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Kai Westerkamp
Unterteilungsalgorithmen
Commits
0fb2b6dd
Commit
0fb2b6dd
authored
Sep 26, 2016
by
Philipp Adolf
Browse files
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Merge branch '16-baue-neighbors-map-auf-der-gpu' into 'patchRender'
Resolve "Baue neighbors map auf der GPU" Closes
#16
See merge request
!7
parents
beb432b2
5ed828b4
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Showing
6 changed files
with
250 additions
and
21 deletions
+250
-21
resources.qrc
QTProject/resources.qrc
+1
-0
subdivision-neighbors.compute
QTProject/subdivision-neighbors.compute
+71
-0
subdivision.cpp
QTProject/subdivision.cpp
+176
-4
subdivision.h
QTProject/subdivision.h
+2
-0
triangle.cpp
QTProject/triangle.cpp
+0
-16
triangle.h
QTProject/triangle.h
+0
-1
No files found.
QTProject/resources.qrc
View file @
0fb2b6dd
...
...
@@ -7,6 +7,7 @@
<file>subdivide.vert</file>
<file>subdivision-copy.compute</file>
<file>subdivision-edge.compute</file>
<file>subdivision-neighbors.compute</file>
<file>subdivision-vertex.compute</file>
<file>subdivideRegular.tcs</file>
<file>subdivideRegular.tes</file>
...
...
QTProject/subdivision-neighbors.compute
0 → 100644
View file @
0fb2b6dd
#version 430 core
layout (local_size_x = 1, local_size_y = 1) in;
struct Vertex {
vec3 pos;
vec3 norm;
vec2 uv;
};
layout(std430, binding=0) buffer Vertices {
Vertex vb[];
};
layout(std430, binding=1) buffer Index {
unsigned int ib[];
};
layout(std430, binding=2) buffer Offset {
unsigned int offset_in;
unsigned int offset_search;
};
layout(std430, binding=3) buffer Output {
int neighbors[][3];
};
int shared_edge(vec3 u, vec3 v, vec3 w, vec3 a, vec3 b, vec3 c) {
if (u == a && v == c) {
return 0;
} else if (u == a && w == b) {
return 2;
} else if (v == a && w == c) {
return 1;
}
return -1;
}
void main() {
if (3 * (gl_GlobalInvocationID.x + offset_in) + 2 >= ib.length()) {
return;
}
int found = 0;
found += (neighbors[gl_GlobalInvocationID.x + offset_in][0] > 0) ? 1 : 0;
found += (neighbors[gl_GlobalInvocationID.x + offset_in][1] > 0) ? 1 : 0;
found += (neighbors[gl_GlobalInvocationID.x + offset_in][2] > 0) ? 1 : 0;
vec3 u = vb[ib[3 * (gl_GlobalInvocationID.x + offset_in) + 0]].pos;
vec3 v = vb[ib[3 * (gl_GlobalInvocationID.x + offset_in) + 1]].pos;
vec3 w = vb[ib[3 * (gl_GlobalInvocationID.x + offset_in) + 2]].pos;
for (int i = 0; found < 3 && i < 128 && (3 * gl_GlobalInvocationID.y + offset_search + gl_NumWorkGroups.y * i) + 2 < ib.length(); i++) {
vec3 a = vb[ib[3 * (gl_GlobalInvocationID.y + offset_search + gl_NumWorkGroups.y * i) + 0]].pos;
vec3 b = vb[ib[3 * (gl_GlobalInvocationID.y + offset_search + gl_NumWorkGroups.y * i) + 1]].pos;
vec3 c = vb[ib[3 * (gl_GlobalInvocationID.y + offset_search + gl_NumWorkGroups.y * i) + 2]].pos;
int edge;
edge = shared_edge(u, v, w, a, b, c);
if (edge < 0) {
edge = shared_edge(u, v, w, b, c, a);
}
if (edge < 0) {
edge = shared_edge(u, v, w, c, a, b);
}
if (edge >= 0) {
neighbors[gl_GlobalInvocationID.x + offset_in][edge] = int(gl_GlobalInvocationID.y + offset_search + gl_NumWorkGroups.y * i);
found++;
}
}
}
QTProject/subdivision.cpp
View file @
0fb2b6dd
...
...
