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Unterteilungsalgorithmen
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Kai Westerkamp
Unterteilungsalgorithmen
Commits
067556e5
Commit
067556e5
authored
Aug 17, 2016
by
Philipp Adolf
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Merge master into patchRender (using imerge)
parents
21f7a420
a7ab78ce
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2 changed files
with
41 additions
and
0 deletions
+41
-0
subdivision.cpp
QTProject/subdivision.cpp
+34
-0
subdivision.h
QTProject/subdivision.h
+7
-0
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QTProject/subdivision.cpp
View file @
067556e5
...
...
@@ -477,7 +477,41 @@ QVector<unsigned int> Subdivision::getPatchIndexBuffer(QVector<unsigned int> ib)
}
return
pib
;
}
/*
* TODO: test code, use it
*
* Would probably be a good idea to store both regular and irregular patches.
*/
void
Subdivision
::
extractPatches
(
QVector
<
unsigned
int
>
index_buffer
,
QVector
<
Vertex
>
vertex_buffer
,
QVector
<
Subdivision
::
Patch
>
&
patches
){
patches
.
clear
();
for
(
unsigned
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
]];
Vertex
vz
=
vertex_buffer
[
index_buffer
[
i
+
2
]];
int
countx
=
0
;
int
county
=
0
;
int
countz
=
0
;
for
(
unsigned
int
j
=
0
;
j
<
index_buffer
.
length
();
j
++
){
if
(
j
!=
i
&&
j
!=
i
+
1
&&
j
!=
i
+
2
){
if
(
vx
.
samePos
(
vertex_buffer
[
index_buffer
[
j
]])){
countx
++
;
}
if
(
vy
.
samePos
(
vertex_buffer
[
index_buffer
[
j
]])){
county
++
;
}
if
(
vz
.
samePos
(
vertex_buffer
[
index_buffer
[
j
]])){
countz
++
;
}
}
}
if
(
countx
!=
5
||
county
!=
5
||
countz
!=
5
){
//triangle is irregular
}
}
}
bool
Subdivision
::
matchAndCompleteTriangle
(
unsigned
int
sx
,
unsigned
int
sy
,
unsigned
int
sz
,
unsigned
int
tx
,
unsigned
int
ty
,
unsigned
int
&
tz
){
...
...
QTProject/subdivision.h
View file @
067556e5
...
...
@@ -41,12 +41,19 @@ private:
QVector
<
Vertex
>
vertex_buffer
;
};
struct
Patch
{
QVector
<
unsigned
int
>
index_buffer
;
bool
is_regular
;
};
QOpenGLFunctions_4_3_Core
*
f
;
QOpenGLShaderProgram
*
edgeShader
;
QOpenGLShaderProgram
*
vertexShader
;
QOpenGLShaderProgram
*
initComputeShaderProgram
(
QString
&
source
);
Tables
precomputeTables
(
Input
input
);
void
extractPatches
(
QVector
<
unsigned
int
>
index_buffer
,
QVector
<
Vertex
>
vertex_buffer
,
QVector
<
Patch
>
&
patches
);
Result
runShader
(
Input
input
,
Tables
&
tables
);
void
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
);
void
runEdgeShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
edge_indices_handle
,
GLuint
output_handle
,
GLuint
offset
);
...
...
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