log_timing
)
<<
"PatchIndexBuffer started"
;
QVector
<
unsigned
int
>
pib
;
QVector
<
unsigned
int
>
ib_combined
=
ib_regular
+
ib_irregular
;
for
(
int
i
=
0
;
i
<
ib_regular
.
length
()
-
2
;
i
+=
3
){
...
...
@@ -422,7 +431,7 @@ QVector<unsigned int> Subdivision::getPatchIndexBuffer(QVector<unsigned int> ib_
int
count3
=
0
;
//counts other triangles with this vertex
int
count6
=
0
;
int
count7
=
0
;
/*
for (int j = 0; j < ib_combined.length(); j++){
if (j != i && j != i+1 && j != i+2){
//for debugging // checking if patch is regular.
...
...
@@ -434,7 +443,7 @@ QVector<unsigned int> Subdivision::getPatchIndexBuffer(QVector<unsigned int> ib_
if (count3 != 5 || count6 != 5 || count7 != 5){
qCWarning(log_subdiv) << "Counts wrong! 3: "<< count3 <<", 6: " << count6 << ", 7: " << count7 << ".\nEither this patch is not regular, or you didn't pass all neighboring triangles.";
}
*/
//find triangles with shared edge. Fills i2, i4, i10.
{
...
...
@@ -525,6 +534,7 @@ QVector<unsigned int> Subdivision::getPatchIndexBuffer(QVector<unsigned int> ib_
}
}
qCDebug
(
log_timing
)
<<
"PatchIndexBuffer done:"
<<
totalTimer
.
elapsed
()
<<
"ms"
;
return
pib
;
}
...
...
@@ -550,6 +560,9 @@ QVector<unsigned int> Subdivision::getTriangles(QVector<unsigned int> ib) {
* @param irregular All irregular triangles are appended to this index buffer.
*/
void
Subdivision
::
findRegular
(
QVector
<
unsigned
int
>
index_buffer
,
QVector
<
Vertex
>
vertex_buffer
,
QVector
<
unsigned
int
>
&
regular
,
QVector
<
unsigned
int
>
&
irregular
)
{
QTime
totalTimer
;
totalTimer
.
start
();
qCDebug
(
log_timing
)
<<
"Find Regular started"
;
for
(
int
i
=
0
;
i
<
index_buffer
.
length
()
-
2
;
i
+=
3
){
Vertex
vx
=
vertex_buffer
[
index_buffer
[
i
]];
Vertex
vy
=
vertex_buffer
[
index_buffer
[
i
+
1
]];
...
...
@@ -581,6 +594,7 @@ void Subdivision::findRegular(QVector<unsigned int> index_buffer, QVector<Vertex
irregular
.
push_back
(
index_buffer
[
i
+
2
]);
}
}
qCDebug
(
log_timing
)
<<
"Find Regular done:"
<<
totalTimer
.
elapsed
()
<<
"ms"
;
}
bool
Subdivision
::
matchAndCompleteTriangleIndices
(
unsigned
int
sx
,
unsigned
int
sy
,
unsigned
int
sz
,
unsigned
int
tx
,
unsigned
int
ty
,
unsigned
int
&
tz
){
...
...
@@ -649,10 +663,15 @@ Subdivision::Result Subdivision::runShader(Input input, Tables &tables) {
result
.
vb_handle
=
output_handle
;
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
0
);
QTime
timer
;
timer
.
start
();
runVertexShader
(
input
.
vertex_buffer
.
size
(),
input
.
vb_handle
,
vertex_indices_handle
,
vertex_offsets_handle
,
output_handle
);
int
vertexTime
=
timer
.
elapsed
();
timer
.
restart
();
int
edgeOffset
=
input
.
vertex_buffer
.
size
();
runEdgeShader
(
tables
.
edge_indices
.
size
()
/
4
,
input
.
vb_handle
,
edge_indices_handle
,
output_handle
,
edgeOffset
);
int
edgeTime
=
timer
.
elapsed
();
timer
.
restart
();
// Map the output buffer so we can read the results
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
output_handle
);
...
...
@@ -669,7 +688,7 @@ Subdivision::Result Subdivision::runShader(Input input, Tables &tables) {
qCDebug
(
log_subdiv_trace
)
<<
ptr
[
edgeOffset
+
i
].
pos
;
result
.
vertex_buffer
.
push_back
(
ptr
[
edgeOffset
+
i
]);
}
int
bufferbildTime
=
timer
.
elapsed
();
f
->
glUnmapBuffer
(
GL_SHADER_STORAGE_BUFFER
);
...
...
@@ -678,6 +697,7 @@ Subdivision::Result Subdivision::runShader(Input input, Tables &tables) {
f
->
glDeleteBuffers
(
1
,
&
vertex_offsets_handle
);
f
->
glDeleteBuffers
(
1
,
&
edge_indices_handle
);
qCDebug
(
log_timing
)
<<
"Compute Shader done. Vertexshader"
<<
vertexTime
<<
"ms; EdgeShader"
<<
edgeTime
<<
" BufferToCPU"
<<
bufferbildTime
<<
"ms"
;
return
result
;
}
...
...
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