@@ -10,6 +10,7 @@ Subdivision::Subdivision(QOpenGLFunctions_4_3_Core *f)
Subdivision
::~
Subdivision
()
{
delete
neighborsShader
;
delete
copyShader
;
delete
edgeShader
;
delete
vertexShader
;
...
...
@@ -22,7 +23,10 @@ QString Subdivision::formatTimeMeasurement(int time){
}
void
Subdivision
::
init
()
{
QString
source
=
QLatin1String
(
":/subdivision-copy.compute"
);
QString
source
=
QLatin1String
(
":/subdivision-neighbors.compute"
);
neighborsShader
=
initComputeShaderProgram
(
source
);
source
=
QLatin1String
(
":/subdivision-copy.compute"
);
copyShader
=
initComputeShaderProgram
(
source
);
source
=
QLatin1String
(
":/subdivision-edge.compute"
);
...
...
@@ -148,11 +152,9 @@ Subdivision::Tables Subdivision::precomputeTables(Input input) {
qCDebug
(
log_timing
)
<<
"building Triangles:"
<<
formatTimeMeasurement
(
subTimer
.
elapsed
());
subTimer
.
restart
();
QMap
<
Triangle
,
Triangle
::
Neighbors
>
neighbors
;
QVector
<
Triangle
>
all_triangles
=
triangles
+
triangles_regular
;
buildNeighborsMap
(
all_triangles
,
neighbors
);
qCDebug
(
log_timing
)
<<
"building neighbors map:"
<<
formatTimeMeasurement
(
subTimer
.
elapsed
());
buildNeighborsMap
(
vb
,
all_triangles
,
neighbors
);
subTimer
.
restart
();
precomputeEdgeTable
(
tables
,
triangles
,
neighbors
,
(
unsigned
int
)
vb
.
length
());
...
...
@@ -171,6 +173,176 @@ Subdivision::Tables Subdivision::precomputeTables(Input input) {
return
tables
;
}
void
Subdivision
::
buildNeighborsMap
(
QVector
<
Vertex
>
&
vb
,
QVector
<
Triangle
>
&
triangles
,
QMap
<
Triangle
,
Triangle
::
Neighbors
>
&
neighbors
)
{
QTime
timer
;
timer
.
start
();
qCDebug
(
log_timing
)
<<
"buildNeighborsMap_gpu started"
;
QTime
subTimer
;
subTimer
.
start
();
GLuint
vb_handle
;
f
->
glGenBuffers
(
1
,
&
vb_handle
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
vb_handle
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
vb
.
size
()
*
sizeof
(
Vertex
),
vb
.
data
(),
GL_DYNAMIC_DRAW
);
GLuint
ib_handle
;
f
->
glGenBuffers
(
1
,
&
ib_handle
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
ib_handle
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
triangles
.
size
()
*
3
*
sizeof
(
GLuint
),
NULL
,
GL_DYNAMIC_DRAW
);
GLuint
*
ptr
=
(
GLuint
*
)
f
->
glMapBuffer
(
GL_SHADER_STORAGE_BUFFER
,
GL_WRITE_ONLY
);
qDebug
()
<<
vb
.
size
();
for
(
int
i
=
0
;
i
<
triangles
.
size
();
i
++
)
{
ptr
[
3
*
i
+
0
]
=
triangles
[
i
].
u_idx
();
ptr
[
3
*
i
+
1
]
=
triangles
[
i
].
v_idx
();
ptr
[
3
*
i
+
2
]
=
triangles
[
i
].
w_idx
();
}
f
->
glUnmapBuffer
(
GL_SHADER_STORAGE_BUFFER
);
GLuint
offset_handle
;
f
->
glGenBuffers
(
1
,
&
offset_handle
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
offset_handle
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
2
*
sizeof
(
GLuint
),
NULL
,
GL_DYNAMIC_DRAW
);
GLuint
output_handle
;
f
->
glGenBuffers
(
1
,
&
output_handle
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
output_handle
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
triangles
.
size
()
*
3
*
sizeof
(
GLint
),
NULL
,
GL_DYNAMIC_DRAW
);
GLint
*
output_ptr
=
(
GLint
*
)
f
->
glMapBuffer
(
GL_SHADER_STORAGE_BUFFER
,
GL_WRITE_ONLY
);
memset
(
output_ptr
,
(
GLint
)
-
1
,
triangles
.
