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Kai Westerkamp
Unterteilungsalgorithmen
Commits
09a808ae
Commit
09a808ae
authored
Jun 27, 2016
by
Philipp Adolf
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Rename edge compute shader
parent
817044b4
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4 changed files
with
9 additions
and
9 deletions
+9
-9
resources.qrc
QTProject/resources.qrc
+1
-1
subdivision-edge.compute
QTProject/subdivision-edge.compute
+0
-0
subdivision.cpp
QTProject/subdivision.cpp
+6
-6
subdivision.h
QTProject/subdivision.h
+2
-2
No files found.
QTProject/resources.qrc
View file @
09a808ae
...
@@ -5,6 +5,6 @@
...
@@ -5,6 +5,6 @@
<file>subdivide.tcs</file>
<file>subdivide.tcs</file>
<file>subdivide.tes</file>
<file>subdivide.tes</file>
<file>subdivide.vert</file>
<file>subdivide.vert</file>
<file>subdivision.compute</file>
<file>subdivision
-edge
.compute</file>
</qresource>
</qresource>
</RCC>
</RCC>
QTProject/subdivision.compute
→
QTProject/subdivision
-edge
.compute
View file @
09a808ae
File moved
QTProject/subdivision.cpp
View file @
09a808ae
...
@@ -7,11 +7,11 @@ Subdivision::Subdivision(QOpenGLFunctions_4_3_Core *f)
...
@@ -7,11 +7,11 @@ Subdivision::Subdivision(QOpenGLFunctions_4_3_Core *f)
Subdivision
::~
Subdivision
()
Subdivision
::~
Subdivision
()
{
{
delete
s
hader
;
delete
edgeS
hader
;
}
}
void
Subdivision
::
init
()
{
void
Subdivision
::
init
()
{
shader
=
init
ComputeShaderProgram
();
edgeShader
=
initEdge
ComputeShaderProgram
();
}
}
QVector
<
unsigned
int
>
Subdivision
::
fillVector
(
unsigned
int
a
,
unsigned
int
b
,
unsigned
int
c
,
unsigned
int
d
){
QVector
<
unsigned
int
>
Subdivision
::
fillVector
(
unsigned
int
a
,
unsigned
int
b
,
unsigned
int
c
,
unsigned
int
d
){
...
@@ -23,8 +23,8 @@ QVector<unsigned int> Subdivision::fillVector(unsigned int a, unsigned int b, un
...
@@ -23,8 +23,8 @@ QVector<unsigned int> Subdivision::fillVector(unsigned int a, unsigned int b, un
return
x
;
return
x
;
}
}
QOpenGLShaderProgram
*
Subdivision
::
initComputeShaderProgram
(){
QOpenGLShaderProgram
*
Subdivision
::
init
Edge
ComputeShaderProgram
(){
QString
source
=
QLatin1String
(
":/subdivision.compute"
);
QString
source
=
QLatin1String
(
":/subdivision
-edge
.compute"
);
qDebug
()
<<
"Compiling compute shader ..."
;
qDebug
()
<<
"Compiling compute shader ..."
;
QOpenGLShader
*
computeShader
=
new
QOpenGLShader
(
QOpenGLShader
::
Compute
);
QOpenGLShader
*
computeShader
=
new
QOpenGLShader
(
QOpenGLShader
::
Compute
);
...
@@ -282,7 +282,7 @@ void Subdivision::runShader(Mesh *mesh, QVector<QVector<unsigned int> > &edgeInd
...
@@ -282,7 +282,7 @@ void Subdivision::runShader(Mesh *mesh, QVector<QVector<unsigned int> > &edgeInd
GLuint
vb_handle
=
firstMeshEntry
->
VB_handle
;
GLuint
vb_handle
=
firstMeshEntry
->
VB_handle
;
QVector
<
Vertex
>
vb
=
firstMeshEntry
->
getVertexBuffer
();
QVector
<
Vertex
>
vb
=
firstMeshEntry
->
getVertexBuffer
();
s
hader
->
bind
();
edgeS
hader
->
bind
();
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
vb_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
vb_handle
);
GLuint
*
edgeIDs
=
new
GLuint
[
edgeIndices
.
size
()
*
4
];
GLuint
*
edgeIDs
=
new
GLuint
[
edgeIndices
.
size
()
*
4
];
...
@@ -329,5 +329,5 @@ void Subdivision::runShader(Mesh *mesh, QVector<QVector<unsigned int> > &edgeInd
...
@@ -329,5 +329,5 @@ void Subdivision::runShader(Mesh *mesh, QVector<QVector<unsigned int> > &edgeInd
f
->
glDeleteBuffers
(
1
,
&
indicesID
);
f
->
glDeleteBuffers
(
1
,
&
indicesID
);
f
->
glDeleteBuffers
(
1
,
&
bufferID
);
f
->
glDeleteBuffers
(
1
,
&
bufferID
);
s
hader
->
release
();
edgeS
hader
->
release
();
}
}
QTProject/subdivision.h
View file @
09a808ae
...
@@ -17,9 +17,9 @@ public:
...
@@ -17,9 +17,9 @@ public:
private
:
private
:
QOpenGLFunctions_4_3_Core
*
f
;
QOpenGLFunctions_4_3_Core
*
f
;
QOpenGLShaderProgram
*
s
hader
;
QOpenGLShaderProgram
*
edgeS
hader
;
QOpenGLShaderProgram
*
initComputeShaderProgram
();
QOpenGLShaderProgram
*
init
Edge
ComputeShaderProgram
();
void
precomputeTables
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices_base
);
void
precomputeTables
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices_base
);
void
runShader
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices
);
void
runShader
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices
);
...
...
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