size
()
*
3
*
sizeof
(
GLint
));
f
->
glUnmapBuffer
(
GL_SHADER_STORAGE_BUFFER
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
0
);
qCDebug
(
log_timing
)
<<
"Copying to GPU:"
<<
formatTimeMeasurement
(
subTimer
.
elapsed
());
subTimer
.
restart
();
neighborsShader
->
bind
();
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
vb_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
ib_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
2
,
offset_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
3
,
output_handle
);
GLuint
offset_in
=
0
;
GLuint
offset_search
=
0
;
while
(
offset_in
<=
(
unsigned
)
triangles
.
size
()
||
offset_search
<=
(
unsigned
)
triangles
.
size
())
{
if
(
offset_search
>
(
unsigned
)
triangles
.
size
())
{
offset_in
+=
128
;
offset_search
=
0
;
}
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
offset_handle
);
GLuint
*
offset_ptr
=
(
GLuint
*
)
f
->
glMapBuffer
(
GL_SHADER_STORAGE_BUFFER
,
GL_WRITE_ONLY
);
offset_ptr
[
0
]
=
offset_in
;
offset_ptr
[
1
]
=
offset_search
;
f
->
glUnmapBuffer
(
GL_SHADER_STORAGE_BUFFER
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
0
);
qDebug
()
<<
"dispatching with offset"
<<
offset_in
<<
offset_search
;
f
->
glDispatchCompute
(
128
,
32
,
1
);
offset_search
+=
128
*
32
;
}
f
->
glMemoryBarrier
(
GL_SHADER_STORAGE_BARRIER_BIT
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
2
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
3
,
0
);
neighborsShader
->
release
();
qCDebug
(
log_timing
)
<<
"Running shader:"
<<
formatTimeMeasurement
(
subTimer
.
elapsed
());
subTimer
.
restart
();
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
output_handle
);
GLint
*
out_ptr
=
(
GLint
*
)
f
->
glMapBuffer
(
GL_SHADER_STORAGE_BUFFER
,
GL_READ_ONLY
);
bool
valid
=
true
;
for
(
int
i
=
0
;
i
<
3
*
triangles
.
length
();
i
++
)
{
if
(
out_ptr
[
i
]
<
0
||
out_ptr
[
i
]
>=
triangles
.
length
())
{
qCWarning
(
log_subdiv
)
<<
"Invalid neighbor:"
<<
i
<<
out_ptr
[
i
];
valid
=
false
;
}
}
if
(
valid
)
{
for
(
int
i
=
0
;
i
<
triangles
.
length
();
i
++
)
{
Triangle
::
Neighbors
ns
;
GLint
other
=
out_ptr
[
3
*
i
+
0
];
ns
.
uv
.
triangle
=
&
(
triangles
[
other
]);
if
(
out_ptr
[
3
*
other
+
0
]
==
i
)
{
ns
.
uv
.
edge
.
name
=
Triangle
::
Edge
::
Name
::
uv
;
ns
.
uv
.
edge
.
a
=
ns
.
uv
.
triangle
->
u_idx
();
ns
.
uv
.
edge
.
b
=
ns
.
uv
.
triangle
->
v_idx
();
ns
.
uv
.
edge
.
c
=
ns
.
uv
.
triangle
->
w_idx
();
}
else
if
(
out_ptr
[
3
*
other
+
1
]
==
i
)
{
ns
.
uv
.
edge
.
name
=
Triangle
::
Edge
::
Name
::
vw
;
ns
.
uv
.
edge
.
a
=
ns
.
uv
.
triangle
->
v_idx
();
ns
.
uv
.
edge
.
b
=
ns
.
uv
.
triangle
->
w_idx
();
ns
.
uv
.
edge
.
c
=
ns
.
uv
.
triangle
->
u_idx
();
}
else
if
(
out_ptr
[
3
*
other
+
2
]
==
i
)
{
ns
.
uv
.
edge
.
name
=
Triangle
::
Edge
::
Name
::
wu
;
ns
.
uv
.
edge
.
a
=
ns
.
uv
.
triangle
->
w_idx
();
ns
.
uv
.
edge
.
b
=
ns
.
uv
.
triangle
->
u_idx
();
ns
.
uv
.
edge
.
c
=
ns
.
uv
.
triangle
->
v_idx
();
}
other
=
out_ptr
[
3
*
i
+
1
];
ns
.
vw
.
triangle
=
&
(
triangles
[
other
]);
if
(
out_ptr
[
3
*
other
+
0
]
==
i
)
{
ns
.
vw
.
edge
.
name
=
Triangle
::
Edge
::
Name
::
uv
;
ns
.
vw
.
edge
.
a
=
ns
.
vw
.
triangle
->
u_idx
();
ns
.
vw
.
edge
.
b
=
ns
.
vw
.
triangle
->
v_idx
();
ns
.
vw
.
edge
.
c
=
ns
.
vw
.
triangle
->
w_idx
();
}
else
if
(
out_ptr
[
3
*
other
+
1
]
==
i
)
{
ns
.
vw
.
edge
.
name
=
Triangle
::
Edge
::
Name
::
vw
;
ns
.
vw
.
edge
.
a
=
ns
.
vw
.
triangle
->
v_idx
();
ns
.
vw
.
edge
.
b
=
ns
.
vw
.
triangle
->
w_idx
();
ns
.
vw
.
edge
.
c
=
ns
.
vw
.
triangle
->
u_idx
();
}
else
if
(
out_ptr
[
3
*
other
+
2
]
==
i
)
{
ns
.
vw
.
edge
.
name
=
Triangle
::
Edge
::
Name
::
wu
;
ns
.
vw
.
edge
.
a
=
ns
.
vw
.
triangle
->
w_idx
();
ns
.
vw
.
edge
.
b
=
ns
.
vw
.
triangle
->
u_idx
();
ns
.
vw
.
edge
.
c
=
ns
.
vw
.
triangle
->
v_idx
();
}
other
=
out_ptr
[
3
*
i
+
2
];
ns
.
wu
.
triangle
=
&
(
triangles
[
other
]);
if
(
out_ptr
[
3
*
other
+
0
]
==
i
)
{
ns
.
wu
.
edge
.
name
=
Triangle
::
Edge
::
Name
::
uv
;
ns
.
wu
.
edge
.
a
=
ns
.
wu
.
triangle
->
u_idx
();
ns
.
wu
.
edge
.
b
=
ns
.
wu
.
triangle
->
v_idx
();
ns
.
wu
.
edge
.
c
=
ns
.
wu
.
triangle
->
w_idx
();
}
else
if
(
out_ptr
[
3
*
other
+
1
]
==
i
)
{
ns
.
wu
.
edge
.
name
=
Triangle
::
Edge
::
Name
::
vw
;
ns
.
wu
.
edge
.
a
=
ns
.
wu
.
triangle
->
v_idx
();
ns
.
wu
.
edge
.
b
=
ns
.
wu
.
triangle
->
w_idx
();
ns
.
wu
.
edge
.
c
=
ns
.
wu
.
triangle
->
u_idx
();
}
else
if
(
out_ptr
[
3
*
other
+
2
]
==
i
)
{
ns
.
wu
.
edge
.
name
=
Triangle
::
Edge
::
Name
::
wu
;
ns
.
wu
.
edge
.
a
=
ns
.
wu
.
triangle
->
w_idx
();
ns
.
wu
.
edge
.
b
=
ns
.
wu
.
triangle
->
u_idx
();
ns
.
wu
.
edge
.
c
=
ns
.
wu
.
triangle
->
v_idx
();
}
neighbors
.
insert
(
triangles
[
i
],
ns
);
}
}
f
->
glUnmapBuffer
(
GL_SHADER_STORAGE_BUFFER
);
qCDebug
(
log_timing
)
<<
"Building map:"
<<
formatTimeMeasurement
(
subTimer
.
elapsed
());
f
->
glDeleteBuffers
(
1
,
&
vb_handle
);
f
->
glDeleteBuffers
(
1
,
&
ib_handle
);
f
->
glDeleteBuffers
(
1
,
&
output_handle
);
qCDebug
(
log_timing
)
<<
"buildNeighborsMap_gpu done:"
<<
formatTimeMeasurement
(
timer
.
elapsed
());
}
void
Subdivision
::
precomputeEdgeTable
(
Subdivision
::
Tables
&
tables
,
QVector
<
Triangle
>
&
triangles
,
QMap
<
Triangle
,
Triangle
::
Neighbors
>
&
neighbors
,
unsigned
int
offset
)
{
//compute edge table
//Format: first two entries: edge vertices. last two entries: distant vertices.
...
...
QTProject/subdivision.h
View file @
0fb2b6dd
...
...
@@ -51,12 +51,14 @@ private:
QString
formatTimeMeasurement
(
int
time
);
QOpenGLFunctions_4_3_Core
*
f
;
QOpenGLShaderProgram
*
neighborsShader
;
QOpenGLShaderProgram
*
copyShader
;
QOpenGLShaderProgram
*
edgeShader
;
QOpenGLShaderProgram
*
vertexShader
;
QOpenGLShaderProgram
*
initComputeShaderProgram
(
QString
&
source
);
Tables
precomputeTables
(
Input
input
);
void
buildNeighborsMap
(
QVector
<
Vertex
>
&
vb
,
QVector
<
Triangle
>
&
triangles
,
QMap
<
Triangle
,
Triangle
::
Neighbors
>
&
neighbors
);
void
precomputeEdgeTable
(
Subdivision
::
Tables
&
tables
,
QVector
<
Triangle
>
&
triangles
,
QMap
<
Triangle
,
Triangle
::
Neighbors
>
&
neighbors
,
unsigned
int
offset
);
void
precomputeVertexTable
(
Subdivision
::
Tables
&
tables
,
Input
&
input
,
QMap
<
unsigned
int
,
unsigned
int
>
&
modified_vertices
);
void
updateIndexBuffer
(
QVector
<
unsigned
int
>
&
index_buffer
,
QMap
<
unsigned
int
,
unsigned
int
>
map
);
...
...
QTProject/triangle.cpp
View file @
0fb2b6dd
...
...
@@ -225,22 +225,6 @@ void insert_neighbor(QMap<Triangle, Triangle::Neighbors> &neighbors, const Trian
neighbors
.
insert
(
triangle_a
,
ns
);
}
void
buildNeighborsMap
(
QVector
<
Triangle
>
&
triangles
,
QMap
<
Triangle
,
Triangle
::
Neighbors
>
&
neighbors
)
{
Triangle
::
Edge
edge_a
,
edge_b
;
for
(
int
i
=
0
;
i
<
triangles
.
length
();
i
++
){
Triangle
*
triangle_a
=
&
triangles
[
i
];
for
(
int
j
=
i
+
1
;
j
<
triangles
.
length
();
j
++
){
Triangle
*
triangle_b
=
&
triangles
[
j
];
if
(
triangle_a
->
get_shared_edge
(
*
triangle_b
,
edge_a
,
edge_b
))
{
insert_neighbor
(
neighbors
,
*
triangle_a
,
edge_a
,
triangle_b
,
edge_b
);
insert_neighbor
(
neighbors
,
*
triangle_b
,
edge_b
,
triangle_a
,
edge_a
);
}
}
}
}
QDebug
operator
<<
(
QDebug
d
,
const
Triangle
&
triangle
)
{
QDebugStateSaver
saver
(
d
);
d
.
nospace
()
<<
"Triangle("
<<
triangle
.
u_idx
()
<<
", "
<<
triangle
.
v_idx
()
<<
", "
<<
triangle
.
w_idx
()
<<
"; "
<<
triangle
.
u
().
pos
<<
", "
<<
triangle
.
v
().
pos
<<
", "
<<
triangle
.
w
().
pos
<<
")"
;
...
...
QTProject/triangle.h
View file @
0fb2b6dd
...
...
@@ -73,7 +73,6 @@ class Triangle {
Triangle
::
Edge
::
Name
rotate_edge_name
(
Triangle
::
Edge
::
Name
edge
);
void
ibToTriangles
(
QVector
<
Vertex
>
*
vb
,
QVector
<
unsigned
int
>
&
ib
,
QVector
<
Triangle
>
&
triangles
);
void
buildNeighborsMap
(
QVector
<
Triangle
>
&
triangles
,
QMap
<
Triangle
,
Triangle
::
Neighbors
>
&
neighbors
);
QDebug
operator
<<
(
QDebug
d
,
const
Triangle
&
triangle
);
...
...
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